+3 | Strength |
+1 | Dexterity |
+3 | Constitution |
+0 | Intelligence |
+5 | Wisdom |
+2 | Charisma |
+1 | Acrobatics |
+3 | Animal Handling |
+0 | Arcana |
+3 | Athletics |
+0 | Deception |
+0 | History |
+5 | Insight |
+0 | Intimidation |
+2 | Investigation |
+5 | Martial |
+3 | Medicine |
+0 | Nature |
+5 | Perception |
+0 | Performance |
+0 | Persuasion |
+0 | Religion |
+1 | Sleight of Hands |
+2 | Stealth |
+5 | Survival |
Weapon | Attack | Damage | Additional Effects |
---|---|---|---|
Tail Mace | 1d20+5 | 1d8+3 | Once per round, whenever you damage an enemy with this weapon, that enemy must make a DC 12 strength saving throw or be knocked prone. If this attack is a critical hit, they have disadvantage on the saving throw. |
The statblocks of your Weapons, armor and other important/magical equipment
Statblocks for your familiars, mounts etc.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.