+7 | Strength |
+2 | Dexterity |
+7 | Constitution |
+2 | Intelligence |
+1 | Wisdom |
+1 | Charisma |
+2 | Acrobatics |
+1 | Animal Handling |
+2 | Arcana |
+7 | Athletics |
+1 | Deception |
+2 | History |
+5 | Insight |
+1 | Intimidation |
+2 | Investigation |
+1 | Medicine |
+2 | Nature |
+5 | Perception |
+1 | Performance |
+5 | Persuasion |
+2 | Religion |
+2 | Sleight of Hands |
+2 | Stealth |
+5 | Survival |
Weapon | Attack | Damage |
---|---|---|
*Downburst | +7 | 1d8 / 1d10 s |
Longbow | +6 | 1d8 p |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
World of Bluewater
Wondrous Item Very Rare
A piece of plastic-coated white card with your photo on it. When holding this card, a creature can speak a name, job title and any additional details to this card and it will become an ID card for your new alias. If the ID leaves your hand, it will return to being blank (save for your photo). Targets must make a DC15 insight check to see through the illusion. DC decreases by 5 per person looking at it. The ID can only become what you tell it to. It is up to the creature to have the necessary knowledge to create a convincing card.
Weight: 5.07 grams
Wondrous Item Varies [Tír nAill]
A pair of crudely made eyeglasses. The lenses resemble like faceted gemstones and shimmer with many colours. Stray Shades grant the wearer the effects of Truesight within Tír nAill. The enchantment is broken if brought outside Tír nAill.
Weapon
Legendary Providing excellent service in cleaning, cooking or caring for a person with the noble background.
A heavy black lance. It resembles a closed umbrella
+1 to atk and dam rolls.
If attuned, The umbrallance has 8 charges, and regain 1d6+2 charges per day. As a bonus action, you may speak the command word ("very good, sir"). This causes the umbrallance to magically open up into rapier and shield mode, or assemble into lance mode.
Depending on it's mode, you can expend a charge to do one of the following, as an action:
(Rapier and Shield) can expend 1 charge to cast gust without components. Expend 3 charges to cast gust of wind without using components.
(Lance) expend a charge to gain advantage on the next attack you make.
The statblocks of your class features
You start with the following equipment in addition to the equipment granted by your background (a) chain mail or (b) leather armour, longbow and 20 arrows (a) a martial weapon and shield or (b) two martial weapons (a) a light crossbow and 20 bolts or (b) two handaxes (a) a dungeoneers pack or (b) explorers pack
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Darkvision: Thanks to your infernal heritage, 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. Hellish Resistance: You have resistance to fire damage. Infernal Legacy: You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 4th-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once, and are able to see perfectly in this darkness. You regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. Infernal Heritage: You gain additional features depending on which Deity runs through your bloodline. Sidmir: You gain proficiency with Medium Armor, and three martial weapons of your choice. You Gain Proficiency in Athletics and Intimidate, and can use Intimidate based off of strength. You Can Transform into a Demonic Aspect, Burning with Hellfire and being Consumed in an All-Out Rage. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you, and each target within 10 feet of you (30 Feet at level 18,) take fire damage equal to half your level at the start of your turn. All Strength-Based Melee attacks add 2d8 Fire Damage during this turn, and you can use Hellish Rebuke for free, a number of times equal to your level, during your transformation. After the Transformation ends (Willingly or Not,) you gain three levels of exhaustion. This can only be done once every six days. Zokthys: Infernal Guile: You are Immune To Charm. Infernal Charm: You have three talent points to spend on the Persuasion Tree. Twisting Words: You have three talent points to spend on the Deception Tree. Infernal Appearance: You gain Disguise Self at will. Adite: Bestial Strength: You gain a +1 To Strength. Bestial Hide: Your thick, unnatural skin allows you to shrug off blows most mortals would be wounded by. When benefiting from Unarmored Defense as a result of Monk or Barbarian, your base AC starts at 13. Bestial Mutation: Choose one of the Following: Infernal Wings: You possess hideous, bat-like wings. These Grant you a Fly Speed of 20 feet. Infernal Fangs: You can, as a bonus action, Bite an enemy within 5 feet. This does 1d6 Fire damage, and requires a Melee Attack. Infernal Resilience: You gain Advantage on Hit Die rolls during Level ups. Infernal Gait: You have a Walking Speed of 35 Feet, and can Jump twice the normal distance. Ledis: Tides of Fate: After a Short or Long Rest, the character may roll a d20. He may then record the result for use later. After a character within 30 feet of him makes a roll, the player may choose to replace the die with the rolled result. Coin of Blood: The character possesses a cursed coin. Once per long rest, they can flip the coin, predicting the result. If their prediction was correct, they regain 4d10 hit die. If their prediction was incorrect, they take 4d10 damage. If this damage would reduce the character to 0 points, the character dies. Master Of Destiny: Once per Long Rest, you can take a glimpse into the immediate future. For the next turn, (or next six seconds,) you gain advantage on all tests, and all attacks against you suffer disadvantage.
Languages. Common, Infernal, Primordial.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB: P. 282
0-level (Cantrip) Transmutation
PHB: P. 250
1-level Evocation
PHB: P. 230
2-level Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.