+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+4 | Strength | |
+3 | Dexterity | |
+3 | Constitution | |
+0 | Intelligence | |
+1 | Wisdom | |
+1 | Charisma |
+5 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+4 | Athletics | STR | |
+1 | Deception | CHA | |
+0 | History | INT | |
+1 | Insight | WIS | |
+3 | Intimidation | CHA | |
+0 | Investigation | INT |
+1 | Medicine | WIS | |
+0 | Nature | INT | |
+1 | Perception | WIS | |
+3 | Performance | CHA | |
+1 | Persuasion | CHA | |
+0 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+3 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Greatsword | +4 | STR | 2d6+2 | Slashing | |
Heavy, Two-handed | |||||
Sickle | +4 | STR | 1d6+2 | Slashing | |
Light | |||||
Handaxe | +4 | STR | 1d6+2 | Slashing | |
Light, Thrown (range 20 / 60ft) | |||||
Javelins | +4 | STR | 1d6+2 | Piercing | |
Thrown (range 30 / 120ft) |
(Bonus action)
You have advantage on Strength checks and Strength saving throws.
While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
You can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.
-Advantage on POISON Saving Throws
-She does not sleep, she instead goes into an inactive state, where she is still aware of her surroundings (4hrs)
-In order to stay "alive", she must consume organic matter to maintain her body as a semi-revenant
-If no "replenishment" has been done in the span of 3 days, her body will start to decay rapidly, and must succeed a 13 CON save every turn. If failed her movement is reduced to half, and will gain a point of exhaustion each failed save, she also takes 1d6 DMG every turn.
-She can pick one immunity each day, those being: Charmed, Exhaustion, Frightened, Paralyzed, Stunned.
-DMG resistance: Necrotic and Psychic
-60ft Darkvision
Disguise Kit - Add proficiency bonus to "disguise" checks
A favor...
Explorer's Pack
-Light / Medium armor, Shields
-Simple and Martial Weapons
Cannibalistic
Timid
Dry Personality
None for now
Her murderer
N/A
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.