+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+7 | Strength | |
+2 | Dexterity | |
+6 | Constitution | |
+2 | Intelligence | |
+1 | Wisdom | |
+2 | Charisma |
+2 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+7 | Arcana | INT | |
+12 | Athletics | STR | |
+2 | Deception | CHA | |
+2 | History | INT | |
+5 | Insight | WIS | |
+2 | Intimidation | CHA | |
+2 | Investigation | INT |
+1 | Medicine | WIS | |
+2 | Nature | INT | |
+5 | Perception | WIS | |
+2 | Performance | CHA | |
+2 | Persuasion | CHA | |
+2 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Dragonbone Smasher | +11 | STR | 2d6+4 | Slashing | |
Crossbow | +7 | DEX | 1d8+2 | Piercing |
The statblocks of your Weapons, armor and other important/magical equipment
Weapon
Rare Requires Attunement
Versatile Oversized
This weapon has been handed down through generations of Soul-Crushers. Over the years this weapon has been a symbol of power and nobility in varies clans of Goliaths. it has been wielded in thousands of battles, the bane of all manner of creatures such as Giants, Dragons, Celestials, and undead, Any who stand against a soul-crusher shall know the danger of being on the wrong side of their hand.... or at least that was the story we were all told.
This weapon is not considered magical in it's base form, however it can be upgraded through the use of runic symbols. Paavu (the current wielder of the weapon) has been dedicated to making the stories he heard come to fruition.
the currently equipped runes give The Hand the following abilities:
+2 Weapon) - add 1 to all attacks and damage rolls made with this weapon.
Lightweight) - you can make one additional attack with this weapon per attack action
Amiable) - this weapon is considered magical for all resistances and immunities it also has the capability to store and harness magical energy
Soul Bound - This item has become so attuned to its owner that it cannot stay removed for long. This item can be used a ranged attack with a range of 30 ft when thrown with one hand and 60 ft when thrown with two hands. you may also use your strength modifier when making ranged attacks with this weapon instead of your DEX. You may use a bonus action to recall the weapon to your hand when you do the weapon will take the most direct path back to you with a speed of 30ft per round. you can still impose your will upon the item as it moves back to you (i.e avoiding allies, moving around walls, etc.) however you cannot use the weapon to make another attack as it returns to you. This ability cannot be negated by any nonmagical means.Â
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d10 / 1d12 | Bludgeoning |
Cost: 250gp
Weight: 35lbs
The statblocks of your class features
Fighter
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Evocation
XGtE
0-level (Cantrip) Necromancy
Xanathar's Guide to Everything
1-level Abjuration
PHB, page 275
1-level Abjuration
1-level Evocation
You hurl a 4 inch diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
1-level Abjuration
SRD
2-level Necromancy
Statblocks for your Trinkets, businesses, building, castles, empires.