+7 | Strength |
+1 | Dexterity |
+3 | Constitution |
-2 | Intelligence |
+7 | Wisdom |
-1 | Charisma |
+1 | Acrobatics |
+7 | Animal Handling |
-2 | Arcana |
+5 | Athletics |
-1 | Deception |
-2 | History |
+7 | Insight |
+1 | Intimidation |
-2 | Investigation |
+7 | Medicine |
-2 | Nature |
+5 | Perception |
-1 | Performance |
-1 | Persuasion |
-2 | Religion |
+1 | Sleight of Hands |
+1 | Stealth |
+7 | Survival |
Holy death | [1d20+10] | [2d6] | [1d8+3] (fiend and undead takes an extra 2d10 radient dmg) |
---|---|---|---|
LCB | [1d20+1] | [1d8] | |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.
A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them.
Dice: 1d8 | Personality Trait |
---|---|
1 | I judge people by their actions, not their words. |
2 | If someone is in trouble, I’m always ready to lend help. |
3 | When I set my mind to something, I follow through no matter what gets in my way. |
4 | I have a strong sense of fair play and always try to find the most equitable solution to arguments. |
5 | I’m confident in my own abilities and do what I can to instill confidence in others. |
6 | Thinking is for other people. I prefer action. |
7 | I misuse long words in an attempt to sound smarter. |
8 | I get bored easily. When am I going to get on with my destiny? |
Dice: 1d6 | Ideal |
---|---|
1 | Respect. People deserve to be treated with dignity and respect. (Good) |
2 | Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful) |
3 | Freedom. Tyrants must not be allowed to oppress the people. (Chaotic) |
4 | Might. If I become strong, I can take what I want—what I deserve. (Evil) |
5 | Sincerity. There’s no good in pretending to be something I’m not. (Neutral) |
6 | Destiny. Nothing and no one can steer me away from my higher calling. (Any) |
Dice: 1d6 | Bond |
---|---|
1 | I have a family, but I have no idea where they are. One day, I hope to see them again. |
2 | I worked the land, I love the land, and I will protect the land. |
3 | A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter. |
4 | My tools are symbols of my past life, and I carry them so that I will never forget my roots. |
5 | I protect those who cannot protect themselves. |
6 | I wish my childhood sweetheart had come with me to pursue my destiny. |
Dice: 1d6 | Flaw |
---|---|
1 | The tyrant who rules my land will stop at nothing to see me killed. |
2 | I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure. |
3 | The people who knew me when I was young know my shameful secret, so I can never go home again. |
4 | I have a weakness for the vices of the city, especially hard drink. |
5 | Secretly, I believe that things would be better if I were a tyrant lording over the land. |
6 | I have trouble trusting in my allies. |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Once, far into the murky past, the half-orc was a rare, abominable thing, something feared and reviled, considered the result of an unspeakable act. Such infants of the race were often destroyed upon birth. But those times are long since past, now the half-orc is a race unto itself and a common sight amidst the Waning Lands.
Half-orc’s skin can come in a variety of hues, through grey to rust-red. They possess jutting jaws, prominent teeth and towering builds from their orc heritage and stand at 5 to 7 feet tall.
Most half-orcs live within their own communities, or integrated with the other races of the Waning Lands. Some however live amongst orcs, a savage society of constant warfare and ritualistic slaughter and combat, who regard battle scars as tokens of pride and ornamental scars as things of beauty, though other scars may mark an orc or half-orc as a former slave or a disgraced exile. Any half-orc who has lived amongst or near orcs has scars, whether they are marks of humiliation or of pride, recounting their past exploits and injuries. Such a half-orc having escaped such a society might display these scars proudly or hide them in shame.
Despite their human heritage half-orcs are looked upon fondly by many of the high evfyl, who though still beneath them, view their strength and will as admirable qualities, a view strengthened through a history of alliances between the two races, to the point where half-orc slaves are outlawed amidst the Vir’xhur empire, and a foreign legion of half-orcs serves freely as auxiliary to their army.
Traits:
Age. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Menacing. You gain proficiency in the Intimidation skill.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Languages. You can speak, read, and write Common. You can speak Orc.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB 282
0-level (Cantrip) Transmutation
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
PHB 255
0-level (Cantrip) Evocation
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
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.
PHB, page 234
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.
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
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. 2nd level 2d8 , 3rd level 3d8 , 4th level 4d8 , 5th level 5d8 , 6th level 6d8 , 7th level 7d8 , 8th level 8d8 , 9th level 9d8 .
PHB, page 253
1-level Necromancy
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
1-level Transmutation
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
PHB, page 231
1-level Divination (ritual)
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
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.
2-level Abjuration
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Statblocks for your Trinkets, businesses, building, castles, empires.