+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+5 | Strength | |
+2 | Dexterity | |
+5 | Constitution | |
+2 | Intelligence | |
-1 | Wisdom | |
+0 | Charisma |
+5 | Acrobatics | DEX | |
-1 | Animal Handling | WIS | |
-1 | Arcana | INT | |
+5 | Athletics | STR | |
+0 | Deception | CHA | |
+2 | History | INT | |
-1 | Insight | WIS | |
+3 | Intimidation | CHA | |
+2 | Investigation | INT |
-1 | Medicine | WIS | |
+2 | Nature | INT | |
+2 | Perception | WIS | |
+0 | Performance | CHA | |
+3 | Persuasion | CHA | |
-1 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Claws | +5 | STR | 1d4+2 | slashing | |
Unarmed | |||||
3 Daggers | +5 | STR | 1d4+2 | piercing | |
Finesse, light, thrown(20/60) | |||||
Longsword | +5 | STR | 1d8+2 | slashing | |
Versatile (1d10) | |||||
Longbow | +5 | DEX | 1d8+2 | piercing | |
Ammunition, range (150/600), heavy, two-Handed |
Darkvision - 60ft
Claws - Listed in Attacks
Hunter Instincts - Prof in Intimidation, Perception
Daunting Roar - BonAct: Creatures withint 10ft that can hear must succeed Wisdom ST (DC 8 + Prof Bon + CON Mod) or become frightened of you unil the end of your next turn. 1 per Short/Long rest
Steady - Can march for a 16hr before forced march. Can safely land a boat on shore.
Prof in Athletics and Survival
CON incresed by 2
When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Fighting Style - Tunnel Fighter: As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Second Wind - BonAct: Regain 1d10 + Fighter Level Hp. 1 per Short/Long Rest
Action Surge - 1 more action. 1 per Short/Long Rest
Extra Attack
Prof in Persuasion
Fighting Spirit - BonAct: Adv on all Weapon Attacks until end of turn. Gain 5 Temp HP. 3 per Long Rest
Magical Tinkering - To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.
This fearsome steel helm makes your eyes glow red while you wear it.
Torn cloth bearing the mark of ship/company
Traveller's clothes
Explorer's Pack
Chain mail
Common, Leonin
Simple, Martial, and Firearm Weapons
All Armour and Shields
Thieves' Tools, Tinker's Tools, Painter's Tools
Vehicles (Land/Sea)
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.
PHB
0-level (Cantrip) Abjuration
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
At higher levels: This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8 . Both damage rolls increase by 1d8 at 11th level and 17th level.
PHB, page 248
0-level (Cantrip) Divination
You touch one willing creature. Once before the spell ends, the target can roll a 1d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
PHB
1-level Abjuration
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
PHB
1-level Divination
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Statblocks for your Trinkets, businesses, building, castles, empires.