+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
-2 | Strength | |
+7 | Dexterity | |
+7 | Constitution | |
+5 | Intelligence | |
+5 | Wisdom | |
+0 | Charisma |
+3 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+1 | Arcana | INT | |
-2 | Athletics | STR | |
+4 | Deception | CHA | |
+1 | History | INT | |
+1 | Insight | WIS | |
+0 | Intimidation | CHA | |
+9 | Investigation | INT |
+1 | Medicine | WIS | |
+1 | Nature | INT | |
+1 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+5 | Religion | INT | |
+7 | Sleight of Hand | DEX | |
+3 | Stealth | DEX | |
+5 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Fell Sword | +10 | DEX | 1d12+1d6(2d12+1d6)+3 | slashing | |
Versatile, bound, reach property 10ft range | |||||
Arcane Arquebus | +3 | DEX | 2d8+1d4+3 | magical piercing | |
Ranged, 20/60ft. At level 11, you can now fire three times in quick succession when using the Attack action. For each hit, the next shot adds another 2d6 to damage. You can use this ability a number of times equal to your proficiency bonus. | |||||
Deft Prowess | +3 | DEX | |||
As a free action in initiative, you may spend one essence point to gain an extra bonus action or reaction this turn. At level one this can only be used once per round of initiative. At level 10, this ability can be used twice per round of initiative. | |||||
Precision of the Soul | +3 | DEX | |||
When you may an attack roll against an enemy, you may spend two essence points to mark them with your strike. The attack you are making now has advantage, as well as the next attack from any source against that enemy. | |||||
Vicious Strike | +3 | DEX | |||
Vicious Strike: When you hit an enemy with a weapon attack, you may spend two essence points and add 2d12 to the damage. The next two attacks against you have advantage. | |||||
Reactive Duelist | -2 | STR | |||
At second level, you gain the ability to aid allies in combat with lightning speed. When an ally is hit by an enemy attack, you can use your reaction to make a ranged weapon attack with your arquebus at the attacking enemy. When you do so, you may burn an essence point to immediately recharge your arquebus after firing, and the enemy has disadvantage on its next attack. | |||||
Imbued with Terror | +3 | DEX | |||
Whenever you spend an essence point as part of an attack, the target of the attack must succeed a Wisdom saving throw (DC 8+your proficiency bonus + your Constitution modifier) or take an additional 1d8 psychic damage. | |||||
Pestilent Fury | -2 | STR | |||
Spend an amount of essence points up to a maximum of 5. You can make a melee weapon attack with your fell sword on an amount of enemies equal to the amount of essence points spent. Roll to hit each enemy and for each hit count that attack as a critical. You lose half of your HP maximum and skip your next turn. No other essence abilities can be used in conjunction with this ability in the same turn. | |||||
Left Gauntlet of the Fell Blade | -2 | STR | |||
+1 to AC; You may spend 4 essence points and cast the "shield" spell as a reaction | |||||
Slasher Feat | -2 | STR | |||
Dex is increased by 1; Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn. When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls. |
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.
Statblocks for your Trinkets, businesses, building, castles, empires.