+3 | Strength |
+0 | Dexterity |
+2 | Constitution |
+0 | Intelligence |
+4 | Wisdom |
+7 | Charisma |
+0 | Acrobatics |
+1 | Animal Handling |
+0 | Arcana |
+3 | Athletics |
+4 | Deception |
+0 | History |
+4 | Insight |
+4 | Intimidation |
+0 | Investigation |
+1 | Martial |
+4 | Medicine |
+0 | Nature |
+4 | Perception |
+4 | Performance |
+7 | Persuasion |
+3 | Religion |
+0 | Sleight of Hands |
+0 | Stealth |
+1 | Survival |
Weapon | Attack | Damage |
---|---|---|
Lorn's Shining Finger | 1d20+7 | 1d8+1d6+4 |
+1 Longsword - Minor Very Rare - Attunement | ||
In death comes life, and in rot comes room for new life. Such is believed and portrayed by the devout follower of the Duke of Decay who once crafted this beautiful longsword once used by an old military commander, pouring his overwhelming feelings of loss, the absence of his friends, and his love for them into the blade, so that he may protect all allies he makes along his path. Through the power of blessed flame, the scale of a fiery drake, and a loving bishop, this sword has been made more than it was. More than could be anticipated. | ||
While attuned to this longsword, the spirit of the commander who once wielded it bolsters your voice and authoritative presence. You can make your voice heard up to 300 feet away. Additionally, you gain the following benefits: | ||
Beacon of Radiance: This longsword deals an additional 1d6 fire damage on a hit. It also sheds bright light out to 20 feet, and dim light for an additional 20 feet. When in direct sunlight, this damage changes to radiant damage, and the bright light is sunlight. | ||
Heed My Order: When you hit a hostile creature with this weapon on your turn, you can send a blaze of white fire to an ally, bolstering them. You can use a bonus action to perform one of the following orders (an ally can only benefit from an order if they can hear you, and this order lasts until the end of their next turn): | ||
- Give Them No Quarter! You can command an ally to move towards a target you can see, preventing your foes from gaining a moment to rest. Your ally can use their reaction to move up to half their movement speed in a straight line towards the target without provoking opportunity attacks. This ability can be used twice, with both uses refreshing on a short or long rest. | ||
- Press the Advantage! You can command an ally to attack the same target you hit, the foe reeling from your radiant presence. That ally's next attack against the target has advantage. This ability can be used twice, with both uses refreshing on a short or long rest. | ||
- Strike Them Down! You can command an ally to attack a target you can see, your charisma empowering their blow. If they land a successful attack against the target, the attack deals an extra 1d6 fire or radiant damage (your choice). | ||
Military Knowledge: You have advantage on Intelligence (History) checks regarding military battles or military hierarchy. | ||
Dawnbreaker | 1d20+7 | 1d8+4 |
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.