+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+0 | Strength | |
+2 | Dexterity | |
+5 | Constitution | |
+7 | Intelligence | |
+0 | Wisdom | |
+0 | Charisma |
+2 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
+7 | Arcana | INT | |
+0 | Athletics | STR | |
+0 | Deception | CHA | |
+7 | History | INT | |
+0 | Insight | WIS | |
+0 | Intimidation | CHA | |
+7 | Investigation | INT |
+0 | Medicine | WIS | |
+4 | Nature | INT | |
+3 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+4 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+0 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Light Hammer | +0 | STR | 1d4 | bludgeoning | |
Light, thrown (20/60) | |||||
Handaxe | +0 | STR | 1d6 | slashing | |
Light, thrown (20/60) | |||||
Crossbow, light | +0 | STR | 1d8 | piercing | |
Ammunition, Loading, (Range 80/320), Two-Handed |
The statblocks of your Weapons, armor and other important/magical equipment
Basic Rules
Wondrous Item
Rare Requires Attunement
This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn. You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 3 squares on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.Face | Charges | Effect |
---|---|---|
1 | 1 | Gases, wind, and fog can't pass through the barrier. |
2 | 2 | Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. |
3 | 3 | Living matter can't pass through the barrier. |
4 | 4 | Spell effects can't pass through the barrier. |
5 | 5 | Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. |
6 | 0 | Deactivate the cube. |
Spell or item | Charges Lost |
---|---|
Disintegrate | 1d12 |
Horn of blasting | 1d10 |
Passwall | 1d6 |
Prismatic spray | 1d20 |
Wall of fire | 1d4 |
Homebrew
Wondrous Item
Rare
This small, obsidian talisman is adorned with infernal runes and sigils, radiating an aura of malevolent energy. When activated as an action, it allows the bearer to summon forth a Lemure from the depths of the Nine Hells to serve them for up to 1 hour or until their hit points reach 0. While a lemur is summoned the talisman remains activated and cannot be reused until the Lemur returns to the Nine Hells. The Lemur can be returned by deactivating the talisman as an action.
Weight: 100g
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Monster Manual, page 76
Devil's Sight. Magical darkness doesn't impede the lemure's darkvision. Hellish Rejuvenation. A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water.
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage
Basic Rules, pg. 144
Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. Mount Training. The mastiff is well trained for use as a mount. The rider gets advantage on any riding and other checks that use animal handling.
Bite. Melee Weapon Attack: +3 to hit, reach 1 sq., one target. Hit: 4 1d6+1 piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Forest, Hill, Urban
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
0-level (Cantrip) Transmutation
PHB
0-level (Cantrip) Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.