+16 | Expertise Bonus | |
+8 | Proficiency Bonus |
+10 | Strength | |
+13 | Dexterity | |
+11 | Constitution | |
+9 | Intelligence | |
+13 | Wisdom | |
+9 | Charisma |
+13 | Acrobatics | DEX | |
+13 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+2 | Athletics | STR | |
+1 | Deception | CHA | |
+9 | History | INT | |
+13 | Insight | WIS | |
+1 | Intimidation | CHA | |
+1 | Investigation | INT |
+5 | Medicine | WIS | |
+1 | Nature | INT | |
+21 | Perception | WIS | |
+1 | Performance | CHA | |
+1 | Persuasion | CHA | |
+1 | Religion | INT | |
+5 | Sleight of Hand | DEX | |
+21 | Stealth | DEX | |
+13 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type |
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The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e DMG
Wondrous Item
Rare Requires Attunement
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
World of Aloth
Weapon
Very Rare Requires Attunement
Finesse, Light, Magical
This shortsword is made from an ironwood handle with a heavy full guard, a sharp pommel and a long, vicious dark steel blade with saw-like teeth on one side. The blade is not elegant, but strong and well made.
Bloody Advantage. You have advantage on attack rolls against creatures which are suffering from any bleeding effects.
Bloody Crits. The number you need to roll a Critical Hit while attacking with this weapon is reduced by 1 (This ability can stack). Additionally, you deal an additional 1d6 piercing damage on a critical hit and if the target has blood, it begins to bleed. A bleeding creature loses 5 (2d4) hit points at the start of each of its turns due to bleeding. Any creature can take an action to stanch the wound with a successful Wisdom (Medicine) check with a DC equal to your attack modifier with Sawtooth. The wound also closes if the target receives magical healing.
Greater Sneak Attack. When you deal damage with Sneak Attack, you deal an additional 2d6 damage.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d6 | Piercing |
Cost: 20 000gp
World of Aloth
Weapon
Very Rare Requires Attunement
Light, Magical
Crimson Harvest is a grim weapon which is jagged and cruel in its design. It is well used and the blood of its many victims still stains the blade of the weapon.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
When you roll an 18, 19 or 20 on your attack roll with Crimson Harvest, you score a critical hit. Additionally, Crimson Harvest deals an additional 2d6 damage on a critical hit.
Crimson Harvester: When you reduce a creature to 0 hit points with Crimson Harvest, you regain a number of hit points equal to their maximum number of Hit Dice.
Shared Pain: At the start of your turn you can decide to cut yourself with Crimson Harvest and take 2d6 necrotic damage, which can not be reduced in any way. Until the start of your next turn, all your attacks with Crimson Harvest deal two additional weapon dice with Crimson Harvest.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d4+1 | Slashing |
Cost: 15 000gp
Weight: 1.5lb
World of Aloth
Weapon
Legendary Requires attunement by a blood hunter
Finesse, Magical, Reach
This whip is made from the spine of a slain vampire and later forged into a viscous weapon by the venthir Aurhak. The weapon drains its victims to sustain its wielder.
You have a +1 bonus to attack and damage rolls made with this magic weapon. This bonus increases to +3 when you have five charges in the whip.
Sustained by Blood: When you activate your crimson with the Scarlet Scourge, you take two additional dice worth of damage, and your hit point maximum is reduced by an amount equal to the number of hit points lost to your crimson rite. The reduction lasts until you finish a short or long rest. You gain an additional hemocraft die on your attacks while crimson rite is active.
Crimson Drain. When you hit a creature with this weapon, you can choose to expend one charge to siphon some of the creature’s health. When you do so, you deal an additional 3d6 necrotic damage to the target, and you regain hit points equal to the damage dealt. The whip can hold up to five charges and you regain one charge per long rest or whenever you kill a creature with the whip.
Crimson Storm. You expand five charges to whip up a storm of crimson around you. When you do so, you deal an additional 1d6 necrotic damage on all your attack rolls, and you regain hit points equal to the necrotic damage dealt. Your AC increases by 2 and each creature that hits you with a melee attack suffers 2d6 slashing damage. This effect lasts for 1 minute or until you become incapacitated or is reduced to 0 hit points, and you can not recharge any charges until you finish a long rest.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d4+1 | Slashing |
Cost: 50 000 gp
Weight: 5,5lbs
The statblocks of your class features
Through your exposure to He Who Waits, you have gained a permanent and incurable sense of dread whenever you are reminded of what lies beyond the common planes of existence. Whenever you are exposed to visions or events relating to the far realm, you must succeed on a DC 15 Wisdom saving throw or become Shaken for 1 minute. Even if you are immune to being Frightened, you are not immune to being Shaken in this way.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.