-1 | Strength |
+2 | Dexterity |
+2 | Constitution |
+2 | Intelligence |
+0 | Wisdom |
+5 | Charisma |
+2 | Acrobatics |
+0 | Animal Handling |
+5 | Arcana |
-1 | Athletics |
+5 | Deception |
+2 | History |
+3 | Insight |
+2 | Intimidation |
+2 | Investigation |
+0 | Medicine |
+2 | Nature |
+0 | Perception |
+2 | Performance |
+2 | Persuasion |
+2 | Religion |
+5 | Sleight of Hands |
+2 | Stealth |
+0 | Survival |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 2d6+3 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
A worg is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own Language and Goblin, and a few learn to speak Common as well.
Statblocks for race/species of the character.
As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long. Air genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps. Age Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years. Alignment Independent and self-reliant, genasi tend toward a neutral alignment. Unending Breath You can hold your breath indefinitely while you’re not incapacitated. Mingle with the Wind You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.