|+2||Jack of all Trades|
|+5||Sleight of Hand||DEX|
|Finesse, light, thrown (range 20/60)|
|Ammunition (range 80/320), loading, two-handed|
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Light Armor Common
Padded armor consists of quilted layers of cloth and batting.
|Type||AC||STR Req.||Stealth Dis.||Properties|
|Light||11 + Dex modifier||YES|
Cost: 5 gp Weight: 8 lb
DnD 5e SRD SRD
Melee Weapon Light Common
Cost: 1 sp Weight: 2 lb
The statblocks of your class features
A sturdy dwarf woman charges through battle, crimson axes in each hand. She cuts through the enemy like butter, blood everywhere. They thirst for it. With every swing the dwarf appears stronger, unbridled by her weapons. As the battle comes to a close, her axes fall to the floor, splatters of blood. She kneels by a fallen enemy, and the blood drains from it's body. The dwarf walks away, unscathed beyond two scabbed palms.
A haemomancer has mastered the art of blood. Using the natural energy of life to control blood, she sculpts the world to her liking. They concentrate on either self-preservation via the stealing of others' blood or manipulation via control of the enemy's blood. They damage themselves in order to maximize damage on the enemy. The original hemomancers studied vampires and monks in order to develop their techniques. Since then, small groups have taught one another and the field of pseudo magic exists in small doses.
This is a dangerous foe, wielding their own blood as a weapon and armor, the haemomancer is born of evil rituals. While not necessarily evil themselves, it requires the fell influence of a vampire's magics to produce such a creature. They are permanently marked by undeath and cannot be touched by healing magic. These cursed individuals are rare, and all the deadlier for it.
You start with the following equipment, in addition to the equipment granted by your background:
|4th||+2||Ability Score Increase|
|5th||+3||Extra Attack,Iron Blood|
|7th||+3||Magically Infused Blood|
|8th||+3||Ability Score Increase|
|9th||+4||Blood Pact Improvement|
|12th||+4||Ability Score Increase|
|15th||+5||Blood Pact Improvement|
|16th||+5||Ability Score Increase|
|17th||+6||Haemo-Concentrations and Blood Pact Improvements|
|19th||+6||Ability Score Increase|
|20th||+6||Extended Blood Pool|
Statblocks for your familiars, mounts etc.
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 2d6+3 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
A worg is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own Language and Goblin, and a few learn to speak Common as well.
Statblocks for race/species of the character.
Languages. Common, Gnomish
Statblocks for companions, followers and other allies.
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 2d10 + 6 piercing damage plus 4 1d8 acid damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 2d6 + 6 slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 2d8 + 6 bludgeoning damage.
Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
Acid Breath (Recharge 5-6). The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 12d8 acid damage on a failed save, or half as much damage on a successful one.
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 2d6 + 6 bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.
Statblocks for your spells.
Xanathar's Guide to Everything
0-level (Cantrip) Transmutation
You channel primal magic to cause your teeth or ﬁngernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes ll acid damage. After you make the attack, your teeth or ﬁngernails return to normal.
At higher levels: The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.
Statblocks for your Trinkets, businesses, building, castles, empires.
Baldur's Gate 1 Magic Items for 5e
This arrow is doused in oil and can be set to flame. You can use a bonus action to set this arrow on fire, causing it to start shining a dim light in a 20 ft. radius. When the arrow is activated, it inflicts an extra 2 (1d4) fire damage to any target it hits and its movement is reduced by 5 until the beginning of your next turn. It will continue to inflict 1 fire damage at the beginning of each of the hit creature's turns until an action or bonus action is spend to remove it. The arrow burns out in 30 seconds.
Cost: 45 gp
Adventuring Gear Heavy Very Rare
A tiny shard of a strange, ruby metal. It feels otherworldly to the touch... Floating rainbow pools cover its surface when the light touches it.