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Jarul Lonz

7 Level (1/34000 XP for level-up) Background Half Fire Giant Race / Species / Heritage Chaotic Neutral Alignment
brawler
Level 6
Hit Dice: 1/6
1d10+3 Class 1
Molten Smith
Level 1
Hit Dice: 1/1
1d10+3 Class 2

STR
18
+4
DEX
14
+2
CON
16
+3
INT
9
-1
WIS
10
+0
CHA
10
+0
67
Hit Points
+2
Initiative (DEX)
20
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
0 / 6
Force
3 / 3
Fire Eater
Spellcasting ...
+6 Attack mod
CON Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+7 Strength
+5 Dexterity
+6 Constitution
-1 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+5 Acrobatics DEX
+0 Animal Handling WIS
-1 Arcana INT
+10 Athletics STR
+0 Deception CHA
-1 History INT
+0 Insight WIS
+3 Intimidation CHA
-1 Investigation INT
+8 Smithing DEX
skills
+0 Medicine WIS
-1 Nature INT
+0 Perception WIS
+0 Performance CHA
+6 Persuasion CHA
-1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unarmed Strike +7 STR 6d6+1+4 bludgeoning
Firey Blow +3 WIS 2d5
Fire Chain Whip +5 DEX 2d4+2 bludgeoning
Chained fist +0 WIS 1d6
Flame Tongue Longsword +2 DEX 1d8+2
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Blazing Chains 1 action 60ft Concentration 1d4 S
 Notes:1d4 fire per turn, binding, strength/ dex save /per turn
max of 2 force gain 1 force point by dealing or recieving 8 damage in 1 turn
Direct Hit: By spending one force point before rolling to hit, you can double your Strength modifier for an attack action. This only applies to one single attack.
Guard Up: By spending one force point, you can use your reaction before an enemy attack to increase you AC by your current Brawler level, up to a maximum of +5. The AC bonus ends at the start of you next turn.
Take Down: By spending one force point before making an attack, you can maximize your damage roll. However, you will also take 1D4 in recoil damage.
evolution stuff
Fire chain - to bind your oponents
Thermal Vision - advantage on perception
Heat Resistance: Enhanced resistance to fire and heat-based attacks. E.g Immunty to fire and resistance to heat
Lava Walking: The ability to walk on lava without taking damage or sinking into it.
Fiery Speech: Communicating through controlled bursts of flame or by manipulating the heat in the air. 60ft range
Fire Eater: The ability to consume flames to heal.
As a reaction, you can consume fire attacks directed at you or others in a 5ft radius, absorbing their energy to empower yourself. Roll a CON check to see the amount healed. The maximum hit points you can gain from this feature is equal to your maximum hit points. You can use this feature a number of times equal to your Constitution modifier (minimum of 1), and you regain expended uses after finishing a short or long rest.

Features & Traits
Padded armour
Fire proof handwraps
Smithing hammer

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 441, Platinum: 0 Money
Common,Giant
Smithing
Light and medium armour
simple and martial weaponary

Languages & Proficiencies
I have also gain rightful ownership of a small keep in a location somehwere across the world. However, I must remove a group of monsters before claiming the property.

Notes


™ & © 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

PHB

Dungeoneer's Pack

Adventuring Gear

Common


  • a Backpack

  •  a Crowbar

  • a Hammer

  • 10 pitons

  •  10 torches

  •  a Tinderbox

  • 10 days of Rations

  • a Waterskin

  •  50 feet of Hempen rope


Cost: 12gp
Weight: 55.5

DnD 5e PHB

Padded

Armor (Light)

Common

Type AC STR Req. Stealth Dis.
Light 11 + Dex modifier Yes

Cost: 5gp
Weight: 8 lb

Flame Tongue Longsword

Weapon Rare (this item requires attunement)

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

Type Damage Damage Range Properties
Martial Melee 1d8 / 2d6 fire Slashing


 

Soulforge Amulet

Armor

Legendary

Once per day, the wearer can activate the amulet to commune with a deceased spirit, gaining insights, advice, or forgotten knowledge from the Soulforge.

This ornate amulet, adorned with intricate designs resembling intertwining souls, grants the wearer the ability to communicate with spirits from the Soulforge. When worn, it emits a faint ethereal glow, symbolizing the connection to the realm of the dead.

Type AC STR Req. Stealth Dis.
No


Wyrm Scale Breastplate

Armor (Medium)

Rare

Cold Resistance: The wearer of this armor gains resistance to the cold.   Scaled Assault: An enchantmeant that gives 1d6 bonus damage on all attacks

This breastplate is expertly crafted from the shimmering, iridescent scales of a slain wyrm, meticulously arranged and magically treated to retain their resilience and flexibility. The scales, varying in size and color depending on the type of wyrm from which they were harvested, form a protective layer that gleams in the light. Despite its formidable appearance, the breastplate is surprisingly lightweight, allowing the wearer to move with agility in combat.

Type AC STR Req. Stealth Dis.
Medium 15 + Dexterity modifier (max 2) No

Cost: 4800gp
Weight: 20-25 pounds

The statblocks of your class features

Brawler


Hit Points

Hit Dice: d10 per Brawler level
Hit Points at first Level: 10+Con Modifier
Hit Points at Higher Levels: D10+Con Modifier

Proficiences

Armor: Light Armor
Weapons: Simple weapons and unarmed strikes
Tools: None
Saving Throws: Strength and Constitution
Skills:
  • Acrobatics
  • Athletics
  • Intimidation
  • Investigation
  • Perception
  • Survival

Overview & Creation

Big Talk, Big Hit


A man walks down the street late at night, trying to make it back to his house. He is suddenly ambushed by a group of street thugs. They command him to either give up all of his possesions or face death. The man cooly tells them that if they don't step back, he'll break all of their bones before they can even land a cut on him. Feeling mildly threatened, one bandit rushes him with his dagger. In exactly one second, the bandit promptly gets his face caved in with a high-speed palm-strike. The others, now cowering, proceed to bolt off, throwing their gold at him in the process.

Raw Power


Brawlers can be found anywhere. While Monks train themselves at monasteries, brawlers train themselves with strict training regimes. Brawlers, especially experienced ones, are not to be trifled with. They can strike things with enough power to break both their body and mind. Because of their simple raw strength and varied alignments, they are usually hired as body-guards and crowd-controllers.

Building a Brawler


Brawlers focus on two things: Hit things hard and take hits as hard. For your stats, put your highest stats in Strength and Constitution. After that, choose between Dexterity or Charisma. Brawlers can take advantage of not needing to use physical weapons, instead relying on their own strength. Armor is usually on the light side, as mobility is always crucial.


Class Features

Unarmored Defense


At 1st level, your AC equals 10+Dex+Constitution. The base number can be changed if you are wearing armor that you are proficient in that isn't heavy.

Unarmed Combat


At 1st level, you gain the ability to fight purely with your own limbs. Weapons are not needed because you are the weapon. Your unarmed strikes deal a D4 worth of damage and can be lethal. This dice changes as you level up.

Forceful Will


At 2nd level, you now have the ability to store Force Points. You store Force Points by dealing or taking damage. Every time you deal at least 8 points of damage or take at least 8 points of damage, you gain one Force Point, up to your current Brawler level. Whenever you choose to use an ability that uses these points, you can only perform. You can perform the following maneuvers:
  • Direct Hit: By spending one force point before rolling to hit, you can double your Strength modifier for an attack action. This only applies to one single attack.
  • Guard Up: By spending one force point, you can use your reaction before an enemy attack to increase you AC by your current Brawler level, up to a maximum of +5. The AC bonus ends at the start of you next turn. 
  • Take Down: By spending one force point before making an attack, you can maximize your damage roll. However, you will also take 1D4 in recoil damage.

Brawl Art


At 3rd level, you get choose your way on how you like to fight. You get to choose between two subclass options: Strike Art or Bide Art.

Ability Score Improvement


When you reach 4th level, and again at 6th, 10th, 12th, 16th, and 18th level, you can increase one ability score by 2 points, or two ability scores by 1 point. As normal, you can't increase an ability score above 20 with this feature.

Extra Attack


At 5th level, you can attack twice whenever you take the attack action. You get another Extra Attack at 11th level, allowing you to attack a total of 3 times.

Improved Strikes


Your unarmed strike turns into a D6 at 6th level. It then turns into a D8 at 9th level and then a D10 14th level.

Strike and Scare


At 8th level, your fighting abilities can now break both your oponent's body and mind. After landing an unarmed strike, you can expend a force point roll an intimidation check towards 1 creature. They must contest the intimidation by making an insight check. If they fail the check, they are frozen with fear. Their movement speeds drop to 0 until the end of their turn and are unable to move, dash, or disengage. Scared creatures roll disadvantage on opportunity attacks.

Knock-Out Blow


At 11th level, your strikes can badly knock someone out-cold. If you roll max-damage, you can spend a force point to incapacitate the target for 1 round.

Bloodlust


At 15th level, you automatically regain 5 force points whenever you kill a creature.

Rampage


At 19th level, you can become an unstoppable force of destruction. After killing a creature, you can take another attack action against another creature. In addition, every other attack after the initial kill allows you to roll with advantage. Rampage ends if you don't kill a creature on your next turn.


Starting Equipment

  • Padded Armor
  • Dungeoneer's pack or Explorer's pack
  • 10 darts

 


Subclass Options

Strike Art


Strike Art is the art of taking down opponents with great power and force. You gain the ability to further lethalize your unarmed combat. Your ability to fight unarmed now rival most weapons.

Quick Hit


At 3rd level, you now have the ability to make an extra unarmed strike as a bonus action, on top of your initial attack action. You can not expend force points with the bonus action attack though.

Rushdown


At 7th level, you now have the powerful ability of delivering a rush of strikes that are both fast a powerful. By expending 2 force points after landing a hit, roll a D6 and your unarmed strike die. Multiply the two results together. You can't regain force points after using Rushdown until the start of your next turn. The D6 turns into a D12 at level 12 and then a D20 at level 20. This ability recharges after a short or long rest.

Melee Techniques


At 13th level, you have more techniques at your disposal. You can expend a force point to do one of the following techniques:
  • Grab and Throw: If a creature makes a melee attack against you and misses, you can use your reaction to make a grapple check. If you succeed the check, you can throw the target down, knocking them prone and take 1D4 bludeoning damage.
  • Body Charge: By expending a force point, you can take a dash action to try to plow through enemies in a straight line. Any one hit by you must make a Dexterity save (DC=Brawler Level) or be shoved to the side by 10 ft and get knocked prone. They also all take 1D4 bludeoning damage.
  • Launching Punch: By expending a force point, you can cause a target that you hit to make a Strength save (DC=Brawler level). If they fail the save, they are launched up to 30 ft away and knocked prone.

Body Missile


At 17th level, your melee attacks deal an incredible amount of collateral damage. If you kill a creature, their corpse can fly back up to 30 ft. Any creature that is in the line of sight must make a Dexterity save (DC=Brawler Level) or take 1D6 bludeoning damage and be knocked back with it.

Exponential Power


At 20th level, you become completely unstoppable. When you kill a creature, your unarmed strikes progressively get more and more deadly. For each creature killed, your damage modifier for the next hour receives a +1 bonus. This stacks to a maximum of +10. You also regain half of your current force points back for each kill.

Bide Art


Bide Art is the art of being able to take as much damage as a stone wall. You have the ability to throw yourself into the heat of battle and resist any shots taken onto you. You essentially become a walking set of armor.

Tough Defence


At 3rd level, you can add half of your Strength modifier into your AC. In addition, you can add your Strength modifier to your HP when you level up (includes this level).

Release Counter


At 7th level, you gain a special counter move. As an action, you enter a defensive position for a round. During this time, you can't move or take reactions. On your next turn, any damage that you take can be reutilized. You can move up to half your normal speed on your next turn and make an attack action. Instead of rolling for damage, you deal 2x the amount of damage that you received beforehand.

Unstoppable Force


At 13th level, you can become the true juggernaut of the party. By expending 3 force points, your AC increase by 3 points. In addition, you also gain resistance to non-magical bludeoning, piercing, and slashing damage for 1 minute. Afterwards, you must roll a Constitution save of 12 or take 1 point of exhaustion.

Damage Absorption


At 17th level, your body is now able to reverse damage taken. By expending 5 force points, any damage that you take until your next turn is instead used as healing power. On your next turn after expending the point, you can heal back by 1.5 of the received damage. This can only be done once per short or long rest.

True Defence


At 20th level, you become the pinnacle of "unstoppable." By exending 5 force points, you become nearly unkillable. For 2 minutes (20 rounds) You are resistant to every single damage type that isn't magical, you can regenerate 3D6 HP at the start of your next turn, and projectiles that don't deal maximum damage or aren't critical hits will simply deflect off of your body. After the 2 minutes, you quickly lose all of your forcepoints, but your HP goes back to max.
 


LevelProficiency BonusFeaturesUnarmed DamageForce Points
1+2Unarmored Defense, Unarmed CombatD40
2+2Forceful WillD42
3+2Brawl Art, Brawl Art FeatureD43
4+2Ability Score ImprovementD44
5+3Extra AttackD45
6+3Ability Score Improvement, Improved StrikeD66
7+3Brawl Art FeatureD67
8+3Strike and ScareD68
9+4Improved StrikeD89
10+4Ability Score ImprovementD810
11+4Extra Attack (2), Knock-Out BlowD811
12+4Ability Score ImprovementD812
13+5Brawl Art FeatureD813
14+5Improved StrikeD1014
15+5BloodlustD1015
16+5Ability Score ImprovementD1016
17+6Brawl Art FeatureD1017
18+6Ability Score ImprovementD1018
19+6RampageD1019
20+6Brawl Art FeatureD1020

Molten Smith

hit dice: 1d10
hit points at 1st level: 10 + con mod
hit points at higher levels: 1d10 + con mod (or 6)
armor proficiencies: Light and medium
weapon proficiencies: Simple and martial
tools: Smith's tools
saving throws: Constitution and dexterity
skills: Choose 2 from Intimidation, Perception, Athletics, Insight and Investigation. Also gain proficiency in Smithing.
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

(a) A chain shirt or (b) Scale Mail
(a) A Martial Weapon and a shield or (b) Two Martial Weapons
(a) A Dungeoneers Pack or (b) An Explorer’s Pack
A Set of Smith's Tools
spellcasting:
class features:

Crude Smithing

You are able to make any one-handed simple or martial weapon or light armour at a blacksmith's forge. You can only create an item if you have proficiency in it. It takes a long rest to smith weapons & armour, or a short rest for ammo. You are also able to temprorarily increase the the AC on any armour except natural armour. This lasts for 1 day. However it requires a long rest, and can only be done 5 times to a particular armour.  

Molten Heart's Blessing

You put your all into creating this new creation. Your molten heart responds to you wish to improve the creation and helps out, blessing the item slightly. (2nd level) By expending 1 hit die whilst crafting a weapon or armour, you can either give it a chance to resist the heat or a chance to ignite foes. Meaning when hitting with a weapon with this, you roll 1d20, (above a 16 succeeds). If you succeed your weapon will do bonus fire damage (1d8). For armour, when taking fire damage you roll a d20 (above a 16) and this will half the damage taken from fire. (only works on fire.)  

Smith specialisation

At the 3rd level you can choose your smithing subclass.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th 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.  

Portable forge

At the 5th level, you gain a small flame spirit which follows you. This flame spirit will turn into the flames to fuel your forge wherever you need to forge.This allows you to forge on the go and without a blacksmith shop. THis flame spirit cannot be harmed, but also cannot attack. It will burn untill the user dispels it or fall unconsious or dead. It also doesn't burn anything user wishes it not to. (You can instruct it to do things but cannot understand what it says.)  

Extra Attack

At the 5th level, you can attack twice instead of once, whenever you take the Attack action on your turn.  

Advanced Smithing

At the 7th level, you are able to create all armour and weapons you are profiecent in, including two handed weapons now. You can also create weapons and armour you are not profiecent in, but with disadvantage. Also by using different materials that you can now work with, it provides a different buff or debuff to the wearer.  

Study smithing

At the 9th level, your creations are now study enough to support magic. This process or imbuing spells requires a magic caster that is not yourself to be with you during the forging process, allowing them to imbue the item. This imbuement is not permenant, however the magic caster just needs to recast the magic once a week.  

Smith's Molten Blessing

Your molten heart has improved along with your own abilities. This allows a blessing to happen which would require a second smith usually, just by putting your heart and soul into the item. At the 12th level the previous potential blessings chance of happening now are even better. The weapons blessing now needs you to get over 13 and does 3d8 damage. Whereas the armour now requires a 13 to succeed resisting the flames. However on a nat 20, you will take no fire damage.  

Inferno Forging

At level 15 you can enter a state of pure concentration to forge better equipment. This can only be done on a long rest and cannot be reused on the following long rest. In this state, you cannot be distracted from smithing, even if you are under attack. Also the only way to fail the smithing is roll below a 10. Also it gives a chance to provide different bonus stats. This happens from rolling 1d20 ( above a 15 succeeds) and then rolling 1d6 to determine the stat increase. You would then roll 1d3 to determine the stat increase. This only is applied to the user whilst it is in use.  

Smith God's Molten blessing

Finally as your abilites reach the peak, so does your blessing. It provides a blessing which some smiths could only call a blessing from above. This all came from your dedication to the piece and wish for it to be a master piece. At the 17th level, the previous blessings require the roll to surpass a 10. The damage is increased to 4d8 damage and the chance to gain fire immunity is now needing a rol of 18 or above.  

Master Blacksmith

At the 20th level you have finally mastered to art of blacksmithing. This allows you to create any weapon or armour regardless of proficiecy with regular odds. If you are proficient with that armour or weapon, you gain advantage to the roll for success. You also gain advantage to produce better weapons and armour when using the inferno forging. However this is still 1d20 without any modifiers to role. you just gain advantage on the d20 role.
subclass options:

Battle Smithing

  At the 3rd level you have chosen to focus your blacksmithing skills into becoming a warrior who fights alongside their comrades, instead of just providing their weapons. Standing shoulder to shoulder with them, rather than waiting in your blacksmith forge. Ready to provide quick temporary improvements and fight.  

Quick Reinforcement

At the 3rd level, you become able to do the AC buffs on the fly. These can now be completed within a short rest. You can also add an extra 1d8 damage to a meele weapon.  

Blacksmith's Rage

If you witness a a weapon of your creation or an ally go down or break. You will fly into a rage. A blacksmith is usually loud but does not usually show affection. Whenever they do show their affection, they usually show it in strong bursts of their affection at crucial points. When you do this you feel strong emotions against those who are your enemies. Gives you advantage on attack roles and deals an extra 1d8 damage. It lasts untill the battle ends. This can only happen when the right situation occurs and cannot be activated whenever.  

Quickest reinforcement

At the 10th level, you can use your reaction to temporeraliy increase someone in your ranges armour or damage by 2 (ac) or 2d8 damage for weapons. This only lasts until their next turn.  

Coordinated Assault

Starting at the 14th level, your ability to work seamlessly with allies in battle improves. Whenever you use Quick Reinforcement or Quickest Reinforcement, you can choose an additional ally within 10 feet of the affected target to receive the same benefits.  

Forge Defender

Upon reaching the 18th level, your connection with your creations deepens. You gain the ability to summon a spectral guardian forged from your molten heart to aid you in battle. As a bonus action, you can summon the Forge Defender. It lasts for 1 minute, providing you with additional protection. The Forge Defender has an AC equal to your armor class, and its attacks deal fire damage equal to your Constitution modifier. Once you use this feature, you can't use it again until you finish a long rest.

Statblocks for your familiars, mounts etc.

Pirate's Parrot CR: 1

Tiny to Small beast, parrot, pirate, unaligned
Armor Class: 11
Hit Points: 15hp 3d6+6
Speed: 10 Feet , fly: 60 Feet , swim: 7 Feet , climb: 15 Feet , can hover

STR

6 -2

DEX

14 +2

CON

14 +2

INT

6 -2

WIS

12 +1

CHA

12 +1

Skills: Perception +3
Senses: Passive Perception 13
Languages: Understands Common
Challenge Rating: 1 ( 50 XP)
Proficiency Bonus: +2

At will: Vicious Mockery: The parrot utters a series of insults, targeting one creature it can see within 60 feet. That creature must succeed on a DC 12 Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.


Keen Sight: The parrot has advantage on Wisdom (Perception) checks that rely on sight.   Mimicry: The parrot can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.   Pirate's Companion: The parrot has advantage on saving throws against being frightened or charmed.

Actions

Beak: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1d4+1 piercing damage.   Squawk (Recharge 5-6): The parrot emits a loud squawk. Each creature within 15 feet of the parrot that can hear it must succeed on a DC 12 Constitution saving throw or be deafened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

Jocular Jest: The parrot tells a joke or performs a silly trick. Any creature of its choice within 10 feet that can hear and understand the parrot must succeed on a DC 12 Wisdom saving throw or be charmed until the end of its next turn, finding the parrot's antics too amusing to resist.

Lair Actions

Lair Actions (if on owner's shoulder)   Feather Frenzy: The parrot begins to molt, creating a flurry of colorful feathers. All creatures within 10 feet of the parrot, including the owner, must make a DC 12 Dexterity saving throw or become lightly obscured by the feathers until the start of the parrot's next turn. While obscured, creatures have disadvantage on Perception checks that rely on sight.   Squawking Serenade: The parrot emits a cacophony of squawks and birdcalls. All creatures within 30 feet must succeed on a DC 12 Wisdom saving throw or be charmed by the parrot's whimsical performance until the start of the parrot's next turn. Charmed creatures are incapacitated and find the parrot irresistibly charming.

The bird sits on the shoulder of it's owner

The pirate's parrot is a small, brilliantly feathered companion with a lively and mischievous demeanor. Its plumage boasts a kaleidoscope of colors, from vivid reds and blues to rich greens and dazzling yellows. The feathers are well-groomed, reflecting the care and attention given to this charismatic avian companion.   Perched on its owner's shoulder or on a specially crafted perch, the parrot proudly sports a tiny pirate hat, perched at a jaunty angle. The hat is a miniature replica of a classic pirate captain's hat, complete with a skull and crossbones emblem. The hat adds a touch of swashbuckling charm to the parrot's appearance, emphasizing its connection to the pirate's adventurous lifestyle.   The parrot's eyes gleam with intelligence and curiosity, taking in the surroundings with a keen awareness. It moves with agile and deliberate motions, whether it's playfully mimicking sounds, performing tricks, or simply surveying the scene with a watchful eye.   Despite its small size, the parrot exudes a larger-than-life personality, bringing joy and amusement to those fortunate enough to encounter this feathered companion. Its presence, highlighted by the tiny pirate hat, adds a whimsical and endearing element to the pirate's entourage, making it a beloved and iconic member of the crew.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Blazing Chains

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 60ft
Duration: Concentration
Attack/Save: Strength/dex save
Damage/Effect: 1d4 fire
Summon a pair of firey chains used to grapple/wrap around an opponent

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Supersquid92.

Statblock Type

Character Sheet (latest)

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