+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+3 | Strength | |
+4 | Dexterity | |
+2 | Constitution | |
+0 | Intelligence | |
+2 | Wisdom | |
-1 | Charisma |
+4 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+1 | Athletics | STR | |
+1 | Deception | CHA | |
+0 | History | INT | |
+0 | Insight | WIS | |
-1 | Intimidation | CHA | |
+2 | Investigation | INT |
+0 | Medicine | WIS | |
+0 | Nature | INT | |
+2 | Perception | WIS | |
-1 | Performance | CHA | |
-1 | Persuasion | CHA | |
+0 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+4 | Stealth | DEX | |
+2 | Survival | WIS |
Name | Roll | Attr | Dmg | Dmg Type | |
---|---|---|---|---|---|
Quaterstaff | +1 | STR | 1d6/1d8 | Bludgeoning | |
Versatile | |||||
Claws | +5 | DEX | 1d6 | Slashing | |
Crossbow | +4 | DEX | 1d6 | Piercing | |
Loading, Ammunition |
The statblocks of your Weapons, armor and other important/magical equipment
Weapon
Common
VersatileType | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d6 / 1d8 | Bludgeoning |
Cost: 2 sp
Weight: 4 lb
DnD 5e SRD
Weapon
Common
Ammunition, Light, LoadingType | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 1d6 | Piercing | 30/120 ft |
Cost: 75 gp
Weight: 3 lb
Armor (Medium)
Common
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Medium | 14 + Dex Modifier (max 2) | Yes |
Cost: 50 gp
Weight: 45 lb
Adventuring Gear
Common
Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it
Cost: 10 gp
Artisan Tool
Common
Alchemist's supplies enable a character to produce useful concoctions, such as acid or alchemist's fire.
Components: Alchemist's supplies include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water.
Arcana: Proficiency with alchemist's supplies allows you to unlock more information on Arcana checks involving potions and similar materials.
Investigation. When you inspect an area for clues, proficiency with alchemist's supplies grants additional insight into any chemicals or other substances that might have been used in the area.
Alchemical Crafting: You can use this tool proficiency to create alchemical items. A character can spend money to collect raw materials, which weigh 1 pound for every 50 gp spent. The DM can allow a character to make a check using the indicated skill with advantage. As part of a long rest, you can use alchemist's supplies to make one dose of acid, alchemist's fire, antitoxin, oil, perfume, or soap. Subtract half the value of the created item from the total gp worth of raw materials you are carrying.
Cost: 50 gp
Weight: 8 lb
Artisan Tool
Common
Skill at carpentry enables a character to construct wooden structures. A carpenter can build a house, a shack, a wooden cabinet, or similar items.
Components: Carpenter's tools include a saw, a hammer, nails, a hatchet, a square, a ruler, an adze, a plane, and a chisel.
History: This tool proficiency aids you in identifying the use and the origin of wooden buildings and other large wooden objects.
Investigation: You gain additional insight when inspecting areas within wooden structures, because you know tricks of construction that can conceal areas from discovery.
Perception: You can spot irregularities in wooden walls or floors, making it easier to find trap doors and secret passages.
Stealth: You can quickly assess the weak spots in a wooden floor, making it easier to avoid the places that creak and groan when they're stepped on.
Fortify: With 1 minute of work and raw materials, you can make a door or window harder to force open. Increase the DC needed to open it by 5.
Temporary Shelter: As part of a long rest, you can construct a lean-to or a similar shelter to keep your group dry and in the shade for the duration of the rest. Because it was fashioned quickly from whatever wood was available , the shelter collapses 1d3 days after being assembled.
Cost: 8 gp
Weight: 6 lb
The statblocks of your class features
Level | Proficiency Bonus | Crimson Rite Damage Die | Features | Blood Curses Known |
---|---|---|---|---|
1st | +2 | 1d4 | Hunter's Bane, Crimson Rite | - |
2nd | +2 | 1d4 | Fighting Style, Blood Maledict | 1 |
3rd | +2 | 1d4 | Blood Hunter Order | 1 |
4th | +2 | 1d4 | Ability Score Improvement | 1 |
5th | +3 | 1d6 | Extra Attack | 2 |
6th | +3 | 1d6 | Blood Maledict (2/rest) | 2 |
7th | +3 | 1d6 | Order Feature | 2 |
8th | +3 | 1d6 | Ability Score Increase | 2 |
9th | +4 | 1d6 | Grim Psychometry | 3 |
10th | +4 | 1d6 | Dark Velocity | 3 |
11th | +4 | 1d8 | Order feature, Blood Maledict (3/rest) | 3 |
12th | +4 | 1d8 | Ability Score Improvement | 3 |
13th | +5 | 1d8 | - | 4 |
14th | +5 | 1d8 | Hardened Soul | 4 |
15th | +5 | 1d8 | Order Feature | 4 |
16th | +5 | 1d8 | Ability Score Improvement | 4 |
17th | +6 | 1d10 | Blood Maledict (4/rest) | 5 |
18th | +6 | 1d10 | Order Feature | 5 |
19th | +6 | 1d10 | Ability Score Improvement | 5 |
20th | +6 | 1d10 | Sanguine Mastery | 6 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Ability Score Increase. Your Dexterity score increases by 1. Age. Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old. Size. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Shifting. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. Once you shift, you can’t do so again until you finish a short or long rest. Languages. You can speak, read, and write Common.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.