+8 | Expertise Bonus | |
+4 | Proficiency Bonus | |
+2 | Jack of all Trades |
+7 | Strength | |
+6 | Dexterity | |
+4 | Constitution | |
+1 | Intelligence | |
+1 | Wisdom | |
+8 | Charisma |
+6 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
+3 | Arcana | INT | |
+11 | Athletics | STR | |
+6 | Deception | CHA | |
+3 | History | INT | |
+3 | Insight | WIS | |
+8 | Intimidation | CHA | |
+3 | Investigation | INT |
+3 | Medicine | WIS | |
+3 | Nature | INT | |
+5 | Perception | WIS | |
+8 | Performance | CHA | |
+8 | Persuasion | CHA | |
+3 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+10 | Stealth | DEX | |
+5 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Greatsword | +7 | STR | 2d6+3 | slashing | |
two-handed | |||||
Longsword | +7 | STR | d8+3 | slashing | |
versatile (d10) |
Trance. Like elves, Maveren don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.
Fey Ancestry. Maveren have advantage on saving throws against being charmed, and magic can’t put you to sleep.
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.
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Ambush. When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.
Brace. When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.
Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
Also at 3rd level, you learn to stalk unsuspecting foes engaged in combat with your allies. When an ally you can see uses one of your Bardic Inspiration dice on a weapon attack roll against a creature, you can use your reaction to move up to half your speed and make one melee weapon attack against that creature. You gain a bonus on your attack roll equal to the result of the spent Bardic Inspiration die.
When you reach 6th level in this class, you gain a climbing speed equal to your walking speed, and when you use Inspired Pounce, you can move up to your speed as part of the reaction.
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. In addition, when you use two-weapon fighting to make an attack as a bonus action, you can give a Bardic Inspiration die to a friendly creature within 60 feet of you as part of that same bonus action.
Languages: Common, Elvish, Aquan
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: flute, bladder fiddle, drums, thieves' tools, navigator's tools
Senses: Darkvision 60ft., Passive Perception 11
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Tome of Heroes
0-level (Cantrip) Illusion
Strange things happen in the mind and body in that moment between waking and sleeping. One of the most common is being startled awake by a sudden feeling of falling. With a snap of your fingers, you trigger that sensation in a creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 force damage. If the target fails the saving throw by 5 or more, it drops one object it is holding. A dropped object lands in the creature’s space.
One D&D UA
0-level (Cantrip) Divination
0-level (Cantrip) Abjuration
Player's Handbook (Woc)
1-level Evocation
1-level Enchantment
Tome of Heroes
1-level Evocation
You curl your lip in disgust at a creature you can see within range. The target must succeed on a Charisma saving throw or take psychic damage equal to 2d4 + your spellcasting ability modifier.
Tome of Heroes
1-level Divination
You call out a distracting epithet to a creature, worsening its chance to succeed at whatever it’s doing. Roll a d4 and subtract the number rolled from an attack roll, ability check, or saving throw that the target has just made; the target uses the lowered result to determine the outcome of its roll.
SRD
2-level Illusion
Tome of Heroes
2-level Evocation
You touch a nonmagical weapon and imbue it with the power of the Fey Queen's scorn. Choose one of the following damage types: force, psychic, necrotic, or radiant. Until the spell ends, the weapon becomes a magic weapon and deals an extra 1d4 damage of the chosen type to any target it hits.
This is a slight reskin of the spell Fey-Touched Blade from Tome of Heroes.
Tome of Heroes
2-level Abjuration
You prick your finger and anoint your forehead with your own blood, taking 1 piercing damage and warding yourself against hostile attacks. The first time a creature hits you with an attack during this spell’s duration, it takes 3d6 psychic damage. Then the spell ends.
When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Based on Unearthed Arcana 85 - Wonders of the Multiverse
3-level Enchantment
Tome of Heroes
3-level Enchantment
You yell defiantly as part of casting this spell to encourage a battle fury among your allies. Each friendly creature in range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, it has resistance to bludgeoning, piercing, and slashing damage and has advantage on attack rolls for the duration. However, attack rolls made against an affected creature have advantage.
Statblocks for your Trinkets, businesses, building, castles, empires.