+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
+4 | Strength | |
-1 | Dexterity | |
+9 | Constitution | |
+0 | Intelligence | |
+7 | Wisdom | |
-2 | Charisma |
+3 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
+4 | Arcana | INT | |
+4 | Athletics | STR | |
-2 | Deception | CHA | |
+0 | History | INT | |
+3 | Insight | WIS | |
-2 | Intimidation | CHA | |
+4 | Investigation | INT | |
+2 | Dance | DEX |
+3 | Medicine | WIS | |
+0 | Nature | INT | |
+7 | Perception | WIS | |
-2 | Performance | CHA | |
-2 | Persuasion | CHA | |
+0 | Religion | INT | |
-1 | Sleight of Hand | DEX | |
-1 | Stealth | DEX | |
+3 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Burial Blade(Scythe) | +8 | STR | 1d10+4+4 | Piercing | |
When dealing 10 or more dmg, Target makes con save. DC 10 + 1/2 dmg dealt. +1 exhaustion on fail. | |||||
Neck Swipe(Weapon Art) | +8 | STR | 2d10+4+4 | Piercing | |
When dealing 10 or more dmg, Target makes con save. DC 10 + 1/2 dmg dealt. +3 exhaustion on fail. | |||||
Magnum | +3 | DEX | 1d12+8-1 | Radiant | |
Range(20/60), Loading |
The statblocks of your Weapons, armor and other important/magical equipment
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
Excal-heim
Armor (Light)
Rare
a sturdy long dark coat, made from canvas and quilted Padding, reinforced with aero-brass. It's built with the express purpose of easing heavy impacts.
Gives resistance to bludgeoning, force, and fire damage.
Energy pack. A power cell linked to Amelia's cybernetics that restores 2d6 energy as a bonus action. It refills whenever she takes a long rest.
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Light | 13+ dex | No |
Excal-heim
Potion
Rare
Level | Each flask contains | Each sip heals |
---|---|---|
1-3 | 3 sips | 3+con |
4-6 | 3 sips | 6+con |
7-9 | 4 sips | 6+con |
10-12 | 4 sips | 9+con |
13-16 | 5 sips | 9+con |
17-20 | 5 sips | 12+con |
Excal-heim
Potion
Very Rare
User turns into a Flumph for 2 hours. After the 2 hours are up, they roll 6 times on the Improved Wild Magic and ignore 2 of the results. 1 they think is positive and 1 they think is negative.
Excal-heim
Weapon
Uncommon Must be Level 5 or higher. Requires Attunement
For when you want to cosplay death
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d10 slashing | None |
The statblocks of your class features
Monster Hunters are skilled fighters trained to use their mind and soul as much as their bodies in combat. They protect themselves with their own life force, extending from them as an aura of power and protection. Their minds are learned in engineering and tactics, and each wields a unique multi-form weapon of hunter design and make. Monster Hunter typically learn their craft from an academy or from another monster hunter. After they have completed their training, they are often sent out into the wilderness to hunt monsters. The hunting of monsters and the protection they provide to cities has led to countless stories of how monster hunters have bravely protected civilization. These stories and many other things inspire people to become Monster Hunters from all walks of life. These Monster Hunters have also been known to wield transforming weapons that have increasingly become more and more advanced throughout the ages.
You start with the following equipment, in addition to the equipment granted by your background:
Level | Proficiency Bonus | Features | Soul Point total |
---|---|---|---|
1st | +2 | Soul Points, Soul Shield, Transforming Weapon | 2 |
2nd | +2 | Soul Strike, Fighting Style | 3 |
3rd | +2 | Combat Mentality(Subclass) | 4 |
4th | +2 | Ability Score Improvement | 5 |
5th | +3 | Extra Attack, Landing and Climbing Strategies | 6 |
6th | +3 | Soul Sight | 7 |
7th | +3 | Combat Mentality feature | 8 |
8th | +3 | Ability Score Improvement | 9 |
9th | +4 | Soul Shell, Soul Wave | 10 |
10th | +4 | Transforming Weapon Improvement | 11 |
11th | +4 | Combat Mentality feature | 12 |
12th | +4 | Ability Score Improvement | 13 |
13th | +5 | Power Surge | 14 |
14th | +5 | Extra Attack (2) | 15 |
15th | +5 | Combat Mentality feature | 16 |
16th | +5 | Ability Score Improvement | 17 |
17th | +6 | Secondary Transforming Weapon, Second fighting style | 18 |
18th | +6 | Combat Mentality feature | 19 |
19th | +6 | Ability Score Improvement | 20 |
20th | +6 | Soul Mastery | 40 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Languages. you can speak, read, and write Common and one extra language of your choice.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.