+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+7 | Strength | |
+4 | Dexterity | |
+6 | Constitution | |
+4 | Intelligence | |
+3 | Wisdom | |
+2 | Charisma |
+4 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
+4 | Arcana | INT | |
+7 | Athletics | STR | |
+2 | Deception | CHA | |
+4 | History | INT | |
+3 | Insight | WIS | |
+2 | Intimidation | CHA | |
+4 | Investigation | INT |
+3 | Medicine | WIS | |
+4 | Nature | INT | |
+5 | Perception | WIS | |
+2 | Performance | CHA | |
+2 | Persuasion | CHA | |
+4 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+4 | Stealth | DEX | |
+5 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
DBL Axe | +10 | STR | d12+3+5 | Slashing | |
Name Chip Greataxe | |||||
7 Daggers | +7 | STR | 1d4+5 | Peircing | |
Finesse / Thrown (20/60) Silver dagger |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Level | Proficiency Bonus | Features | Rages | Rage Damage |
---|---|---|---|---|
1st | +2 | Rage, Unarmored Defense | 2 | +2 |
2nd | +2 | Reckless Attack, Danger Sense | 2 | +2 |
3rd | +2 | Primal Path, Primal Knowledge (Optional) | 3 | +2 |
4th | +2 | Ability Score Improvement | 3 | +2 |
5th | +3 | Extra Attack, Fast Movement | 3 | +2 |
6th | +3 | Path Feature | 4 | +2 |
7th | +3 | Feral Instinct, Instinctive Pounce (Optional) | 4 | +2 |
8th | +3 | Ability Score Improvement | 4 | +2 |
9th | +4 | Brutal Critical (1 die) | 4 | +3 |
10th | +4 | Path Feature, Primal Knowledge (Optional) | 4 | +3 |
11th | +4 | Relentless Rage | 4 | +3 |
12th | +4 | Ability Score Improvement | 5 | +3 |
13th | +5 | Brutal Critical (2 dice) | 5 | +3 |
14th | +5 | Path Feature | 5 | +3 |
15th | +5 | Persistent Rage | 5 | +3 |
16th | +5 | Ability Score Improvement | 5 | +4 |
17th | +6 | Brutal Critical (3 dice) | 6 | +4 |
18th | +6 | Indomitable Might | 6 | +4 |
19th | +6 | Ability Score Improvement | 6 | +4 |
20th | +6 | Primal Champion | Unlimited | +4 |
1d4 | Origin |
---|---|
1 | One of your parents is a lycanthrope, and you’ve inherited some of the curse. |
2 | You are descended from a legendary druid, a fact manifested by your ability to partially change shape. |
3 | A fey spirit gifted you with the ability to adopt different bestial aspects. |
4 | An ancient animal spirit dwells within you, allowing you to walk this path. |
1d8 | Effect |
---|---|
1 | Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points. |
2 | You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
3 | An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action. |
4 | Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon’s damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn. |
5 | Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution. |
6 | Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus. |
7 | Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies. |
8 | A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
Statblocks for your familiars, mounts etc.
Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 6-11-16 ( 2d6+4 ) Bludgeoning Damage.
Statblocks for race/species of the character.
PHB, Homebrew, MotM
The elves of Cisum are are almost as common as humans. The high elves and wood elves are most common among the mainland continents, but a few small elfhames are present among the islands of the Acapellago and beyond. Mostly, the elves of the island nations are island elves. Elves maintain their own towns and cities, but many among the islands live amongst their island neighbors. They enjoy a variety of work and often excel as artists in one form or another. Elves are one of, if not the, longest-lived races on Cisum. This longevity often means an elf is slow to make friends and enemies alike. It also means they are slow to forget them. Elves often favor diplomacy over violence, but do not mistake that for ineptitued in combat.
If playing with achievements and milestones, choosing this race at character creation grants the player the achievement "Who Wants to Live Forever."
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Keen Senses. You have proficiency in the Perception skill.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. The common word for such meditation is "trance." While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Subrace. Ancient divides among the elven people resulted in four main subraces: high elves, wood elves, island elves, and dark elves (drow). Choose one of these subraces.
As a high elf, you have a keen mind and a mastery of at least the basics of magic.
Ability Score Increase. Your Intelligence score increases by 1.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Extra Language. You can speak, read, and write one extra language of your choice.
As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests.
Ability Score Increase. Your Wisdom score increases by 1.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Fleet of Foot. Your base walking speed increases to 35 feet.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
As an island elf, you are an excellent swimmer and fisher, with some familiarity with sailing.
Ability Score Increase. Your Charisma score increases by 1.
Island Elf Weapon Training. You have proficiency with rapiers, shortswords, shortbows, and spears.
Coastal Resident. You have a swim speed equal to your base walking speed. You also gain proficiency with water vehicles and advantage on Nature skill checks when made in relation to coastal areas.
Descended from an earlier subrace of elves, the drow were banished from the surface world for following the Black Magic Woman down the path of evil.
Ability Score Increase. Your Charisma score increases by 1.
Superior Darkvision. Your darkvision has a radius of 120 feet.
Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this traing and regain the ability to do so after you finish a long rest. When you reach 5th leve, you can cast the darkness spell once with this traing and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.
Statblocks for companions, followers and other allies.
this is a test
Statblocks for your spells.
SRD
0-level (Cantrip) Abjuration
Statblocks for your Trinkets, businesses, building, castles, empires.