+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+0 | Strength | |
+7 | Dexterity | |
+7 | Constitution | |
+1 | Intelligence | |
+3 | Wisdom | |
+7 | Charisma |
+10 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
+8 | Arcana | INT | |
+0 | Athletics | STR | |
+4 | Deception | CHA | |
+1 | History | INT | |
+3 | Insight | WIS | |
+4 | Intimidation | CHA | |
+1 | Investigation | INT |
+3 | Medicine | WIS | |
+1 | Nature | INT | |
+3 | Perception | WIS | |
+4 | Performance | CHA | |
+4 | Persuasion | CHA | |
+1 | Religion | INT | |
+7 | Sleight of Hand | DEX | |
+7 | Stealth | DEX | |
+3 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Sealed Zanpakuto | +10 | DEX | 1d10+7 | slashing | |
Soulbound | |||||
Released Zanpakuto | +7 | DEX | 2d4+2+7 | piercing | |
Finesse, light, thrown (range 20/60) | |||||
Survival knife | +7 | DEX | 1d4+7 | piercing | |
Finesse, light, thrown (range 20/60) |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Beginning at 1st level, you learn a eldritch ritual that allows you to attune your inner magical power to a specific element.
Fire
While you are attuned to fire you are able to cast the firebolt and control flames cantrips at will. You also gain a +2 bonus fire damage to damage rolls with weapon attacks. At 10th level this bonus increase to +4.
Force
While you are attuned to force you are able to cast the eldritch blast and mage hand cantrips at will. You also gain a +1 bonus to attack and damage rolls you make with weapons. These bonuses increase to +2 when you reach 10th level.
Frost
While you are attuned to frost you are able to cast the frostbite and shape water cantrips at will. You gain a +1 bonus to your AC. In addition, when you hit a target with your weapon attacks, its speed is reduced by 5 feet until the start of your next turn. At 10th level the AC bonus increases to +2, and the speed reduction increases to 10 feet.
Lightning
While attuned to lightning you are able to cast the shocking grasp and gust cantrips at will. You gain a +1 bonus lightning damage to damage rolls with weapon attacks, also when you score a critical hit whit one of those attacks target is incapacitated until the end of your next turn. Starting at 10th level damage bonus increase to +2, also when you score a critical hit with weapon target is stunned instead.
You have experienced countless days of mental, physical, and spiritual agony, and know intimately how you were kept alive through it. While interrogating a living humanoid, you can make sure that any pain you inflict will not kill the individual. Additionally, while perceiving such an individual, you may take at least 30 minutes to attempt (Insight/Arcana/Investigation) to learn any arcane or biological secrets about their body.
Arrancar can sense when creatures of a spiritual nature are nearby. You have advantage on Wisdom (Perception) checks to locate celestials, elementals, fey, fiends, or undead.
Starting at 1st level, you have learned how to bend reality to your wishes just like a sorcerer does. Fonts of arcane magic are hidden inside of you, whatever their origin, and through your blade your spells flow.
+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+0 | Strength | |
+7 | Dexterity | |
+7 | Constitution | |
+1 | Intelligence | |
+3 | Wisdom | |
+7 | Charisma |
+10 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
+8 | Arcana | INT | |
+0 | Athletics | STR | |
+4 | Deception | CHA | |
+1 | History | INT | |
+3 | Insight | WIS | |
+4 | Intimidation | CHA | |
+1 | Investigation | INT |
+3 | Medicine | WIS | |
+1 | Nature | INT | |
+3 | Perception | WIS | |
+4 | Performance | CHA | |
+4 | Persuasion | CHA | |
+1 | Religion | INT | |
+7 | Sleight of Hand | DEX | |
+7 | Stealth | DEX | |
+3 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Sealed Zanpakuto | +10 | DEX | 1d10+7 | slashing | |
Soulbound | |||||
Released Zanpakuto | +7 | DEX | 2d4+2+7 | piercing | |
Finesse, light, thrown (range 20/60) | |||||
Survival knife | +7 | DEX | 1d4+7 | piercing | |
Finesse, light, thrown (range 20/60) |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
D&D 5e PHB Page 256
0-level (Cantrip) Conjuration
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
PHB
0-level (Cantrip) Transmutation
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
0-level (Cantrip) Evocation
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d20+7 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
At higher levels: This spell's damage increases by 1d10 when you reach 5th level ( 2d10 ), 11th level ( 3d10 ), and 17th level ( 4d10 ).
PHB
0-level (Cantrip) Transmutation
You seize the air and compel it to create one of the following effects at a point you can see within range:
PHB
0-level (Cantrip) Evocation
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. you have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Melee Spell Attack | 2d8 | Lightning Damage |
---|
Xanathar's Guide to Everything
0-level (Cantrip) Transmutation
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Elemental Evil Player's Companion, pg. 156
0-level (Cantrip) Evocation
0-level (Cantrip) Conjuration
0-level (Cantrip) Divination
0-level (Cantrip) Evocation
PHB
0-level (Cantrip) Transmutation
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
PHB
0-level (Cantrip) Evocation
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
0-level (Cantrip) Conjuration
PHB
1-level Transmutation
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
1-level Evocation
PHB pg 231
1-level Divination (ritual)
For the duration, you sense the presence of magic within 30 feet of you. If 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
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. * - (a piece of cured leather)
2-level Conjuration
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
2-level Evocation
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
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.
Statblocks for your Trinkets, businesses, building, castles, empires.