| +14 | Expertise Bonus | |
| +7 | Proficiency Bonus |
| +12 | Strength | |
| +12 | Dexterity | |
| +6 | Constitution | |
| -2 | Intelligence | |
| +2 | Wisdom | |
| +3 | Charisma |
| +5 | Acrobatics | DEX | |
| +2 | Animal Handling | WIS | |
| -2 | Arcana | INT | |
| +12 | Athletics | STR | |
| +3 | Deception | CHA | |
| -2 | History | INT | |
| +2 | Insight | WIS | |
| +10 | Intimidation | CHA | |
| -2 | Investigation | INT | |
| +5 | Geography | INT | |
| +9 | Linguistics | WIS | |
| +19 | Initiative | DEX | |
| +9 | Herbalism | WIS | |
| +9 | Cooking | WIS |
| +2 | Medicine | WIS | |
| -2 | Nature | INT | |
| +2 | Perception | WIS | |
| +3 | Performance | CHA | |
| +3 | Persuasion | CHA | |
| -2 | Religion | INT | |
| +5 | Sleight of Hand | DEX | |
| +12 | Stealth | DEX | |
| +16 | Survival | WIS | |
| +12 | Harvesting | DEX | |
| +9 | Streetwise | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Heavy Spear | +13 | STR | 1d8+1+5 | Piercing | |
| Heavy, Reach, Thrown(30/90ft), Versatile 1d10 | |||||
| Warbow | +12 | DEX | |||
| Shortbow | +13 | DEX | piercing or slashing | ||
| Masterwork Dagger | +13 | STR | 1d4+5 | ||
| Non-magic, Finesse, light, thrown (range 20/60) Exploitative, Keen | |||||
| The Siren's Glaive | +14 | STR | 1d10+2+5 | Slashing | |
| Finesse, Magical, Reach, Two-Handed, Swift Like the Wind, Balanced Blade | |||||
| Cold Beak | +14 | STR | 1d6+2+5 | ||
| Cold Iron, Heavy, Magical, Reach, Two-Handed | |||||
| Bonecrusher | +13 | STR | 1d6+1+5 | bludgeoning | |
| Bonecrusher, 2d6 extra against bones, Bruising Strike | |||||
Common (Krederian), Ghouling, Elvish, Abyssal, Zarovyan, Infernal
Favored Enemy: Undead, Fiends
The statblocks of your Weapons, armor and other important/magical equipment
World of Aloth
Wondrous Item
Common
This vambrace is well made and shines as if it has never seen a day’s worth of combat.
Whenever you roll a superiority die, you can add 1 to the roll.
Cost: 250 gp
Weight: 1lb
World of Aloth
Wondrous Item
Rare Requires Attunement
These boots are made from a blueish metal with lightning bolts streaking across them. Each boot has a colored lightning bolt on the top with half a lightning bolt on each foot that when put together form the symbol of the Storm Lord Talos. They were later altered to fit the holy symbol of Kord instead (A fist grabbing a lightning bolt).
The boots have 2 Charges. As part of your movement you can expend 1 Charge to double your movement speed and gain a flying speed equal to your walking speed until the end of your turn. During this time, any attacks of opportunity made against you have disadvantage, and any creature that you move within 5 feet of takes 2d6 lightning damage. A creature can only take this damage once. You regain 1 Charge at the end of each long rest.
Cost: 4200gp
Weight: 5lb
World of Aloth
Wondrous Item
Very Rare Requires Attunement
These beautiful leather gloves fit the wearer perfectly once attuned with. They are simple in design, yet made by a master craftsman.
While wearing the gloves, your Dexterity score is increased by 4 to a maximum of 24.
Cost: 20 000gp
SRD
Adventuring Gear Wondrous Item, Shoulders Uncommon (this item requires attunement)
You gain a +1 bonus to AC and Saving Throws while you wear this cloak.
| Type | AC | STR Req. | Stealth Dis. | Properties |
|---|---|---|---|---|
| None | +1, Saving Throws +1 |
World of Aloth
Adventuring Gear
Varies Requires Attunement
Cold Iron, Heavy, Magical, Reach, Two-Handed
This war scythe is made from a core of dark steel with an edge and frame made meticulously from cold iron sharpened and molded to be a lethal edge. The weapon was further blessed by the Raven Queen to add to its undeath vanquishing potential. The initials S.S.T are etched into the dark steel of the weapon.
You have a +2 bonus to attack and damage rolls made with this magic weapon. This weapon is made from cold iron for the sake of overcoming resistances and exploiting weaknesses.
Cold Touch. Cold Beak deals an additional 1d6 cold damage on a hit. This damage ignores resistance to cold damage when hitting a fiend (demon) or undead. Additionally, if a creature takes additional damage from cold iron, they take an additional 1d6 cold damage, if the creature is vulnerable to cold iron, it takes an additional 2d6 cold damage.
Critical Chill. The number you need to roll a Critical Hit against undeads while attacking with Cold Beak is reduced by 1 (This ability can stack). When you score a critical hit with Cold Beak, the creature becomes Chilled until the start of your next turn. An undead which is normally immune to being Chilled is not immune to being Chilled against Cold Beak.
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Melee | 2d6+2 | Slashing |
Cost: 25 000gp
Weight: 6lb
World of Aloth
Weapon
Legendary Requires attunement by a creature with a Strength and Dexterity score of 16 or higher
Finesse, Magical, Reach, Two-Handed
The Siren’s Glaive is a powerful and magical glaive made by Derris Skaerner. It is beautiful and made from dark steel with crimson decorations. The pommel of the glaive is imbued with a big and beautiful star-ruby. The weapon was later covered in Sterralite which gave it greater power against fiends and undead.
The Siren’s Glaive is silvered with sterralite, the weapon deals an additional 1d8 radiant damage against fiends and undead, and the weapon counts as silver for overcoming resistance and exploiting weaknesses.
Balanced Blade. The Siren’s Glaive harnesses both strength and speed when wielded. If you are using Strength for your attacks you can add half your Dexterity bonus (rounded up) to each attack roll you make and if you are using Dexterity for your attack you can add half your Strength bonus (rounded up) to each damage roll you make. Additionally, if you are not wearing armor or wielding a shield you can add half your proficiency bonus (rounded up) to your AC while wielding the Siren’s Glaive.
Swift Like the Wind. When you take the attack action on your turn while wielding the Siren’s Glaive you can make an additional attack.
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Melee | 1d10+2 | Slashing |
Cost: 60 000 gp
Weight: 4lb
World of Aloth
Wondrous Item
Very Rare Requires Attunement
The Bracers of Blinding Strike are a pair of magical bracers worn on the wrists. Created by the drow and given to only their greatest warriors these bracers will imbue their wielders with immense speed and agility in addition to granting them better defense.
While wearing the bracers of blinding strike you gain a +2 bonus to AC if you are not wearing heavy armor or a shield. You can also add half your proficiency bonus (rounded down) to initiative rolls while wearing them. Your Dexterity score is also increased by 2.
Blinding Strikes: When you have used your action on your turn to make a melee weapon attack, you can activate the bracers to make an additional attack on your turn. You may use this ability four times per long rest and only one additional attack may be used per turn.
Alternative Use
Instead of wearing the bracers on your arms, you can use them on your shins instead which grants the following benefits instead of the previously listed ones:
While wearing the bracers of blinding strikes on your shins you gain a +2 bonus to AC if you are not wearing any armor or wearing light armor, your movement speed is increased by 10 and you have advantage on any Dexterity (Acrobatics) checks that you make. You can also add your proficiency bonus to initiative rolls while wearing them. Your Dexterity score is also increased by 2.
Lightning Escape: You can use your bonus action to both disengage and dash. You may use this ability four times per long rest.
Cost: 10 000gp
Weight: 1lb
World of Aloth
Wondrous Item
Rare Requires Attunement
This set of bracers are made from dark steel with silver details that form swirling symbols.
While wearing these bracers, you gain a +1 bonus to AC if you are not using a shield.
Temerarious Strikes: When you have advantage on a weapon attack and not disadvantage, you can instead forgo the advantage and make an additional weapon attack which can not be affected by advantage. You may use this ability three times per long rest, and only one additional attack may be used per turn.
Cost: 3000gp
Weight: 1lb
World of Aloth
Wondrous Item
Very Rare Requires Attunement
These beautiful leather gloves fit the wearer perfectly once attuned with. They are simple in design, yet made by a master craftsman.
While wearing the gloves, your Dexterity score is increased by 4 to a maximum of 24.
Cost: 10 000 gp
Weight: 1lb
World of Aloth
Weapon
Rare Requires attunement by a creature with proficiency in medium armor and a Strength score of 18+
Disarm, Light, Unarmed
These gauntlets are old and heavily worn, yet their structure and use is no less diminished. The gauntlets are made up of heavy and thick interconnected steel plates which have some sorts of runes still etched into them, but what they set is unintelligible by time and wear.
The gauntlets count as magical for the purpose of overcoming resistance and immunity to nonmagical damage, and the damage dice of the gauntlets is 1d8 instead of 1d4.
While wearing the gauntlets, you suffer a -1 penalty to both your melee weapon and unarmed attack rolls, but you deal an additional amount of damage equal to half your Strength modifier (rounded up) with your melee weapon attacks.
Critical Dazing. When you score a critical hit against a creature with the gauntlets, it must succeed on a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Strength or become dazed until the end of your next turn.
| Type | Damage | Damage | Range |
|---|---|---|---|
| Simple Melee | 1d8 | Bludgeoning |
Cost: 4000 gp
Weight: 3lbs
DnD 5e SRD
Weapon
Rare
Magical, finesse, light
You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon.
When you hit a Dragon with this weapon, the Dragon takes an extra 3d6 damage of the weapon's type. For the Purpose of this weapon, "dragon" refers to any creature with the Dragon type, including Dragon turtles and wyverns.
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Melee | 1d6+1 | Piercing |
Cost: 3500gp
Weight: 2lb
World of Aloth
Wondrous Item
Very Rare Requires Attunement
This bandolier is made from thin and dark leather which hugs the body tightly while worn. It is lined with a silver brim which has almost impossible to see runes written on it, and the bandolier has many small sapphires on its lowest belt.
The bandolier can attune to up to three light weapons with the thrown feature. When attuned, the weapon will return to the belt at the end of your turn if they are not in the bandolier or in your hands. The effect does not work between planes, and it takes 1 minute to attune a weapon to the bandolier.
Additional Attunement. If one of the light weapons attuned to the bandolier normally requires attunement and is not a legendary item or higher quality, you can attune to it for free while attuned to the bandolier.
Fastest Throw in Tyrania. During your first turn in combat, if you take the attack action, you can use the Quick Thrower feature without expending a Charge, as long as the target of your attack has not yet taken a turn. If the target is Surprised, the attack becomes a critical hit on a hit. Once you have used this feature, you must finish a long rest before you can do so again.
Quick Thrower. The bandolier has 2 Charges. It regains both Charges when you finish a long rest. You can expend one Charge when you take the attack action to throw a weapon attuned to your bandolier as part of the attack action.
Thrown Potency. When you throw a weapon attuned to the bandolier, it deals an additional 2 damage.
Cost: 12 500gp
Weight: 1lb
World of Aloth
Wondrous Item
Very Rare
This long metal tube has draconic runes written on it. They translate into draconic boom tube. The head of the tube is shaped like a dragon head and it has a beautiful grip shaped like a dragon’s tail.
As an action you can say the trigger word “Mercy” in draconic. When activated the boom tube shoots a big bolt of lightning in a 5 feet wide 90 feet long line. All creatures in the line must make a dexterity saving throw DC 18 or take 10d8 lightning damage on a failed save or half damage on a successful save. Once used the Boom Tube can not be used until it has been fed a vial of storm salt.
After each use of the boom tube, roll a d20. On a 1, the boom tube is partly destroyed and cannot be used. After each shot the chance of partly destroying the boom tube increases by one until it has been given 24 hours to cool down in which case the chance is reduced to 1. To fix a partly destroyed boom tube a creature with proficiency in both arcana and tinkering tools can spend 1000 gold and one day to attempt to fix it. At the end of the day you must succeed on an arcana check and tinkering check 15 plus the chance of destruction when destroyed. If you succeed on both checks the boom tube is fixed, if you succeed on one the boom tube is not fixed and the process must be attempted again with all resources lost, and if you fail both checks the boom tube is completely destroyed and cannot be fixed.
Cost: 10 000gp
Weight: 17lb
World of Aloth
Weapon
Very Rare Requires Attunement
Finesse, Light, Range, Thrown
This dagger is made from a dark iron handle with a silvery steel blade imbued with arcane manipulated dementrium. The weapon was created to counter mages. It was originally created and owned by the mage hunters during the time of Thornheart.
You have a +2 bonus to Attack and Damage Rolls made with this weapon.
Arcane Cut: When you hit a creature with this dagger you can decide to activate the arcane cut ability. The creature is then forced to make a saving throw using their spellcasting ability against a 18 DC. On a failure, the spellcaster takes an extra 2d8 force damage and can not cast a spell for one minute. At the end of each of the target's turns they can make another saving throw. On a success, the target can cast spells as normal. On a successful save the target takes 2d8 force damage. This ability is recharged after a short or long rest.
| Type | Damage | Damage | Range |
|---|---|---|---|
| Simple Melee | 1d4+2 | Piercing | 20/60 |
Cost: 35 000gp
Weight: 1lb
World of Aloth
Weapon
Very Rare Requires Attunement
magical, thrown, finesse, light
This dagger is made from a rare crystal from the astral known as rift crystals. The blade is a sharpened shard from such a crystal, it has been connected with a beautiful metal handle made to focus its powers. This particular dagger is well used and has the word Kiva’r engraved in the handle.
Open Rift. As an action you can slice open a colorful shifting rift in space within 5 feet of you. When you do so choose another unoccupied space that you can see within 300 feet of you, another rift opens at that location. The rift stays open for 1 minute or until a creature willingly moves through it. Additionally, projectiles can travel parallely through the rift without closing it. Ranged attack rolls made through the rift works like normal and the space between the rifts does not impact the range the projectile can move. Additionally, attacks that hit a creature after traveling through the rift deals an additional 1d8 force damage. You can only open one rift per long or short rest.
Timestrike. When you hit a creature with the dagger you can make the attack a timestrike. When you do, the target must succeed on a DC 17 Wisdom saving throw or move 1 round forward in time. A target moved forward in time vanishes for the duration and returns to the space it left or in an unoccupied space nearest to that space if it’s occupied at the end of its next turn. This ability can be used twice per long rest.
| Type | Damage | Damage | Range |
|---|---|---|---|
| Simple Melee | 1d4+1 | Piercing | 20/60 ft |
Cost: 25 000gp
Weight: 1lb
World of Aloth
Weapon
Uncommon
Finesse, Light, Silvered, Thrown
This beautiful dagger is made from silver and covered in beautiful runes which seems to dull light around it.
Night Strikes. The dagger deals an additional 1d4 necrotic damage on a hit, or 1d6 if the target is standing in dim-light or darkness.
| Type | Damage | Damage | Range |
|---|---|---|---|
| Simple Melee | 1d4+1 | Piercing | 20/60 |
Cost: 500gp
Weight: 2lb
World of Aloth
Weapon
Legendary
Finesse, Light, Magical
This vicious shortsword has been made even more vicious through a series of enchantments.
You have a +2 bonus to attack and damage rolls made with this magic weapon.
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 3d6 piercing damage on a critical hit.
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Melee | 1d6+2 | Piercing |
Cost: 50 000 gp
Weight: 2lb
The statblocks of your class features
You are exceptionally speedy and agile. You gain the following benefits:
A Constitution score of 15+
Your body has the ability to recover quickly from terrible injuries, and is unusually receptive to healing magic. You gain the following benefits:
You have practiced techniques in melee combat against spellcasters, gaining the following benefits:
Strength score of 18+
You have mastered the ability to wield unwieldy weapons through pure strength and technique. You gain the following benefits:
A Strength score of 13+
Accustomed to the rough-and-tumble fighting using your fists or whatever weapons happen to be at hand, you gain the following benefits:
A Dexterity score of 15+
Your reactions are greatly honed. You gain the following benefits:
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
| Sidebar Time | Score |
|---|---|
| Awesomeness | 10 |
| Useability | 10 |
| Aesthetics | 10 |
Up to 13-14 to not go into the sidebar, and 20 to not go off the page (on my monitor at least)
| I | wonder | how | long | i | can | make | this | table | before | it | looks | like | absolute | poop | actually | quite | long | thats | cool | i | will | use | this | everywhere | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 |
Up to 13-14 to not go into the sidebar, and 20 to not go off the page (on my monitor at least)
| I | wonder | how | long | i | can | make | this | table | before | it | looks | like | absolute | poop | actually | quite | long | thats | cool | i | will | use | this | everywhere | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 |
This is the description for the table. You can put BBCode in here and also within the table data (see example further down the page)
| Name | Bob | Betty | Bill | Bertha | Ben | Brenda |
|---|---|---|---|---|---|---|
| Level | 4 | 2 | 5 | 6 | 1 | 3 |
| Flight Skill | 18 | 23 | 35 | 57 | 27 | 21 |
| Weapon | Laser Pistol | Self Defense | Laser Pistol | Taser Knuckles | Pocket Knife | Poisoned Chocolate Brownies |
Statblocks for your Trinkets, businesses, building, castles, empires.
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