+5 | Strength |
+1 | Dexterity |
+4 | Constitution |
+2 | Intelligence |
+6 | Wisdom |
+7 | Charisma |
-1 | Acrobatics |
+1 | Animal Handling |
+0 | Arcana |
+6 | Athletics |
+2 | Deception |
+3 | History |
+1 | Insight |
+5 | Intimidation |
+0 | Investigation |
+1 | Medicine |
+0 | Nature |
+1 | Perception |
+2 | Performance |
+5 | Persuasion |
+0 | Religion |
-1 | Sleight of Hands |
-1 | Stealth |
+1 | Survival |
Name | Bonus | Damage | Type |
---|---|---|---|
BlackRazor | 1d20+6 | 2d6+6 | Slashing |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Level | Spells |
---|---|
3rd | Command, Compelled Duel |
5th | Warding Bond, Zone of Truth |
9th | Aura of Vitality, Spirit Guardians |
13th | Banishment, Guardian of Faith |
17th | Circle of Power, Geas |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Most Humans mature at around the 16 to 18 year mark, and can live up to about 150 years. Their heights can vary but usually stay within 4'8" to 6'10".
Most Humans are taught Common from a young age along with their native language. While some communities might teach the languages of the races they communicate with regularly, most humans only know enough for simple interactions.
Once per week, a Human may muster up its remaining strength and willpower to re-roll one death saving throw per week. If another bonus gives them this trait already then they instead only need to roll two death saving throws instead of three to stabilize.
A Human's resolve can be overwhelming even in the face of unending adversity.Humans drive to achieve their goals tend to surpass even the most driven of races. They gain proficiency in Persuasion and may add their Charisma modifier to any and all Inspiration rolls.
The drive to enforce one's will is never-ending.There are various different cultural heritages that Humans derive from, mostly separated by their geographical origin. These merely affect the look and language of the character. Here are a few examples:
Hail from the western country of Rive. Brown to blonde hair colors; blue to green eye colors. Often on the taller side of the spectrum, with longer head shapes and larger eyes. Pale-skinned and have a range of differing dialects stemming from their root language of Rivian. They tout being dexterous, wise, and creatives who like to travel and spread stories to different lands.
Mostly black haired, with a chance of brown or green, with predominately green and brown eye colors. Average height and head shape with slightly more inset eyes. They are dark to tawny skinned individuals who tend to be multi-talented and respect hard physical labor more than luck and study. They originate from the northwestern country of Somdas, however they tend to be part of a lot of different communities. Their regional language is Simmish which often borrows words from other languages.
Dark-haired with brown or gray eyes. Tend to be slightly shorter with smaller facial features. Their skin ranges from fair to tanned, which can lean on the fairer in the northern region of Ling'Xae. These are the only humans that originate from the continent of Reia, and are believed to be descendants or at least more closely related to the Kovik who reside there. They speak a mix of Xhang and Issen due to their divided nature of North and South, however they borrow and mix a lot of aspects with each other to help prevent confusion in trade between the distinct lands.
Languages.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
SRD
1-level Enchantment
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop: The target drops whatever it is holding and then ends its turn.
Flee: The target spends its turn moving away from you by the fastest available means.
Grovel: The target falls prone and then ends its turn.
Halt: The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
1-level Enchantment
You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
SRD
1-level Abjuration
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
1-level Evocation
The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
PHB, page 234 SRD
1-level Evocation
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
SRD
1-level Enchantment
You bless up to three creatures of your choice within range. Whenever a target makes an Attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the Attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
SRD
2-level Abjuration
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
SRD
2-level Enchantment
You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
PHB SRD
1-level Conjuration
You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.
When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
While your steed is within 1 mile of you, you can communicate with it telepathically.
You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
PHB: P. 219
2-level Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.