+7 | Strength |
+10 | Dexterity |
+0 | Constitution |
+1 | Intelligence |
+3 | Wisdom |
+1 | Charisma |
+10 | Acrobatics |
+8 | Animal Handling |
+1 | Arcana |
+2 | Athletics |
+3 | Deception |
+1 | History |
+9 | Insight |
+3 | Intimidation |
+1 | Investigation |
+3 | Medicine |
+1 | Nature |
+10 | Perception |
+1 | Performance |
+7 | Persuasion |
+1 | Religion |
+10 | Sleight of Hands |
+10 | Stealth |
+8 | Survival |
Weapon | Attack | Damage |
---|---|---|
Chakram | 1d20+14 = 5 Pro + 5 Dex +2 ranged + weapon | 1d8+1d8+1d6+1d6+1d6+1d12+2+2+5 fire, dmg, frost, acid, radiant, force, weapon, ranged, Dex |
Elven Curved Blade | 1d20+10 = 5 Pro + 5 Dex | 1d10+1d8+5 fire dmg, Dex |
Composite Long Bow | 1d20+13 = 5 Pro + 5 Dex + 2 range + 1 Bow | 1d8+1d8+1d6+2+5+3d6poison(DC13Consave-fail=1/2dmg,0HP=Paralyzed1hr.) fire dmg, bow, electric, range, Dex |
Don't forget | Sharp Shooter & | Elven Accuracy |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Adventuring Gear
This cloak initially appears tattered and worn as if from extensive travel. On closer examination, however, the fabric is incredibly well crafted, repels water, and seems durable enough to withstand the harshest of journeys.
Weight: 1lb
Weapon Finesse Varies (this item requires attunement) [Transmutation]
This beautiful 10-Ring Sword seems to have been crafted seamlessly from a single emerald, and nearly pulses with magical energy. While unsheathed, Acwindel wooshes dramatically as it moves and glimmers in even the sparsest light. These effects continue even when sheathed unless the sheath itself is a work of master craftsmanship visibly worth at least 1000gp. When you look closely at the blade, you see the shapes of a curtain of vines running down the center of the sword, from tip to pommel. These vines all seem to emanate from a ball of roots within the crossguard. On closer inspection, the vines seem to be shifting and moving within the sword. When found, Acwindel has only one of its rings. Much like the rest of the sword, the ring seems to be crafted from a single gem, with no discernable cracks or openings. How it came to be on looped onto the sword is a question for the scholars. With each ring that is recovered, Acwindel, and her wielder, gain powers, which are listed below. Acwindel functions as a magical Longsword, and gains a bonus to attack and damage rolls equal to the number of reclaimed rings. In addition, Acwindel counts as Magical for the purposes of overcoming Resistance to non-magical weapons. Blade of Heroes: Acwindel is not designed for subtlety. While unsheathed, it whirrs and wooshes loudly, granting disadvantage on Stealth checks. It is guaranteed to draw attention to itself in nearly any situation unless it is sheathed. Call to Adventure: While wielding Acwindel, your speed increases by 30ft as winds push you onward. This ability ceases to function if you are attempting to escape.
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial Melee | 1d8 / 1d10 | Slashing | Finesse |
Cost: Pri Weight: 2lbs.
The statblocks of your class features
Statblocks for your familiars, mounts etc.
+9 | Strength |
+11 | Dexterity |
+7 | Constitution |
-4 | Intelligence |
+1 | Wisdom |
-1 | Charisma |
+11 | Acrobatics |
+1 | Animal Handling |
-4 | Arcana |
+9 | Athletics |
-1 | Deception |
-4 | History |
+1 | Insight |
+2 | Intimidation |
-4 | Investigation |
+1 | Medicine |
-4 | Nature |
+6 | Perception |
-1 | Performance |
-1 | Persuasion |
-4 | Religion |
+11 | Sleight of Hands |
+11 | Stealth |
+7 | Survival |
Name | Atk | Dmg | Special |
---|---|---|---|
Chomp | 1d20+11 | 1d10+6 | 3d10+6 if prey prone & grappled |
Pounce | 1d20+11 | 1d10+6 | prey Str. Save, fail=PRONE & GRAPPLED |
Heroes Enabled
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Large Giant Leapord Retainer , Neutral Good
Health Levels: when an attack succeeds against Mackey, she makes a Constitution Saving Throw against the average damage of the attack. On success, she looses no Hit Points. On failure, she looses a number of Hit Points (a.k.a. Health Levels) equal to the number of damage dice on the attack. When being healed, each short rest, or each die of healing heals one Health Level.
Armor: Medium: 15
Eloria deserves to live a rich, full life. I suppose these other two-leggers are pretty cool too.
Eloria's safety is my first concern.
I... Hate... Water...
One Heart: when Eloria casts a spell that targets herself, she can use her bonus action to cast it on her instead. Spells cast in this way have a range of Touch.
+0 | Strength |
+0 | Dexterity |
+0 | Constitution |
+0 | Intelligence |
+0 | Wisdom |
+0 | Charisma |
+0 | Acrobatics |
+0 | Animal Handling |
+0 | Arcana |
+0 | Athletics |
+0 | Deception |
+0 | History |
+0 | Insight |
+0 | Intimidation |
+0 | Investigation |
+0 | Medicine |
+0 | Nature |
+0 | Perception |
+0 | Performance |
+0 | Persuasion |
+0 | Religion |
+0 | Sleight of Hands |
+0 | Stealth |
+0 | Survival |
Heroes Enabled
Statblocks for your spells.
SRD
1-level Evocation
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. 2nd level 2d8 , 3rd level 3d8 , 4th level 4d8 , 5th level 5d8 , 6th level 6d8 , 7th level 7d8 , 8th level 8d8 , 9th level 9d8 .
Player's Handbook
1-level Conjuration
The next time you hit with a ranged weapon attack, in addition to the normal effects of the attack, the target and each creature within 5 feet of it must make a Dexterity save. A creature takes 1d10 piercing damage on a failed save, or half as much on a success.
At higher levels: The damage increases by 1d10 for each slot level above 1st, to a maximum of 6d10.
PHB, page 251 SRD
1-level Divination
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Player's Handbook
1-level Transmutation
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.
While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
At higher levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
2-level Divination (ritual)
You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.
SRD
2-level Abjuration
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Xanathar's Guide to Everything
2-level Conjuration
3-level Conjuration
You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.
3-level Transmutation
The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage.
Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.
The piece of ammunition or weapon then returns to its normal form.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.
Xanathar's Guide to Everything
4-level Transmutation
A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.
Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits:Statblocks for your Trinkets, businesses, building, castles, empires.