+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
+0 | Strength | |
+1 | Dexterity | |
+2 | Constitution | |
+8 | Intelligence | |
+5 | Wisdom | |
+2 | Charisma |
+12 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+12 | Arcana | INT | |
+0 | Athletics | STR | |
+4 | Deception | CHA | |
+8 | History | INT | |
+9 | Insight | WIS | |
+4 | Intimidation | CHA | |
+8 | Investigation | INT |
+2 | Medicine | WIS | |
+8 | Nature | INT | |
+2 | Perception | WIS | |
+10 | Performance | CHA | |
+4 | Persuasion | CHA | |
+8 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Daggar | +0 | STR | |||
Natural Weapons | +0 | STR | 1d4+3 |
The statblocks of your Weapons, armor and other important/magical equipment
Dungeon Strugglers
Weapon
Rare
GM OVERRIDE: 2d6 Slash + 1d4 Fire with a chance to burn enemy
Weapon (scimitar, longsword, or greatsword)
This magical sword is searing hot, capable of slicing through armor and leaving scorching wounds. Each time a creature is hit by this sword, it takes a -1 penalty to AC, up to a cumulative -3 penalty. A creature takes an extra 1d6 fire damage from all melee weapon attacks for each -1 penalty to AC inflicted by this sword. This AC reduction and extra damage ends if Efreeti’s Fury moves more than 60 feet away from the creature. Additionally, as a bonus action while wielding this sword, you can teleport to an unoccupied space within 5 feet of a creature that is currently suffering a penalty to AC due to this weapon. A creature is unaffected by the AC penalty if it is immune to fire.
Half of the collapsed parliament guard’s breastplate had fallen to his side, still visibly hot and sparking. A sword lying a few feet away had been split through the hilt. Glowing wounds burn over the surface of his battered armor, and a steady flow of steam rises from beneath his helmet. Footprints of heated glass track away from the city walls, revealing a litany of slumped steel figures along their path…
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 2d6 / 1d4 Fire with a chance to burn enemy | Slashing | 30 |
Dungeon Strugglers
Weapon
Rare
GM OVERRIDE: 2d6 Slash + 1d4 Fire with a chance to burn enemy
Weapon (scimitar, longsword, or greatsword)
This magical sword is searing hot, capable of slicing through armor and leaving scorching wounds. Each time a creature is hit by this sword, it takes a -1 penalty to AC, up to a cumulative -3 penalty. A creature takes an extra 1d6 fire damage from all melee weapon attacks for each -1 penalty to AC inflicted by this sword. This AC reduction and extra damage ends if Efreeti’s Fury moves more than 60 feet away from the creature. Additionally, as a bonus action while wielding this sword, you can teleport to an unoccupied space within 5 feet of a creature that is currently suffering a penalty to AC due to this weapon. A creature is unaffected by the AC penalty if it is immune to fire.
Half of the collapsed parliament guard’s breastplate had fallen to his side, still visibly hot and sparking. A sword lying a few feet away had been split through the hilt. Glowing wounds burn over the surface of his battered armor, and a steady flow of steam rises from beneath his helmet. Footprints of heated glass track away from the city walls, revealing a litany of slumped steel figures along their path…
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 2d6 / 1d4 Fire with a chance to burn enemy | Slashing | 30 |
The statblocks of your class features
RACE: Kitsune, Charisma of 13 or higher
Source: Fizban's Treasury of Dragons
You’ve manifested some of the power of gem dragons, granting you the following benefits:
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Telekinetic Reprisal. When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the creature takes 2d8 force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Thraintar & Matthias_von_Schwarzwald @ DND Byond
RACE: Kitsune, Charisma of 13 or higher
RACE: Kitsune
RACE: Kitsune, Superior Kitsune Shapeshift
You can spend a bonus action to charge. During the charge you shapeshift catching the enemy off guard. On the same turn all melee attacks (including melee spell attacks) are made with advantage. All opportunity attacks against you are at a disadvantage. In addition you add proficiency bonus to damage. You can do this once per short rest.
Thraintar@DND Beyond
Thraintar@DND Beyond
Thraintar@DnD Beyond
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
0-level (Cantrip) Evocation
PHB, page 218
0-level (Cantrip) Abjuration
0-level (Cantrip) Evocation
0-level (Cantrip) Evocation
PHB, p230
0-level (Cantrip) Evocation
0-level (Cantrip) Evocation
Ritual - does not require spell slot, takes 10 minutes longerXGtE
0-level (Cantrip) Evocation
PHB p233
1-level Illusion
Source: PHB, page 224
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerSRD
1-level Evocation
1-level Enchantment
1-level Enchantment
SRD
1-level Evocation
PHB p239
1-level Transmutation
1-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerThis spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes, and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10 foot deep pit, nor could it leave such a pit if it were created at the bottom.
If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.
Xanathar's Guide to Everything
2-level Transmutation
Elemental Evil Player's Companion
2-level Evocation
2-level Evocation
2-level Conjuration
A 5 foot diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20 foot radius and dim light for an additional 20 feet.
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.
Fizban's Treasury of Dragons
2-level Illusion
d4 | Effect |
---|---|
1 | The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn. |
2 | Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces. |
3 | Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction. |
4 | Drops of molasses hover in the cube, making it difficult terrain until the start of your next turn. |
SCC
2-level Transmutation
3-level Abjuration
FToD
3-level Transmutation
XGtE
3-level Evocation
3-level Evocation
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
PHB
3-level Abjuration
Acquisitions Inc.
3-level Enchantment
Player's Handbook
4-level Evocation
Basic Rules, pg. 246
4-level Illusion
Critical Role
4-level Evocation
Xanathar's Guide to Everything
5-level Enchantment