+20 | Strength |
+5 | Dexterity |
+17 | Constitution |
+1 | Intelligence |
+12 | Wisdom |
+3 | Charisma |
+2 | Acrobatics |
+12 | Animal Handling |
+1 | Arcana |
+24 | Athletics |
+3 | Deception |
+9 | History |
+12 | Insight |
+3 | Intimidation |
+1 | Investigation |
+4 | Medicine |
+1 | Nature |
+4 | Perception |
+3 | Performance |
+11 | Persuasion |
+1 | Religion |
+3 | Sleight of Hands |
+3 | Stealth |
+20 | Survival |
Weapon | Attack | Damage | Range | |
---|---|---|---|---|
Breath attack | dex dc 21 | 14d6 lightning | 30 ft line | |
Crimson Crossbow | +10 | 1d6 +1 | 150/600 ft | |
The Dawnblade (greatsword) | +19 | 2d6 +8 +3 | melee | |
Bone Eater (greatsword) | +16 | 2d6 + 1d6 acid +7 +1 | melee | |
Silvered Longsword | +16 | 1d8 / 1d10 +7 +1 | melee |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Weapon
Uncommon
Magical, heavy, two-handed
This greatsword has a long blade with jagged teeth on both sides, it is also slightly curved back and forth in waves. The blade is rusted with a few parts showing the silver steel it was once made off. The weapon acts as a normal weapon most of the time without magical properties.
Power through pain: The blade can be activated to gain its magical property. To do so you can cut yourself as a bonus action taking 2d6 piercing damage that ignores resistance or immunity. The blade is then activated for 1 minute. While activated the blade starts to produce a wicked dark green acid that drips down the blade. Every strike deals an additional 1d6 acid damage for the duration. After the weapon is activated it can not be done so until next dawn.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 2d6+1 | Slashing |
Weight: 7lb
Dungeon Master's Guide 5th Edition
Wondrous Item
While lit, this Hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and Objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
UncommonWeight: 2 lb
World of Aloth
Adventuring Gear
Uncommon
This fist-sized light blue stone has the magical property to teleport a creature or an object to a linked place. To use the stone it must first be linked to a specific unoccupied area. To link it the wielder must focus the stone for 10 minutes to the area. When linked the stone can not be linked to another place again. When held the wielder can decide to teleport up to a large creature or object no bigger than a 10 feet cube within 10 feet to the linked area. If the creature is unwilling is must make a charisma saving throw of 15 to resist the effect. An unconscious creature fails the saving throw instantly. On a failure, the creature is teleported. When used the stone shatters into dust, even if a creature succeeds the saving throw the stone is destroyed.
Cost: 500 gold
Weight: 1lbs
World of Aloth
Wondrous Item
Very Rare Requires Attunement
The Gauntlet of the Stormcaller or also known as Stormfist is a magical gauntlet imbued with the powers of a hundred storms. It is said the crystal that channels the lighting was once the heart of the great lighting elemental Ralaz’zt but when he was defeated his power was channeled into the Stormfist.
Electrified Steel: The gauntlet grants +1 to any unarmed attacks, this increases to +3 while in a thunderstorm.
Lighting Rod: You can use your reaction whenever you are targeted or forced to make a saving throw against a magical effect that deals lightning damage to harness and siphon some of the lightning. Your next weapon or unarmed melee attack deals extra lightning damage equal to half the original damage roll. This ability recharges after 24 hours has passed.
Channel the Storm: While attuned the user can cast the shocking grasp cantrip at will using their strenght score.
The weapon also stores 9 charges that can be used to cast the following spells:
1 Charge: Thunderwave
3 Charges: Call lightning
9 charges: Chain Lighting
The DC of the spells cast with the gauntlet is 17. The weapon recharges 1d3 charges on a long rest or all charges during a thunderstorm.
Cost: 7500 GP
Weight: 4lb
World of Aloth
Wondrous Item
Uncommon
These black spikes have a single word inscribed in them in elvish “rest”. The spikes are extremely sharp and well crafted. They come in a set of 10 and are all 5 inches long. A spike can be impaled into a humanoid that has passed away. The spike makes the corpse immune to any effect that would raise it as an undead. When the spike is inserted into a corpse it loses its magic and the effect is permanently placed upon the corpse.
Weight: 12lb
World of Aloth
Ammunition
Uncommon
Magical, Ammunition
These magical bolts are enchanted with the elemental powers of fire. When loaded into a crossbow of any kind they blaze up in flames.
The bolt is a +1 ammunition that also deals an extra 1d6 fire damage on a hit. In a pack, there are 20 magical bolts.
Type | Damage | Damage | Range |
---|---|---|---|
None | 1d6+1 / 1d6 fire | Piercing |
Wondrous Item Uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Weight: 15lb
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 |
DnD 5e SRD
Wondrous Item
Uncommon Requires Attunement
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
• You have Resistance to cold damage.
• You ignore Difficult Terrain created by ice or snow.
• You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional Protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.
Cost: 500gp
Weight: 6lb
World of Aloth
Wondrous Item
Rare Requires Attunement
These boots are made from a blueish metal with the symbol of Kord (a fist grabbing a lightning bolt) scorched into them.
The boots can be activated as part of the wielder’s movement. When activated the wielder’s speed becomes 90 and they can fly until the end of their turn, any attacks of opportunity made against the wielder has disadvantage, and any creatures that you move within 5 off instantly takes 2d8 lightning damage. At the end of the wielders turn the boots return to normal and can not be used in this way until next dawn.
Cost: 4200gp
Weight: 5lb
World of Aloth
Wondrous Item
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 elemental acid.
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: 5000gp
Weight: 17lb
World of Aloth
Wondrous Item
Uncommon
While lit, this hooded lantern burns for 8 hours on 1 pint of holy oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Magical darkness within the lantern’s bright light becomes temporarily dispelled. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
Cost: 650gp
Weight: 2lb
Wondrous Item
Uncommon
The Chain of Returning is a magical crafted chain that can be attached to a weapon. As a bonus action, the user can make a Athletics (Strength) check DC 12 to try and retrieve the attached weapon when it is thrown. Any weapon connected to it gains the thrown property with a range of 30 feet.
Cost: 500gp
Weight: 8lb
World of Aloth
Wondrous Item
Very Rare Requires Attunement
These belts are symbols of those few who are given the title of champion of Kord. The belts are made by his priests or sometimes, even by Kord himself. The belts vary in look and design because of this, but they all share his symbol as a massive buckle. The belts are not only for show however, they are all imbued with a gift from kord which is enchanted into them after their creation by a follower or Kord himself. The belt is known to increase the wearer's physical strength as well as their fighting capability. But the belt is also made with a burden, a wearer of the belt who shows fear in battle is punished and loses its gifts for some time.
While attuned to the belt you gain a +2 to your Strength score to a maximum of 30. You also have advantage on all grappling checks, and you have advantage on attack rolls against creatures you have grappled. Additionally after successfully saving against fear you gain advantage on all your attack rolls on your next turn.
Fists of Storms. You can as a bonus action call upon Kord’s power to imbue your fists with lightning. While active, your unarmed strikes deal lightning damage and you have advantage on unarmed attacks against enemies who wear metal armor.
Powerful Build. You count as one size larger when determining your carrying
capacity and the weight you can push, drag, or lift.
Root out weakness. When you fail a saving throw against fear you gain disadvantage on all attack rolls for 1 minute, even if you break free from the fear. Additionally you lose all benefits from the Champions Belt for 2d6 days or until you kill a creature whose level or challenge rating is equal to half your level or higher. During this time, you can’t unatune from the belt.
Cost: 25 000gp
Weight: 17lb
DnD 5e SRD
Ring
Rare Requires Attunement
This ring stores Spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of Spells at a time. When found, it contains 1d6 - 1 levels of stored Spells chosen by the DM.
Any creature can Cast a Spell of 1st through 5th Level into the ring by touching the ring as the spell is cast. The spell has no Effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without Effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Cost: 5000gp
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.
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 three times per long rest and only one additional attack may be used per turn.
Cost: 10 000gp
Weight: 1lb
World of Aloth
Ring
Very Rare REQUIRES ATTUNEMENT BY THE FIRST VENTHIR WHO WIELDED IT Requires Attunement
Echo rings are unique magical rings only worn and made by the venthirs of Durveina. They look simple in design as they are only a thick silver ring with a symbol on them, often of an animal, but they are still powerful and worth more to venthirs than any amount of gold. The symbol is called an echo and represents the person’s personality or reflects upon something that has happened or will happen. Some say the rings guide their bonded venthir through a hint of mysticism and intelligence, their potential is unknown and some rings have grown to become more powerful with time.
Echo rings can only be attuned to by the venthir who first wore the ring and created the echo. If the venthir perishes or does not wear the ring for a long amount of time, the ring becomes docile and can not be detected as magical. While you are attuned to the ring, it will alert you to certain things by lighting up the echo symbol and giving a slight vibration. The ring lights up when within one mile of another venthir and you know their exact location while within a mile, and it will light up red if the venthir is badly hurt or incapacitated. If a venthir dies, all other echo rings will light up. The ring also warns you of dangers, you have advantage on initiative rolls, you cannot be suprised while you are conscious and the ring awakens you naturally if combat begins while you sleep.
Echo of the Tiger: Those under the tiger echo often have a strong fighting spirit, good instinct and both the strength and willpower to overcome strife. Whenever you score a critical hit with a weapon attack, you can roll one additional weapon damage die when determining the extra damage. Additionally, on your first turn in combat, you gain an additional 10 feet of movement and can take two bonus actions.
World of Aloth
Weapon
Very Rare Requires attunement by a level 10 blood hunter Requires Attunement
Heavy, Loading, Magical, Two-Handed
The Crimson Crossbow is a heavy crossbow modified with both advanced engineering and hemomancy. The crossbow itself is made from ironwood and has no space for decorations but instead is covered in blood runes and inlays to channel hemomancy. The crossbow is also a much higher quality than regular crossbows and it has better range because of it. The crossbow also has a small glass vial which is secured tightly to the side of the crossbow with iron reinforcements. The vial seems to drain blood from its victims, slowly filling the vial.
Crimson Collector. When you activate your crimson rite on the crossbow, 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. You gain an additional hemocraft die on your attacks while crimson rite is active. Additionally when you deal damage with the crossbow while its crimson rite is active, the crossbow drains the victim's blood. The crossbow gains a number of points equal to half the damage dealt with your crimson rite. The crossbow can hold 50 points. Creatures who do not have blood in their bodies can not be drained by the crossbow. Charges remain within the crossbow until used.
Crimson Spending. You can spend the points stored within the crossbow for different effects. The points remain within the crossbow until used. The effects are as following:
Type | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 1d10+1 | Piercing | 150/600 ft |
Cost: 40 000gp
Weight: 20lb
World of Aloth
Potion
Rare
This poison is imbued with a special toxin often made by the venthirs in the hopes of countering or disabling other venthirs who have strayed far from their path. The toxin disables their innate magical abilities along with weakening them.
A blood hunter who is injected with the poison must make Constitution saving throw DC 22. On a failed save the creature loses all abilities given by their class and subclass, they also gain disadvantage on Strength, Dexterity and Constitution saving throws for 1 minute. The creature can repeat the saving throw at the end of their turn, ending the effect on a success. On a successful save the creature resists the effects of the poison.
Cost: 2500gp
World of Aloth
Wondrous Item
Rare Requires Attunement
This cold iron bracelet is still stained with blood from its first wearer. The metal is bent in places and it has spikes going inward into the wearer's arm to empower their crimson powers.
The bracelet can be attuned to and unattuned to as an action. When you attune or unattune to it you lose a number of hit points equal to two rolls of your hemocraft die.
A creature you brand with your brand of castigation becomes cursed for 1 minute or until it is no longer branded. While cursed the creature has disadvantage on all attack rolls that aren't against you, and when the creature hits a creature other than you with an attack, that creature takes psychic damage equal to your wisdom modifier.
Cost: 2000gp
World of Aloth
Ring
Rare Requires Attunement
The ring has 3 Charges, and it regains 1d3 expended Charges daily at dawn.
When you fail a Dexterity saving throw while wearing it, you can use your Reaction to expend 1 of its Charges to succeed on that saving throw instead.
World of Aloth
Weapon
Legendary Requires Attunement
Heavy, Magical, Two-handed, Versatile
Forged in the primordial forge by two master smiths Thorstreal Kragbrow and Thandir Saeldor with magic imbued by the high arcanist Zavine Dilaia. The Dawnblade is a sword of legend made to symbolize the Red, gold, and gray accords. It was once wielded by the hero Paulrein Crestfol during The Failed Dehnmoran Invasion. After that it was lost to thieves but used again in the new calamity by Zenwyn Ordaxm where it was broken and lost once again. Finally reforged, the Dawnblade is brought back like it was during the accords but with traits of its former wielders.
The sword’s blade is thin, sharp and made from a beautiful white metal that never dulls. Along the blade the phrase “Red, Gold, Gray, together we can bring light to the world’ is written in Elvish, Dwarvish and Infernal. The hilt of the sword is orange and formed as an eagle spreading its wings with yellow gems in its eyes. The pommel has a hammer shape to it reminiscent of the holy symbol of Moradin.
Requires attunement by a cleric or paladin favored by a powerful divine entity or deity. The creature must also either be cr 10 or be level 10.
Transmutable form: The Dawnblade can be wielded as a magical longsword that grants a +3 bonus to Attack and Damage Rolls made with it. The weapon can also be transformed over a short rest into either a greatsword or shortsword that grants the same +3 bonus. If unattuned to, the Dawnblade returns to a longsword.
Flames of the Ancestors: Enhanced by the flames of its creators and wielders the Dawnblade can summon both infernal flames and divine flames. The flames can be summoned as a bonus action and costs 1 charge to summon. The flames last for 10 minutes, and only one type of flames can be activated at a time. The flames also extinguish if you sheate the blade or you aren’t holding the blade at the end of your turn. The blade holds 5 charges and regains all charges at dawn.
Divine flames: The Dawnblade lights up in divine flames that shed bright light in a 60-feet radius and dim light for an additional 60-feet. The Dawnblade also deals an additional 1d8 radiant damage to any target it hits, if the target is an undead or fiend it takes 3d8 radiant damage.
Infernal flames: The Dawnblade becomes engulfed in infernal flames that shed bright light in a 30-feet radius and dim light for an additional 60-feet. The Dawnblade also deals an additional 2d8 fire damage to any target it hits.
Light of the Dawn: While having divine flames burning you can use your bonus action and spend 1 charge to summon the light of the dawn. The weapon's flames explode into an intense flame that sheds bright light in a 120-feet radius and dim light for an additional 120-feet. When you activate the light of the dawn you can choose any number of creatures up to your proficiency bonus within 30 feet of you, for the duration of the divine flames the creatures have advantage on death saving throws and regain an additional 2d6 Hit Points whenever they are healed by spells.
Infernal Vortex: While having infernal flames burning you can use your action and spend 1 charge to summon an infernal vortex. Fire erupts around you in a 10 feet radius swirling with the powers of the hells. Every creature within range must make a Dexterity saving throw DC 19. On a failed save, a creature takes 10d8 fire damage and is pushed 15 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
Divine Justice: If you score a critical hit against a creature of an evil alignment that has fewer than 100 hit points or is reduced to less than 100 hit points by the attack, you can force the creature to make a DC 19 Constitution saving throw or be slain instantly by the Dawnblade. If you kill a creature in this way you regain a charge and the Dawnblade grants a+4 bonus to Attack and Damage Rolls made with it, until the next dawn. Once you have used this ability it cannot be used before next dawn.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d8+3 / 1d10+3 | Slashing |
Cost: Priceless
Weight: 4lb
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Standing Leap. The bulette’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 4d12+4 piercing damage.
Deadly Leap. If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target’s choice) or be knocked Prone and take 14 3d6+4 bludgeoning damage plus 14 3d6+4 slashing damage. On a successful save, the creature takes only half the damage, isn’t knocked Prone, and is pushed 5 feet out of the bulette’s space into an unoccupied space of the creature’s choice. If no unoccupied space is within range, the creature instead falls Prone in the bulette’s space.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Necromancy Magic
0-level (Cantrip) Necromancy
Player's Handbook
1-level Enchantment
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop The target drops whatever it is holding and then ends its turn.
Flee The target spends its turn moving away from you by the fastest available means.
Grovel The target falls prone and then ends its turn.
Halt The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Fire Magic
1-level Evocation
Storm Magic
1-level Evocation
1-level Abjuration
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. * - (holy water or powdered silver and iron, which the spell consumes)
PHB: P. 282
1-level Evocation
Divination Magic
1-level Divination
Enchantment Magic
1-level Enchantment
Player's Handbook
1-level Enchantment
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop The target drops whatever it is holding and then ends its turn.
Flee The target spends its turn moving away from you by the fastest available means.
Grovel The target falls prone and then ends its turn.
Halt The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Player's Handbook
1-level Enchantment
A willing creature you touch is imbued with bravery.
Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
PHB
1-level Enchantment
You bless up to three creatures of your choice within range. whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of nd level or higher, you can target one additional creature for each slot level above 1st.
Attack Roll or Saving Throw | + 1d4 |
---|
Lightning Magic
6-level Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.