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Lancaster

8 Level (0/48000 XP for level-up) Legacy: Badlands (Desert Wanderer) Background Electio Oni (Variant) Race / Species / Heritage Alignment
Fighter (Chrono Striker)
Level 8
Hit Dice: 8/8
1d10+4 Class 1

STR
20
+5
DEX
14
+2
CON
19
+4
INT
10
+0
WIS
14
+2
CHA
12
+1
88
Hit Points
+2
Initiative (DEX)
20
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
1 / 1
Second Wind
1 / 1
Action Surge
1 / 13
Tally Marks
Spellcasting ...
+8 Attack mod
INT Ability
+0 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+10 Strength
+4 Dexterity
+9 Constitution
+2 Intelligence
+4 Wisdom
+3 Charisma
saving throws
+5 Acrobatics DEX
+2 Animal Handling WIS
+5 Arcana INT
+8 Athletics STR
+1 Deception CHA
+0 History INT
+2 Insight WIS
+5 Intimidation CHA
+0 Investigation INT
skills
+2 Medicine WIS
+0 Nature INT
+2 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+0 Religion INT
+2 Sleight of Hand DEX
+12 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Mad God's Spear +11 STR 1d12+5 piercing
 Thrown (range 60/120), versatile (1d12)
Mad God's Spear (Two-Handed) +11 STR 2d6+5 piercing
 Thrown (range 60/120), versatile (1d12)
Polearm Butt +11 STR 1d6+5 bludgeoning
 Thrown (range 60/120), versatile (1d12)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mind Sliver 1 action 60 ft 1 round 2d6 psychic V TCE p.108

Level 1 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Armor of Agathys 1 action Self 1 hour 5 cold VSM PHB p.215
Comprehend Languages (Aberrant Dragon-Arm) 1 action Self 1 hour VSM PHB p.224
 Notes:Ritual. When you cast the 1st-level spell through your mark, you can expend one of your Hit Dice and roll it. If you roll an even number, you gain a number of temporary hit points equal to the number rolled. If you roll an odd number, one random creature within 30 feet of you (not including you) takes force damage equal to the number rolled. If no other creatures are in range, you take the damage.
Silvery Barbs 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw 60 ft V SCC p.38

Level 2 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Mirror Image 1 action Self 1 minute VS PHB p.260
Misty Step 1 bonus action 30 ft Instantaneous V PHB p.260

Level 3 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Counterspell 1 reaction, which you take when you see a creature within 60 feet of you casting a spell 60 ft S PHB p.228
Speak with Dead 1 action 10 ft 10 minutes VSM PHB p.277

Level 4 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #

Level 5 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Conjure Elemental 1 minute 90 ft Concentration, up to 1 hour VSM PHB p.225
 Notes:Air Elemental only. 1/long rest use from Djinni Armor.

Level 6 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #

Level 7 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #

Level 8 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #

Level 9 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Background:
Legacy Origin: Badlands (Desert Wanderer). You gain +10 HP at level 1. You have a +2 bonus to every saving throw. When you roll hit die, you may choose the result instead of rolling. You ignore the first level of exhaustion, but still count that stack.

Class:
Fighting Style (Currently: Blind-Fighting). You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again. Outside of the Unearthed Arcana subclasses, you may also choose the UA Fighting Styles. You may swap out your known fighting style over a long rest. As you adventure you may discover brand new customized fighting styles as you continue along.
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Second Wind. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge. Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Chrono Counter. Starting at 3rd level, a wristwatch bearing inscribed Roman Numeral Tallys from 1 to 13 becomes an integral part of your being. To use your features, this timepiece must be worn or carried on your person.
The Watch resets to 1 at the end of each long rest and is constrained within the range of 1 to 13. It cannot go above 13 or descend below 1.
Upon landing a successful weapon attack against a creature, the watch's counter increases by 1. Moreover, a critical hit causes the counter to increase by 2 increments instead of 1.
Temporal Essence Release. At 3rd level, using your innate connection to the temporal forces, you can take a bonus action to expend tally marks from your counter to activate effects. These effects persist until the end of your turn. You have access to the following options:
  • Chrono-Burst: By expending 1 tally mark, your next successful weapon attack infuses with half your fighter level (rounded down) in force damage.
  • Chrono-Shift: By expending 3 tally marks, you gain an extra attack when you use the Attack action.
  • Chrono-Jolt: By expending 6 tally marks, you accelerate your body's perception of time, gaining the benefits of the haste spell without the subsequent fatigue.
  • Temporal Deflection: By expending 2 tally marks, you manipulate the flow of time around you, gaining a +5 bonus to your AC until the end of your turn.
  • Temporal Echo: By expending 1 tally marks, a fleeting echo of yourself appears, granting advantage on your next attack roll.
  • Temporal Surge (7th Level Choice): By expending 13 tally marks, a surge of temporal energy courses through you, allowing you to take an additional turn immediately after you end your current turn.
  • Temporal Ruin (7th Level Choice): By expending X tally marks, you etch a temporal shimmer onto your weapon, granting a +X bonus to your attack rolls until the end of your turn. X equals the amount of Tallys expended.
  • Ability Score Improvement (+2 Str). When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
    Sentinel. You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
  • In addition to this feat's regular effects, the benefits may be applied to any weapon with the Reach property.
  • Ability Score Improvement (+2 Str). When you reach 6th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
    Temporal Mastery. At 7th level, your attunement to the Eternal Clock and connection to time deepens, granting you the ability to manipulate temporal energies with greater finesse. As a bonus action, you can expend 4 tally marks from your counter to enter a state of Temporal Mastery. During this state, you gain the following benefits:
  • Your movement speed is doubled.
  • You have advantage on Dexterity saving throws.
  • Once on each of your turns, when you make an attack roll or a saving throw, you can roll an additional d20 and choose which roll to use.
  • You can take an additional action on each of your turns, which can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
  • The Temporal Mastery state lasts for 1 minute. Once this state ends, you cannot use it again until you finish a long rest.
    Ability Score Improvement (+2 Con). When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
    Simple Weapon Expert. You have practiced extensively with simple weapons, gaining the following benefits:
  • Damage dice for simple weapons increase by a die amount; d4, d6, d8, d10, d12, 2d6, 2d8 etc. For example, a d4 dagger now becomes a d6. (Retaking this feat again increases the die again)
  • Before you make a melee attack with a simple weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

  • Bonus:
    Aberrant Dragon-Arm. You have manifested an aberrant dragon arm. Determine its appearance and the flaw associated with it. You gain the following benefits:
  • Increase your Constitution score by 1, to a maximum of 20.
  • Learnt: Comprehend Languages. You learn a cantrip of your choice from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it through your mark. Once you cast it, you must finish a short or long rest before you can cast it again - through the mark. Constitution is your spellcasting ability for these spells.
  • When you cast the 1st-level spell through your mark, you can expend one of your Hit Dice and roll it. If you roll an even number, you gain a number of temporary hit points equal to the number rolled. If you roll an odd number, one random creature within 30 feet of you (not including you) takes force damage equal to the number rolled. If no other creatures are in range, you take the damage.
  • You also develop a random flaw from the Aberrant Dragonmark Flaws table.: Your arm is a source of constant physical pain.
    Boon of Undetectability. You gain a +10 bonus to Dexterity (Stealth) checks, and you can't be detected or targeted by divination magic, including scrying sensors.

    Features & Traits
    Items:
  • Djinni Armor
  • Fate Weaver
  • Forgotten Oni's Grimoire
  • +3 Mad God's Spear
  • Scroll of Fire Shield
  • Scroll of Freedom of Movement
  • Branding Iron (5-pointed star, eye in middle)

  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 2662, Platinum: 0 Money
    Uses Str instead of Int. One spell slot per level.
    Spellcasting
    Languages:
  • Common
  • Giant
  • Primordial
  • Armor:
  • Light armor
  • Medium armor
  • Heavy armor
  • Shields
  • Weapons:
  • Simple weapons
  • Martial weapons
  • Tools:
  • None
  • Other:
  • None

  • Languages & Proficiencies
    John: Bum. Gross. Weird. Definitely had an ulterior motive to stick his hand down my throat. Cool, otherwise.
    Archibald: Probably the sanest person in the group. A little too rigid on the 'rules', but whatever. Feel bad for him sometimes. Would trust with a toddler.
    Durge: Quiet. At least a little mentally ill. Idiotic at times. Blunt with his words, but in a good way. No clue what's going on what's going on in his head.
    Rope: Bit of a drama queen. Seems like she has a lot on her shoulders. Wish she would stop bitching so much, though. She needs to get rid of Siegfried sooner rather than later

    Notes
    Call of the Akashic Records (Tactical Knowledge Checks). The Akashic Records is a library containing all written knowledge in the world. Everyone can access a snippet of this information in battle to learn information about the enemies they fight and what they are capable of, taking that power from the records and reading it. All mortals have this capability so long as they have a soul.
    In combat, all characters are allowed one free skill check that can be used at any point in your turn that doesn't cost your Action or Bonus Action. This can be used to make a Call of the Akashic Records check or a different skill. When choosing the Call of the Akashic Records, once per turn, you can make an Intelligence (Investigation or Arcana) check against any creature you have seen fight. As long as you succeed against a set DC you can learn one useful fact of your choice about the target's combat abilities. (A different skill check can potentially be used so long as it makes sense, e.g. Nature to discern plant type enemies, otherwise this check will always use Investigation/Arcana). You may still use your regular Action to make an Investigation/Arcana check if you wish to check twice. On a Natural 20 you may learn two pieces of information rather than one and treat the dice roll as if you rolled a 25. The list below details the DCs for what you can learn about the enemies you face against:
    Call of the Akashic Records Check DCs
  • 10 - A simple explanation on its movement, or one special sense they possess
  • 12 - A category name or the creature's type
  • 14 - An ability, legendary action or reaction
  • 16 - A creature's next move aka its tactic/feeling
  • 18 - A resistance or immunity to a damage type/condition
  • 20 - A vulnerability or weakness of the creature (if none then you learn their resistances or immunities instead)
  • 25 - Any information of the creature that makes sense
  • Instead of an Investigation or Arcana check to discern a creature's combat abilities, you may elect to choose a different skill check for your free skill action instead (You may not use a Stealth check or a Medicine check to stabilize a creature at 0hp using this free skill check action). Here are some ways you may utilize using a skill check in this way:
    Intimidation: You may potentially taunt a creature to attack you instead. Make an opposed Intimidation check against a creature's Wisdom Save. On a success they will target you instead. (This doesn't prevent them from using multitarget attacks/AoE's to hit you and everyone else).
    Persuasion: The potential to gradually deescalate the fight altogether.
    Sleight of Hand: You may make a Slight of Hand check against a creature's opposed Athletics/Acrobatics check to potentially steal one random item that is not being held or worn by the target. (Need to make an Investigation check prior to try and steal a specific item).
    The Call of the Akashic Records is mainly to be used whilst within combat. Outside of Initiative, you can still make a few limited checks on someone like knowing their level/CR but you can't identify their abilities unless you are fighting. Smarter enemies are also capable of using the Call of the Akashic Records against you.

    Faith Checks. A Faith check is something that may allow you direct contact and response from the very gods themselves or some situation may be relevant to call upon divine attention. Once a long rest you may choose to call out to a god of your choosing by rolling a flat 1d20. Clerics, Paladins or followers of a certain god may add their proficiency bonus to this roll. If a Cleric or Paladin makes contact with their own god then they gain Expertise on the roll. What happens afterwards will be up to the DM depending on what you rolled.
    Warning: Rolling a 1 may get you smited. Additionally, if you're a race that doesn't have a heart (only Humans, Tieflings and Aasimars have them), attempting a Faith check will expend 1 month of your character's lifespan so make sure what you're saying matters.

    Clashes. A Clash is something a character can choose to perform in combat to put everything on the line and make a Hail Mary against their enemies. A test of metal against one another where victory may change the tides, but failure may spell your end. A Clash can only be performed by expending an Action, performing a Clash within 5 feet of the enemy and only under certain circumstances, such as when a certain amount of health has been depleted.
    Once a Clash is issued, the DM will give a bunch of Clash options that the player may choose from, these usually involve the following:
  • Martial Clash: Roll an attack against each other with a martial weapon.
  • Arcane Clash: Roll a spell attack against each other. This works like a martial clash except the output of the clash will relate to the spell casted. If the spell is a saving throw both targets have to make the save.
  • Special Clashes: There are other specific clashes that can relate to races, classes, alignments, divinity or any other option. The clash output for these tend to be higher compared to the other default clashes.
  • Multi Clash: You and other party members may Ready their Action to Clash together as a team. Both of you roll and the higher dice result between you is chosen. However, the more people join the clash the more risk is posed to all parties involved.
  • Winning the clash roll grants a +1 to the clash counter. You then will roll against each other multiple times, first one to reach 6 wins the Clash (There may be moments where the threshold to win goes higher than 6). Rolling a 20 adds +2 to the counter, rolling a 1 adds +2 to the opponent and rolling a 20 against a 1 is a +4. If the same number is rolled for both parties then the clash output is doubled.
    Depending on the number difference, e.g. a 6-2 will determine how much the clash affects the loser.
    If an ally is within 5ft. but not part of the Clash itself, they may use their Reaction to offer the one Clashing the Help action. An enemy's Clash modifiers become lower the less hp they have before the Clash.

    Glory Kills. A Glory Kill allows you to have full control in describing how you take out an enemy. Roll an Athletics/Acrobatics check, if you roll higher than their current HP you can perform a Glory Kill. They however make an Athletics/Acrobatics roll in return, if they roll higher than your roll then they can perform a Glory Kill instead against you (Their roll has to be higher than your current hp to be able to Glory Kill you back, otherwise nothing happens.)

    Ferra-Unique Mechanics
    Saving Throw Rework. Saving throws can have critical fails or critical successes. On a nat 20 save, you go under the effects of evasion. If you should roll a nat 1 then you take damage as if you had been critically hit.
    A spell that makes you do a DC 22 save and you roll a nat 20 but don't beat the DC (Due to not having the stat), you don't take the damage if there is one but you would still undergo the effects of that spell. E.g. Tasha's Mind Whip.
    Disarm. 1 action. A creature can use a weapon attack to knock a weapon or another item from a target's grasp. The attacker makes an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.
    The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.
    Healing Surge. 1 action. As an action, a character can use a healing surge and spend up to half his or her Hit Dice. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll.
    A character who uses a healing surge can't do so again until he or she finishes a short or long rest. Under this optional rule, a character regains all spent Hit Dice at the end of a long rest. With a short rest, a character regains Hit Dice equal to his or her level divided by four (minimum of one dice).
    Mark. Free. This option makes it easier for melee combatants to harry each other with opportunity attacks.
    When a creature makes a melee attack, it can also mark its target. Until the end of the attacker's next turn, any opportunity attack it makes against the marked target has advantage. The opportunity attack doesn't expend the attacker's reaction, but the attacker can't make the attack if anything, such as the incapacitated condition or the shocking grasp spell, is preventing it from taking reactions. The attacker is limited to one opportunity attack per turn.
    Overrun. 1 action. When a creature tries to move through a hostile creature's space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature's Strength (Athletics) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature's space once this turn.
    Tumble. 1 action. A creature can try to tumble through a hostile creature's space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature's Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature's space once this turn.
    Incapacitated Rework. Whilst under the Incapacitated condition, or any other spell or magical effect that would skip your turn, rather than being unable to take actions or reactions, you instead go under all the effects of the Slow Spell. All other effects caused by conditions that additionally apply the Incapacitated condition still apply (i.e. Paralyzed still turns successful melee hits into critical hits, Stunned still will make you automatically fail Strength and Dexterity saving throws etc.)
    This only applies to players. The Incapacitated condition works as normal for enemies.
    Death Saves: Additionally, when making Death Saves, you can still use your movement to drag yourself, however, it counts as prone movement.

    Important Ferra things I should remember


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

    The statblocks of your Weapons, armor and other important/magical equipment

    Djinni Armor

    Armor (Medium)

    Rare

    Djinni Resistance. While wearing this armor, you gain a +3 bonus to AC, you are resistant to physical damage, and you can understand and speak Primordial. In addition, you can stand on and walk across air as if it were solid ground.
    Primordial Call. You can cast Conjure Elemental however you can only summon an Air Elemental. You can use this feature once per long rest.

    Type AC STR Req. Stealth Dis.
    Medium 15+3+Dex modifier (max 2) Yes


    Fate Weaver

    Ring

    Legendary

    Cursed

    This dark, ethereal ring appears to be woven from strands of destiny itself. When you first put on the Fate Weaver Ring, it bonds with you magically and adjusts to your size, making it impossible to remove by any means short of a Wish spell.
    Fate Stability. The Fate Weaver protects you from the instability of destiny, ensuring that you do not grow weaker over time. When attuned to the ring, you gain resistance to aging effects, and you do not suffer any penalties from old age. However, after a 7 day period elapses, you must return to the Well of Fate to recharge the ring, spending at least one hour in silence otherwise your body begins to age rapidly.
    World Fate Mission Alert. The Fate Weaver Ring is attuned to the grand tapestry of fate, and it resonates when a significant destiny awaits you. Whenever there is a world-fate mission or quest available that directly relates to the fate of the world, the ring emits a soft, pulsating glow and a faint hum, alerting you to the opportunity.
    World Fate Awareness. The Fate Weaver Ring acts as a mystical sensor attuned to entities and objects of that should not exist. When a creature or item with significant world-fate properties comes within 120 feet of you, the ring begins to softly glow with an otherworldly light. The intensity of the glow correlates with the proximity and importance of the detected entity or item.


    Forgotten Oni's Grimoire

    Wondrous Item

    Legendary

    Dormant

    This ancient and imposing spellbook is bound in dark, tattered leather adorned with ominous symbols. The pages within are filled with giant knowledge and dark incantations on how to bleed oni and take their blood for their own. The back is filled with various food recipes.
    Dark Magic. You learn a unique set of spells that reflect the dark and mysterious powers associated with oni. You gain access to any 2nd level spell. At 6th level, you learn 3rd level spell. At 10th level, you learn a 4th level spell. At 14th level, you learn a 5th level spell.
    You may add a spell to your collection from magic scrolls, the DC follows the wizard copying rules, and STR is your spellcasting modifier. You can prepare spells equal to your STR modifier plus Proficiency. You can only cast one spell per level.


    +3 Mad God's Spear

    Weapon

    Common

    Thrown (60/120), Versatile (1d12)

    This is a pure black spear that seems to radiant a slight whisper of untold secrets.

    Madness Incarnate. As a bonus action, you can cause an aura of 10ft darkness for 1 minute to surround you that you can see through, each creature that starts its turn within the darkness take d10 necrotic damage and you heal half the amount.
    At the start of each of your turns, you must make a wisdom save (DC 10) or undergo the effects of Crown of Madness for that turn.

    Consciousness Is a Virtue. Once per turn, When you score a critical hit with this weapon the target of the attack undergoes the effects of sleep for 1 minute or until they take damage.

    Type Damage Damage Range
    Simple Melee 1d10 / 1d12 Piercing 60/120


    The statblocks of your class features

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Ferra

    Electio Oni (Variant)

    Oni are creatures born from the aspect of time by the old god Chronos, their tribal goal is to fix time and make it the best outcome possible. Their race disappeared after the end of the 6th generation and the death of Chronos but have recently reappeared due to the effects of "The Melding".
    ability score increase: +1 Str, +1 Con, +1 Int
    age: They do not age and cannot be affected by magic that affects their time.
    Size: Medium
    speed: 30ft
    Languages: Common & one language of your choice.
    race features:
    Legacy Time Distortion. When you deal damage to a creature, they are marked with an essence of time. For the next minute, whenever the marked creature would start its turn, it takes force damage equal to your prof mod.
    You can have a max amount of marked creatures equal to your prof mod, and any newer marked will cause the older marks to disappear if you so choose.
    Polearm Master. You can keep your enemies at bay with reach weapons. You gain the following benefits:
  • When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
  • While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
  • In addition to this feat's regular effects, the benefits may be applied to any weapon with the Reach property.
  • Electio (Yellow). Your body becomes faster and less burdened by your mortal form, you gain the effect of Haste for 1 minute. After the minute has passed, you gain 1 exhaustion and lethargy as your muscle begin to break down.
    The appearance of an Oni is two horns from their head, and the color of their skin is dependent on their tribe, most Oni can choose more human skin, but their hair still stays the same color of tribe. They take on a more humanoid appearance as they are formed with a similar appearance to their birth god.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    TCE p.108

    Mind Sliver

    0-level (Cantrip) Enchantment

    Casting Time: 1 action
    Range/Area: 60 ft
    Components: V
    Duration: 1 round
    Attack/Save: Intelligence Save
    Damage/Effect: Psychic
    You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
    At higher levels: This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

    Level 1 Spells

    PHB p.215

    Armor of Agathys

    1-level Abjuration

    Casting Time: 1 action
    Range/Area: Self
    Components: V, S, M
    Materials: a cup of water
    Duration: 1 hour
    A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.

    PHB p.224

    Comprehend Languages

    1-level Divination

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 action
    Range/Area: Self
    Components: V, S, M
    Materials: a pinch of soot and salt
    Duration: 1 hour
    For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.   This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

    SCC p.38

    Silvery Barbs

    1-level Enchantment

    Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
    Range/Area: 60 ft
    Components: V
    Duration: Instantaneous
    You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.   You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

    Ferra

    Moon Dream

    2-level Evocation

    Casting Time: 1 action
    Range/Area: 120 ft
    Components: V, S, M
    Materials: several seeds of any moonseed plant and a piece of opalescent feldspar
    Duration: Concentration, 1 minute
    Attack/Save: Constitution Save
    Damage/Effect: Radiant
    A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the spells area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spells light. On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

    Level 2 Spells

    PHB p.260

    Mirror Image

    2-level Illusion

    Casting Time: 1 action
    Range/Area: Self
    Components: V, S
    Duration: 1 minute
    Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.   Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.   If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.   A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.   A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

    PHB p.260

    Misty Step

    2-level Conjuration

    Casting Time: 1 bonus action
    Range/Area: Self
    Components: V
    Duration: Instantaneous
    Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

    Level 3 Spells

    PHB p.228

    Counterspell

    3-level Abjuration

    Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
    Range/Area: 60 ft
    Components: S
    You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

    PHB p.277

    Speak with Dead

    3-level Necromancy

    Casting Time: 1 action
    Range/Area: 10 ft
    Components: V, S, M
    Materials: burning incense
    Duration: 10 minutes
    You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.   Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.

    Level 5 Spells

    PHB p.225

    Conjure Elemental (Air Elemental)

    5-level Conjuration

    Casting Time: 1 minute
    Range/Area: 90 ft
    Components: V, S, M
    Materials: burning incense
    Duration: Concentration, up to 1 hour
    You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.   The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.   If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it.   The DM has the elemental's statistics.
    At higher levels: When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

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