+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+10 | Strength | |
+4 | Dexterity | |
+9 | Constitution | |
+2 | Intelligence | |
+4 | Wisdom | |
+3 | Charisma |
+5 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+5 | Arcana | INT | |
+8 | Athletics | STR | |
+1 | Deception | CHA | |
+0 | History | INT | |
+2 | Insight | WIS | |
+5 | Intimidation | CHA | |
+0 | Investigation | INT |
+2 | Medicine | WIS | |
+0 | Nature | INT | |
+2 | Perception | WIS | |
+1 | Performance | CHA | |
+1 | Persuasion | CHA | |
+0 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+12 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Mad God's Spear | +11 | STR | 1d12+5 | piercing | |
Thrown (range 60/120), versatile (1d12) | |||||
Mad God's Spear (Two-Handed) | +11 | STR | 2d6+5 | piercing | |
Thrown (range 60/120), versatile (1d12) | |||||
Polearm Butt | +11 | STR | 1d6+5 | bludgeoning | |
Thrown (range 60/120), versatile (1d12) |
The statblocks of your Weapons, armor and other important/magical equipment
Armor (Medium)
Rare
Djinni Resistance. While wearing this armor, you gain a +3 bonus to AC, you are resistant to physical damage, and you can understand and speak Primordial. In addition, you can stand on and walk across air as if it were solid ground.
Primordial Call. You can cast Conjure Elemental however you can only summon an Air Elemental. You can use this feature once per long rest.
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Medium | 15+3+Dex modifier (max 2) | Yes |
Ring
Legendary
Cursed
This dark, ethereal ring appears to be woven from strands of destiny itself. When you first put on the Fate Weaver Ring, it bonds with you magically and adjusts to your size, making it impossible to remove by any means short of a Wish spell.
Fate Stability. The Fate Weaver protects you from the instability of destiny, ensuring that you do not grow weaker over time. When attuned to the ring, you gain resistance to aging effects, and you do not suffer any penalties from old age. However, after a 7 day period elapses, you must return to the Well of Fate to recharge the ring, spending at least one hour in silence otherwise your body begins to age rapidly.
World Fate Mission Alert. The Fate Weaver Ring is attuned to the grand tapestry of fate, and it resonates when a significant destiny awaits you. Whenever there is a world-fate mission or quest available that directly relates to the fate of the world, the ring emits a soft, pulsating glow and a faint hum, alerting you to the opportunity.
World Fate Awareness. The Fate Weaver Ring acts as a mystical sensor attuned to entities and objects of that should not exist. When a creature or item with significant world-fate properties comes within 120 feet of you, the ring begins to softly glow with an otherworldly light. The intensity of the glow correlates with the proximity and importance of the detected entity or item.
Wondrous Item
Legendary
Dormant
This ancient and imposing spellbook is bound in dark, tattered leather adorned with ominous symbols. The pages within are filled with giant knowledge and dark incantations on how to bleed oni and take their blood for their own. The back is filled with various food recipes.
Dark Magic. You learn a unique set of spells that reflect the dark and mysterious powers associated with oni. You gain access to any 2nd level spell. At 6th level, you learn 3rd level spell. At 10th level, you learn a 4th level spell. At 14th level, you learn a 5th level spell.
You may add a spell to your collection from magic scrolls, the DC follows the wizard copying rules, and STR is your spellcasting modifier. You can prepare spells equal to your STR modifier plus Proficiency. You can only cast one spell per level.
Weapon
Common
Thrown (60/120), Versatile (1d12)
This is a pure black spear that seems to radiant a slight whisper of untold secrets.
Madness Incarnate. As a bonus action, you can cause an aura of 10ft darkness for 1 minute to surround you that you can see through, each creature that starts its turn within the darkness take d10 necrotic damage and you heal half the amount.
At the start of each of your turns, you must make a wisdom save (DC 10) or undergo the effects of Crown of Madness for that turn.
Consciousness Is a Virtue. Once per turn, When you score a critical hit with this weapon the target of the attack undergoes the effects of sleep for 1 minute or until they take damage.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d10 / 1d12 | Piercing | 60/120 |
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Ferra
Statblocks for companions, followers and other allies.
Statblocks for your spells.
TCE p.108
0-level (Cantrip) Enchantment
PHB p.215
1-level Abjuration
PHB p.224
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerSCC p.38
1-level Enchantment
Ferra
2-level Evocation
PHB p.260
2-level Illusion
PHB p.260
2-level Conjuration
PHB p.228
3-level Abjuration
PHB p.277
3-level Necromancy
PHB p.225
5-level Conjuration
Statblocks for your Trinkets, businesses, building, castles, empires.