+4 | Strength |
+5 | Dexterity |
+6 | Constitution |
+0 | Intelligence |
+0 | Wisdom |
-1 | Charisma |
+5 | Acrobatics |
+0 | Animal Handling |
+0 | Arcana |
+1 | Athletics |
+2 | Deception |
+0 | History |
+0 | Insight |
+2 | Intimidation |
+0 | Investigation |
+0 | Medicine |
+0 | Nature |
+3 | Perception |
-1 | Performance |
-1 | Persuasion |
+0 | Religion |
+8 | Sleight of Hands |
+5 | Stealth |
+0 | Survival |
Weapon | Attack Roll | Damage | Type | Range |
---|---|---|---|---|
Elminster's Great Hurling Axe | 1d20!+4 | 1d12+1 / 3d8 | Slashing / Bludgeoning | A line up to 90 feet |
+1 Rapier | 1d20+9 | 1d8+6 | Slashing | 5 ft |
Great Axe | 1d20+4 | 1d12+1 | Slashing | 5 ft |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Weapon
Uncommon Transmutation Requires Attunement
This great axe has been modified by Elminster to better suit the user in dire needs and is considered as a magical weapon. The handle is crafted with reinforced steel with the 0head designed to be propelled out as a bombardment.
When you choose to expel the axe head, this weapon is under the effect of the Catapult spell. The axe head flies in a straight line up to 90 feet in a direction of your choosing before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. In either case, both the object and the creature or solid surface take 3d8 bludgeoning damage.
You can spend an Action to reattach the head using your Action, Bonus Action, Reaction, or Object Interaction.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d12 + Strength modifier | Slashing | up to 90 feet |
Weapon
Uncommon
You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d8 +1 + Dexterity modifier | Slashing |
Armor (Shield)
Rare Transmutation Requires Attunement
This bronze arm bracelet is a manufactured product of STEPP with a emerald gem crystalized in the center. While wielding the bracelet, you can use a Bonus Action to cause a shield of pure magic to expand or contract a shield from the crystal. When the shield is active the wearer gains +2 AC.
While this shield is active, it is blessed with the power of levitation and you can command it to start levitating. The shield is then under the effect of the Levitate spell. The attuned person ride the shield and direct the shield.
While riding the shield, the wearer has loses -2 AC but gains +20ft to movement. This shield may be thrown to provide half-cover to a Medium-Sized or smaller creature. The shield also has a throwing range of 20/60 ft.
The effect of Levitate only activates at the command of the attuned person.
You can use this feature twice per day. The shield regains all uses at dawn.
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Shield | No |
Adventuring Gear Uncommon
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success
Weight: 2lb
Adventuring Gear
Uncommon Enchantment
Silver
You are blessed by this amulet. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a 1d4 and add the number rolled to the attack roll or saving throw.
Once used, the amulet cannot be used until the next dawn.
The statblocks of your class features
A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people’s elk herd. A half-orc snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals. Frothing at the mouth, a dwarf slams his helmet into the face of his drow foe, then turns to drive his armored elbow into the gut of another. These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea. For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.
• Choose: a greataxe; or any martial melee weapon • Choose: two handaxes; or any simple weapon • An explorer’s pack and four javelins
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 | 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 | 4 | +2 |
8th | +3 | Ability Score Improvement | 4 | +2 |
9th | +4 | Brutal Critical (1 die) | 4 | +3 |
10th | +4 | Path feature | 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 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Ability Score Increase. Your Dexterity score increases by 2 and your Charisma score increases by 1. Age. A halfling matures at the same as humans and generally lives up to 120 years. Size. Halflings average about 3 feet tall and weight about 40 pounds. Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Brave. You have advantage on saving throws against being frightened. Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours. Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Languages. You can speak, read, and write Common.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
XGtE P. 164 / EE: P. 21 / PotA: P. 239
0-level (Cantrip) Transmutation
XGtE P. 152 / EE: P. 16 / PotA: P. 234
0-level (Cantrip) Transmutation
PHB: P. 230
1-level Evocation
PHB: P. 239
1-level Evocation
1-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longerStatblocks for your Trinkets, businesses, building, castles, empires.