+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+6 | Strength | |
+3 | Dexterity | |
+7 | Constitution | |
-1 | Intelligence | |
-1 | Wisdom | |
-1 | Charisma |
+3 | Acrobatics | DEX | |
-1 | Animal Handling | WIS | |
-1 | Arcana | INT | |
+9 | Athletics | STR | |
-1 | Deception | CHA | |
+2 | History | INT | |
+2 | Insight | WIS | |
+6 | Intimidation | CHA | |
-1 | Investigation | INT | |
+9 | Dice Set | STR | |
+9 | Water Vehicles | STR | |
+9 | Smithing Tools | STR |
-1 | Medicine | WIS | |
-1 | Nature | INT | |
-1 | Perception | WIS | |
-1 | Performance | CHA | |
-1 | Persuasion | CHA | |
+2 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+6 | Stealth | DEX | |
-1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Unarmed | +6 | STR | 1d6+3 | Bludgeoning | |
Versatile (d8) | |||||
Javelin | +6 | STR | 1d6+3 | Piercing | |
Thrown, Range (30/120) | |||||
Light Hammer | +6 | STR | 1d4+3 | Bludgeoning | |
Light, Thrown, Range (20/60) | |||||
Net | +6 | STR | |||
Special, Thrown (5/15) | |||||
Silvered Longsword | +6 | STR | 1d8+3 | Slashing | |
Silvered, Versatile (d10) |
The statblocks of your Weapons, armor and other important/magical equipment
Armor
Uncommon
The bracers give a +1 AC and Missile Snaring: When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d6 +your Dexterity modifier. provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
No |
Armor (Shield)
Varies
Made from the scales of a corrupted Cockatrice, this shield provides the standard +2 AC and additional grantst the carrier advantage on being magically petrified. Additonally with an Action, the User may use the sharp edge of the shield to inflict a bite on the opponent causing 1d4+1 slashing damage, with a successful bite, the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Shield | No |
The statblocks of your class features
Level | Proficiency Bonus | Features | Rages | Rage Damage |
---|---|---|---|---|
1st | +2 | Rage, Unarmored Defense | 2 | +2 |
2nd | +2 | Reckless Attack, Danger Sense | 2 | +2 |
3rd | +2 | Primal Path, Primal Knowledge (Optional) | 3 | +2 |
4th | +2 | Ability Score Improvement | 3 | +2 |
5th | +3 | Extra Attack, Fast Movement | 3 | +2 |
6th | +3 | Path Feature | 4 | +2 |
7th | +3 | Feral Instinct, Instinctive Pounce (Optional) | 4 | +2 |
8th | +3 | Ability Score Improvement | 4 | +2 |
9th | +4 | Brutal Critical (1 die) | 4 | +3 |
10th | +4 | Path Feature, Primal Knowledge (Optional) | 4 | +3 |
11th | +4 | Relentless Rage | 4 | +3 |
12th | +4 | Ability Score Improvement | 5 | +3 |
13th | +5 | Brutal Critical (2 dice) | 5 | +3 |
14th | +5 | Path Feature | 5 | +3 |
15th | +5 | Persistent Rage | 5 | +3 |
16th | +5 | Ability Score Improvement | 5 | +4 |
17th | +6 | Brutal Critical (3 dice) | 6 | +4 |
18th | +6 | Indomitable Might | 6 | +4 |
19th | +6 | Ability Score Improvement | 6 | +4 |
20th | +6 | Primal Champion | Unlimited | +4 |
1d4 | Origin |
---|---|
1 | One of your parents is a lycanthrope, and you’ve inherited some of the curse. |
2 | You are descended from a legendary druid, a fact manifested by your ability to partially change shape. |
3 | A fey spirit gifted you with the ability to adopt different bestial aspects. |
4 | An ancient animal spirit dwells within you, allowing you to walk this path. |
1d8 | Effect |
---|---|
1 | Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points. |
2 | You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
3 | An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action. |
4 | Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon’s damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn. |
5 | Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution. |
6 | Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus. |
7 | Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies. |
8 | A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.