| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus |
| +2 | Strength | |
| -2 | Dexterity | |
| +2 | Constitution | |
| +1 | Intelligence | |
| +4 | Wisdom | |
| +5 | Charisma |
| -2 | Acrobatics | DEX | |
| +2 | Animal Handling | WIS | |
| +1 | Arcana | INT | |
| +2 | Athletics | STR | |
| +3 | Deception | CHA | |
| +1 | History | INT | |
| +2 | Insight | WIS | |
| +5 | Intimidation | CHA | |
| +3 | Investigation | INT |
| +2 | Medicine | WIS | |
| +1 | Nature | INT | |
| +2 | Perception | WIS | |
| +3 | Performance | CHA | |
| +3 | Persuasion | CHA | |
| +1 | Religion | INT | |
| -2 | Sleight of Hand | DEX | |
| -2 | Stealth | DEX | |
| +4 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Light Crossbow | +2 | STR | 1d8+2 | Piercing | |
| Ammunition (range 80/320), loading, two-handed | |||||
| Claws | +2 | STR | 1d4+2 | Slashing | |
| Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. | |||||
| Scythe | +2 | STR | 1d8+2 | Slashing | |
| Reach This weapon adds 5 feet to your reach when you attack with it, two-handedCleave. When you make a melee weapon attack on your turn with this weapon, you can choose to target two creatures within your reach with a mighty cleave. This attack uses the same attack roll for each target and deals slashing damage equal to 1d6 + your Strength modifier to the first target, and 1d6 slashing damage to the second target. Any bonus damage or other effects only apply to the first target hit. | |||||
| Dagger | +2 | STR | 1d4+2 | Piercing | |
| Finesse, light, thrown (range 20/60) Skewer. When you make a melee or thrown weapon attack on your turn with this weapon against a large or smaller creature, you can make a strike with great force, sticking your weapon into a creature. If the attack hits, it deals its normal damage, and the weapon remains stuck in the creature until you remove it or a creature makes a DC 15 medicine check. | |||||
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.