| +12 | Expertise Bonus | |
| +6 | Proficiency Bonus |
| +16 | Strength | |
| +5 | Dexterity | |
| +11 | Constitution | |
| +5 | Intelligence | |
| +5 | Wisdom | |
| +0 | Charisma |
| +5 | Acrobatics | DEX | |
| +5 | Animal Handling | WIS | |
| +5 | Arcana | INT | |
| +16 | Athletics | STR | |
| +0 | Deception | CHA | |
| +5 | History | INT | |
| +5 | Insight | WIS | |
| +18 | Intimidation | CHA | |
| +5 | Investigation | INT |
| +5 | Medicine | WIS | |
| +5 | Nature | INT | |
| +5 | Perception | WIS | |
| +0 | Performance | CHA | |
| +0 | Persuasion | CHA | |
| +5 | Religion | INT | |
| +5 | Sleight of Hand | DEX | |
| +5 | Stealth | DEX | |
| +5 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Jackal | +18 | STR | 3d10+40+10 | Explosion | |
| Range : 3345ft | |||||
| Casull | +18 | STR | 3d10+30+10 | Explosion | |
| Range: 3345ft | |||||
| Bite | +16 | STR | 4d8+5,4d8Necro+10 | Piercing | |
| Necro gets healed | |||||
| Unarmed Strike | +16 | STR | 4d8+10 | Bludgening | |
Fighting Style: Archery (+2 to hit with ranged )
intimidation expertiese
Crit:18-->
Regen: 50hp/turn
Action Surge : 2
Multi Attack: 4
Feats: -Tough (2hp/lvl)
-Sharpshooter (Ignored half cover and three-quarters and no disadvntage)
lélek gyüjtés: nincs cap humanoid legalább cr 5
ha meghalna a használója egy lélekért feltámad a következő köre után
aktiváció
· Level 3: Bonus Action
· Level 2: After killing a CR 10+ creature
· Level 1: Reduced below 50% HP
· Level 0: Reduced to 0 HP OR declare A-Class Threat
nem aktív
sima vámpír regen 50hp/round
cromwell lvl 3
Crit:17-->
-regen 60/round
-speed +10ft
-extra action surge
Cromwell lvl 2
Crit>16-->
regen 70/round
temp hp 200
Cromwell lvl 1
„A” kategóriás szituáció
regen 120/round
temp hp 400
crit 15-->
treat bonus action as an action
summon shadows to help in combat
cromwell 0
regen400/round
temp hp 1000
crit 12-->
treat bonus action as an action
double actions
sea of souls :summon all consumed souls and revert tot he true form Dracula
gain a longsword of equal dmg to casull & jackal
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can’t use this feature again until you finish a Long Rest.
You can use this feature twice before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.
When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
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.