Drown |
Thrown ( Range 20 / 60 ), Versatile ( 1d10 ) |
Attack |
: |
+ 10 ( = + 4 STR + 4 Proficiency + 2 Enc. ) |
Damage |
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1d6 + 6 ( = + 4 STR + 2 Enc. ) + 1d8 ( Cold ) / Piercing |
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Longsword |
Versatile ( 1d10 ) |
Attack |
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+ 8 ( = + 4 STR + 4 Proficiency ) |
Damage |
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1d8 + 4 ( = + 4 STR ) / Slashing |
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Longsword, Silvered |
Versatile ( 1d10 ) |
Attack |
: |
+ 8 ( = + 4 STR + 4 Proficiency ) |
Damage |
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1d8 + 4 ( = + 4 STR ) / Slashing |
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Warhammer |
Versatile ( 1d10 ) |
Attack |
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+ 8 ( = + 4 STR + 4 Proficiency ) |
Damage |
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1d8 + 4 ( = + 4 STR ) / Bludgeoning |
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Dagger |
Finesse, Light, Thrown ( Range 20 / 60 ) |
Attack |
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+ 8 ( = + 4 STR + 4 Proficiency ) |
Damage |
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1d4 + 4 ( = + 4 STR ) / Piercing |
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Javelin |
Thrown ( Range 30 / 120 ) |
Attack |
: |
+ 8 ( = + 4 STR + 4 Proficiency ) |
Damage |
: |
1d6 + 4 ( = + 4 STR ) / Piercing |
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Light Crossbow |
Ammunition ( Range 80 / 320 ), Loading, Two-handed |
Attack |
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+ 4 ( = + 0 DEX + 4 Proficiency ) |
Damage |
: |
1d8 + 0 ( = + DEX ) / Piercing |
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Half-Elf |
Ability Score Increases |
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+ 2 CHA, + 1 other two abilities |
Size |
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Medium |
Speed |
: |
30 feet |
Darkvision |
: |
You can see in dim light 60 feet of you as if it were bright light, and in darkness as |
if it were dim light. |
You can't discern color in darkness, only shades of gray. |
Fey Ancestry |
: |
You have advantage on saving throws against being charmed, and magic can't put |
you to sleep. |
Fleet of Foot |
: |
Your base walking speed increases to 35 feet. |
Languages |
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Common, Elvish, one other language |
Cleric 1 |
Hit Dice |
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1d8 / Lv. |
Armor Proficiencies |
: |
Light Armors, Medium Armors, Shields |
Weapon Proficiencies |
: |
All Simple Weapons |
Tool Proficiencies |
: |
None |
Saving Throw Proficiencies |
: |
Wisdom, Charisma |
Skills |
: |
Choose two skills from History, Insight, Medicine, Persuasion, Religion |
Divine Domain |
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War Domain |
- Bonus Proficiencies |
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You gain proficiency with martial weapons and heavy armor. |
- War Priest |
: |
When you use the Attack action, yhou can make one weapon attack as a bonus action. |
You can use this feature a number of times equal to your Wisdom modifier |
( a minimum of once ). |
You regain all expended uses when you dinish a long rest. |
Spellcasting |
: |
3 Cantrips Known, 2 / - / - / - / - / - / - / - / - |
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Warlock 10 |
Hit Dice |
: |
1d8 / Lv. |
Armor Proficiencies |
: |
Simple Armors |
Weapon Proficiencies |
: |
All Simple Weapons |
Tool Proficiencies |
: |
None ( multiclassing ) |
Saving Throw Proficiencies |
: |
None ( multiclassing ) |
Skills |
: |
None ( multiclassing ) |
Other Worldly Patron |
: |
the Fiend |
- Dark One's Blessing |
: |
When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to |
your Charisma modifier + Warlock level ( minimum of 1 ). |
- Dark One's Own Luck |
: |
When you make an ability check or a saving throw. you can use this feature to add a d10 to |
your roll. |
You can do so after seeing the initial roll but before any of the roll's effects occur. |
Once you use this feature, you can't use it again until you finish a short or long rest. |
- Fiendish Resistance |
: |
You can do so after seeing the initial roll but before any of the roll's effects occur. |
Once you use this feature, you can't use it again until you finish a short or long rest. |
Pact Magic |
: |
4 Cantrips Known, 10 Spells Known, 2 Spell Slots ( 5th Level ) |
Eldrich Invocations |
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- Agonizing Blast |
: |
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit. |
- Fiendish Vigor |
: |
You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or |
material components. |
- Thirsting Blade |
: |
You can attack with your pact weapon twice, instead of once, whenever you take the Attack |
action on your turn. |
- Repelling Blast |
: |
When you hit a creature with eldritch blast, you can push the creature up to 10 feet away |
from you in a straight line. |
- Grasp of Hadar |
: |
Once on each of your turns when you hit a creature with your eldritch blast, you can move |
that creature in a straight line 10 feet closer to you. |
Pact Boon |
: |
Pact of the Blade |
You can use your action to create a pact weapon in your empty hand. |
You can choose the form that this melee weapon takes each time you create it. |
You are proficient with it while you wield it. |
This weapon counts as magical for the purpose of overcoming resistance and immunity to |
nonmagical attacks and damage. |
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. |
It also disappears if you use this feature again, if you dismiss the weapon (no action |
required), or if you die. |
You can transform one magic weapon into your pact weapon by performing a special ritual |
while you hold the weapon. |
You perform the ritual over the course of 1 hour, which can be done during a short rest. |
You can then dismiss the weapon, shunting it into an extradimensional space, and it appears |
whenever you create your pact weapon thereafter. |
You can’t affect an artifact or a sentient weapon in this way. |
The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on |
a different weapon, or if you use a 1-hour ritual to break your bond to it. |
The weapon appears at your feet if it is in the extradimensional space when the bond breaks. |
Solder ( Background ) |
Skill Proficiencies |
: |
Athletics, Intimidation |
Tool Proficiencies |
: |
One type of gaming set, vehicles ( land ) |
Brooch of Shielding |
While wearing this brooch, you have Resistance to force damage, and you have immunity to damage from the Magic Missile spell. Requires Attunement. |
Gauntlets of Ogre Power |
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher. Requires Attunement. |
Drown |
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War Caster |
・You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. |
・You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. |
・When a hostile creature's movement provekes an opportunity attack from you, you can use your reaction to cast a spell at the creature, |
rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. |
Shield Master |
・If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. |
・If you aren't incapaciated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful |
effect that tagets only you. |
・If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to |
take nodamage if you succeedon the saving throw, interposing your shield between yourself and the source of the effect. |
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