+6 | Strength |
+2 | Dexterity |
+7 | Constitution |
-3 | Intelligence |
+1 | Wisdom |
+2 | Charisma |
+6 | Acrobatics |
+5 | Animal Handling |
-3 | Arcana |
+6 | Athletics |
+2 | Deception |
-3 | History |
+1 | Insight |
+2 | Intimidation |
-3 | Investigation |
+1 | Medicine |
-3 | Nature |
+5 | Perception |
+6 | Performance |
+2 | Persuasion |
-3 | Religion |
+2 | Sleight of Hands |
+2 | Stealth |
+1 | Survival |
Weapon | Atk Bonus | Damage | Rage | Type | Range | Notes |
---|---|---|---|---|---|---|
Three-Skull Spear | 1d20+6 | 1d6+4 | 1d6+6 | Piercing | 20/60 | |
Whip | 1d20+6 | 1d4+4 | 1d4+6 | Slashing | ||
Retiarius' Net | 1d20+6 | 5/15 | Restrained, 5HP, DC 10 STR | |||
Javelin | 1d20+6 | 1d6+4 | 1d6+6 | Piercing | 30/120 | |
MACE | 1d20+6 | 1d6+4 | 1d6+6 | Bludgeoning | ||
Blue-Hued Club | 1d20+7 | 1d4+5 | 1d4+7 | Bludgeoning | ||
BooyaArchspear | 1d20+6 | 1d6+4+1d4 1d8+4+1d4 | 1d6+6+1d4 1d8+6+1d4 | Piercing + Lightning | Vesatile, once the charge is used the lightning damage bonus disappears | |
BooyaArchspear-shot | 1d20+6 | 3d6 | Lightning | 15 | 1 charge, uses this charge when used. | |
Blue-Hued Shillelagh | 1d20+7 | 1d8+5 | 1d8+7 | Booyagh |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Charge: If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk Attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. Relentless (Recharges after a Short or Long Rest): If the boar takes 7 damage or less that would reduce it to 0 Hit Points, it is reduced to 1 hit point instead. Shadow Step: As a bonus action Cerg teleports him and his rider up to 30ft.
Tusk: Melee Weapon Attack: 1d20+3 +3 to hit, reach 5 ft., one target. Hit: 4 1d6+1 slashing damage.
being a hella cool boi
Plains, Forests, Mountains, Swamps, Urban, etc.
Statblocks for race/species of the character.
Darkvision: 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. Fury of the Small: When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a short or long rest. Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns.
Languages. Common and Golbin
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Transmutation
The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
0-level (Cantrip) Transmutation
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
1-level Divination
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
1-level Abjuration
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
* - which you take when you take acid, cold, fire, lightning, or thunder damage
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
1-level Transmutation
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
2-level Enchantment (ritual)
By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.
When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.
At higher levels: If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
2-level Transmutation
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
2-level Transmutation
Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.
Statblocks for your Trinkets, businesses, building, castles, empires.