+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+4 | Strength | |
+1 | Dexterity | |
+4 | Constitution | |
+0 | Intelligence | |
-2 | Wisdom | |
+1 | Charisma |
+6 | Acrobatics | DEX | |
-2 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+2 | Athletics | STR | |
+1 | Deception | CHA | |
+0 | History | INT | |
-2 | Insight | WIS | |
+1 | Intimidation | CHA | |
+0 | Investigation | INT | |
+2 | Dressage | CHA | |
+4 | Escamotage | DEX |
-2 | Medicine | WIS | |
+0 | Nature | INT | |
-2 | Perception | WIS | |
+1 | Performance | CHA | |
+1 | Persuasion | CHA | |
+0 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+6 | Stealth | DEX | |
-2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Arc Long | +8 | DEX | 1d8+1+1 | Perforant | |
Distance : +5 (1d8+1 perforant ; munitions (portée 45 m/180 m), lourde, à deux mains) | |||||
Hachette | +6 | STR | 1d6+2+2 | Tranchant | |
Corps à corps : +4 (1d6+2 tranchant ; légère, lancer (portée 6 m/18 m)) | |||||
épée longue | +6 | STR | 1d8+2+2 | Tranchant | |
Corps à corps : +4 (1d8+2 tranchant ; polyvalente (1d10)) |
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e PHB
Weapon
Common
Ammunition, Heavy, Two-Handed
Type | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 1d8 | Piercing | 150/600 ft |
Cost: 50gp
Weight: 2 lb
Weapon
Varies
One-Handed, Versatile (d8/d10)A multipurpose cutting and thrusting weapon, with a wide guard for dueling, heavy pommel for balance, guard hooks for trapping, and a fine, rapier point. Generally, the blade is between 3ft-4ft, with a 10"-12" handle. Favored by spellblades for its ease of use in one hand or two, masters learn to become more accurate with the point, and with increased pommel weight of this weapon, learn devastating blows and critical strikes.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d8 / 1d10 | Slashing |
Weapon
Common
Arrojadiza, LigeraType | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d6 | Slashing | 20/60 ft |
Cost: 1 po
Weight: 2 lb
The statblocks of your class features
The warrior gains proficiency in one saving throw of your choice: Strength, Dexterity, or Constitution. In addition, the warrior gains proficiency in one skills of your choice from the following list: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. The warrior gains proficiency with light and medium armour, and if it is a humanoid it gains proficiency with shields and all simple and martial weapons.
Each warrior focuses on offense or defense in their training. Choose one of the following options: Attacker. The sidekick gains a +2 bonus to all attack rolls. Defender. The warrior can use its reaction to impose disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the warrior, provided the warrior can see the attacker.
The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level in this class. Once it uses this feature, it must finish a short or long rest before it can use it again.
The warrior’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
The warrior increases one ability score of your choice by 2, or the warrior increases two ability scores of your choice by 1. The warrior can’t increase an ability score above 20 using this feature.
Level | Prof Bonus | Abilities |
---|---|---|
1 | +1 | Bonus Proficiencies, Martial Role |
2 | +1 | Second Wind (1 use) |
3 | +1 | Improved Critical |
4 | +1 | Ability Score Improvement |
5 | +2 | Free Multiclass |
The warrior gains proficiency in one saving throw of your choice: Strength, Dexterity, or Constitution. In addition, the warrior gains proficiency in one skills of your choice from the following list: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. The warrior gains proficiency with light and medium armour, and if it is a humanoid it gains proficiency with shields and all simple and martial weapons.
Each warrior focuses on offense or defense in their training. Choose one of the following options: Attacker. The sidekick gains a +2 bonus to all attack rolls. Defender. The warrior can use its reaction to impose disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the warrior, provided the warrior can see the attacker.
The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level in this class. Once it uses this feature, it must finish a short or long rest before it can use it again.
The warrior’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
The warrior increases one ability score of your choice by 2, or the warrior increases two ability scores of your choice by 1. The warrior can’t increase an ability score above 20 using this feature.
Level | Prof Bonus | Abilities |
---|---|---|
1 | +1 | Bonus Proficiencies, Martial Role |
2 | +1 | Second Wind (1 use) |
3 | +1 | Improved Critical |
4 | +1 | Ability Score Improvement |
5 | +2 | Free Multiclass |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.
Claws. Melee Weapon Attack: +0 to hit, reach 5ft., one target. Hit: 1 slashing damage.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.