+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+3 | Strength | |
+4 | Dexterity | |
+2 | Constitution | |
+0 | Intelligence | |
+6 | Wisdom | |
-1 | Charisma |
+4 | Acrobatics | DEX | |
+4 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+3 | Athletics | STR | |
-1 | Deception | CHA | |
+0 | History | INT | |
+4 | Insight | WIS | |
-1 | Intimidation | CHA | |
+0 | Investigation | INT |
+4 | Medicine | WIS | |
+0 | Nature | INT | |
+4 | Perception | WIS | |
-1 | Performance | CHA | |
-1 | Persuasion | CHA | |
+0 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+4 | Stealth | DEX | |
+6 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type |
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Creature Type. You have two creature types: Celestial and Humanoid. You can be affected by a game effect if it works on either of your creature types.
Darkvision. 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 discern colors in that darkness only as 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 roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a long rest.
Light Bearer. You know the Light cantrip. Constitution is your spellcasting ability for it.
Mount Up. Mounting or dismounting costs you only 5 feet of movement.
Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.
Dark Alliance. At 1st level, you form a contract with a voidsent known as a Void Avatar. Drawn to your location due to massive loss of life, you've formed a contract to borrow power from the voidsent and received a momento from it to symbolize your contract. In combat, the voidsent acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the voidsent to take the Attack action. If you are incapacitated, the voidsent can take any action of its choice, not just Dodge. When the voidsent is killed, its essence returns to your momento. You can use your action to touch your momento and expaned a spell slot of 1st level or higher. The voidsent regains its form after 1 minute with all its hit points restored. When you finish a long rest, you may resummon your voidsent from its momento. If it is still active it regains all its hit points.
Spellcasting. By 2nd level, you have learned to draw on the power of the Algap to cast spells as with your avatar's help.
Fighting Style ().
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
FFXIV Compendium
Void Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Rend. Melee Weapon Attack: your spell attack modifier to hit, Reach 5ft., one target. Hit: 9 (1d8 + 2 + PB) slashing damage
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.