+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+4 | Strength | |
+4 | Dexterity | |
+4 | Constitution | |
+3 | Intelligence | |
+3 | Wisdom | |
+2 | Charisma |
+4 | Acrobatics | DEX | |
+6 | Animal Handling | WIS | |
+9 | Arcana | INT | |
+4 | Athletics | STR | |
+2 | Deception | CHA | |
+6 | History | INT | |
+3 | Insight | WIS | |
+2 | Intimidation | CHA | |
+3 | Investigation | INT |
+3 | Medicine | WIS | |
+6 | Nature | INT | |
+6 | Perception | WIS | |
+2 | Performance | CHA | |
+2 | Persuasion | CHA | |
+3 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+7 | Stealth | DEX | |
+6 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Phew (Hidden) | +7 | DEX | 1d8+4 | piercing | |
light, loading, ammunition, Ranged 30/90 | |||||
Rapier | +7 | DEX | 1d8+4 | piercing | |
light | |||||
Needle Launcher | +8 | DEX | 1+4 | piercing | |
loading, ammunition, Ranged 25/100 | |||||
Murder | +4 | STR | 1d4+1 | slashing |
The statblocks of your Weapons, armor and other important/magical equipment
Homebrew
Wondrous Item
Legendary
Phew (Palm). ammunition (range 30/90), light, loading Needle Launcher (Top of Wrist). ammunition (range 25/100), loading Grenade Launcher (Triceps). ammunition (range 20/120), loading
Ravage is the mechanical right arm of Aurel Dead-Man. It is much more realistic than his left arm, Murder, appearing human-like, but clearly made of a black metal. Hidden inside of the arm are several ranged weapons that are completely concealed when not in use: a phew which fires from his palm by flexing the hand and loads into a hidden compartment on the forearm, a needle launcher hidden near the top of his wrist, and a grenade launcher hidden in the triceps.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 1d8 / 1 | Piercing | 30/90, 25/100, 20/120 |
Cost: Priceless
Weight: 0lbs
tribality
Wondrous Item
Rare Requires Attunement
When you attune to a locket of horrors, you must write in a journal every evening for at least an hour. If you fail to do so you become unattuned to the locket at sunrise, and you may not attune to the item again for 24 hours. If you willing unattune to the locket, you may may not attune to the item again for 24 hours. When writing in your journal for this purpose, you are not always aware of what you are writing until you have completed writing for the evening. While you wear the locket, you have advantage on Wisdom saving throws. If you already have advantage on Wisdom saving throws from another source, when you make a Wisdom saving throw, you may roll an additional 1d6 1d6 and add the result to your saving throw. As an action, you may open your locket, causing the words from your journal to spill out in a 30-foot line in front of you. Creatures caught in the line must succeed on a DC 15 Wisdom saving throw or suffer 27 (6d8) 6d8 psychic damage and become restrained by the inky-words until the end of your next turn. Creatures who succeed on the saving throw suffer half as much damage, and are not restrained. Once you have opened the locket, it remains open until the following sunrise, at which time it closes again.
Cost: 4000gp
Weight: 1lb
Armor Rare
While wearing this armor, you gain a +1 bonus to AC. You can also use a Bonus Action to speak the armor's Command Word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance last until you use this property again or remove the armor.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Light | 12 |
Weight: 13lb
Homebrew
Wondrous Item
Rare Requires Attunement
When worn and attuned to a user, this cloak raises the wearer’s Wisdom score to 16. If the wearer already possesses a Wisdom score of 16 or higher, attuning to and wearing this magic item has no effect.
Cost: 1600gp
Weight: 4lb
Homebrew
Wondrous Item
Uncommon
You ignore the loading property of one type of weapon while you wear these gloves. The DM chooses the type or determines it randomly from the options below.d6 | Weapon Type |
---|---|
1 | Blowgun |
2 | Crossbow, hand |
3 | Crossbow, heavy |
4 | Crossbow, light |
5 | Musket |
6 | Pistol / phew |
Cost: 600gp
Weight: 1lb
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Homebrew
Amphibious. The drake can breathe air and water.
Multiattack. The drake can make two claw attacks. Bite. Melee Weapon Attack: +6 1d20+6 to hit, reach 5ft, one target. Hit: 9 (1d10+4) 1d10+4 piercing damage plus 3 (1d6) 1d6 fire damage. Claw. Melee Weapon Attack: +6 1d20+6 to hit, reach 5ft, one target. Hit: 8 (1d8+4) 1d8+4 slashing damage. Fire Breath (Recharge 5-6). The drake exhales fire in a 15ft cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) 7d6 fire damage on a failed save, or half as much damage on a successful one.
Jungles
Statblocks for your spells.
PHB, page 248 SRD
0-level (Cantrip) Divination
You touch one willing creature. Once before the spell ends, the target can roll a 1d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
SRD
0-level (Cantrip) Transmutation
This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
SRD
0-level (Cantrip) Transmutation
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
SRD
0-level (Cantrip) Necromancy
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
SRD
1-level Evocation
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.
SRD
1-level Evocation
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
2nd level: 3d8 thunder damage
3rd level: 4d8 thunder damage
4th level: 5d8 thunder damage
5th level: 6d8 thunder damage
6th level: 7d8 thunder damage
7th level: 8d8 thunder damage
8th level: 9d8 thunder damage
9th level: 10d8 thunder damage
Statblocks for your Trinkets, businesses, building, castles, empires.