+5 | Strength |
+8 | Dexterity |
+3 | Constitution |
+0 | Intelligence |
+4 | Wisdom |
+1 | Charisma |
+3 | Acrobatics |
+4 | Animal Handling |
+0 | Arcana |
+1 | Athletics |
+1 | Deception |
+0 | History |
+8 | Insight |
+1 | Intimidation |
+1 | Investigation |
+4 | Medicine |
+0 | Nature |
+8 | Perception |
+1 | Performance |
+1 | Persuasion |
+0 | Religion |
+4 | Sleight of Hands |
+4 | Stealth |
+8 | Survival |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
Statblocks for your familiars, mounts etc.
Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 11 (1d6 +7) piercing damage. the target must make a DC 14 Constitution Saving throw, taking 4 (1d6) cold damage on a failed save, or half as much on a succesfull one. Claws. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 12 (1d8 +7) Slashing damage. Poison Breath (Recharge 6). The Juvenile wyvern exhales a freezing cloud in a 15 foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 21 (3d8 + 7) cold damage on a failed save, or half as much on a succesfull one.
Statblocks for race/species of the character.
Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wherever it arises, and to stand vigilant against the darkness. From a young age, a protector aasimar receives advice and directives that urge to stand against evil. Age Aasimar mature at the same rate as humans, but they can live up to 160 years. Alignment Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil. Size Aasimar have the same range of height and weight as humans. Darkvision Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Celestial Resistance You have resistance to necrotic damage and radiant damage. Healing Hands As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can’t use it again until you finish a long rest. Light Bearer You know the light cantrip. Charisma is your spellcasting ability for it. Radiant Soul Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can’t use it again until you finish a long rest.
Languages. You can speak, read, and write Common and Celestial.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.