| +3 |
Str
Modifier
|
Strength
Score
|
16 |
---|---|---|---|---|
| +0 |
Dex
Modifier
|
Dexterity
Score
|
10 |
| +1 |
Con
Modifier
|
Constitution
Score
|
12 |
| +0 |
Int
Modifier
|
Intelligence
Score
|
10 |
| +2 |
Wis
Modifier
|
Wisdom
Score
|
14 |
| +3 |
Cha
Modifier
|
Charisma
Score
|
16 |
U | T | E | M | L |
---|---|---|---|---|
+0 |
U | T | E | M | L |
---|---|---|---|---|
+2 |
U | T | E | M | L |
---|---|---|---|---|
+2 |
U | T | E | M | L |
---|---|---|---|---|
+2 |
U | T | E | M | L |
---|---|---|---|---|
+2 |
U | T | E | M | L |
---|---|---|---|---|
+0 |
U | T | E | M | L |
---|---|---|---|---|
+0 |
Save | Total | Mod | Prof | Item | Prof. Bonus | |
---|---|---|---|---|---|---|
Fortitude (CON) | 4 | 1 | 3 | 0 | 2 | |
Reflex (DEX) | 3 | 0 | 3 | 0 | 2 | |
Will (WIS) | 7 | 2 | 5 | 0 | 4 |
U | T | E | M | L |
---|---|---|---|---|
+2 |
U | T | E | M | L |
---|---|---|---|---|
+2 |
Unarmed Fist | 1d20+3 | 2d4+3 | Bludgeoning |
---|---|---|---|
Steel Club | 1d20+6 | 1d6+6 | Bludgeoning |
Shortbow | 1d20+0 | 1d6+0 | Piercing |
---|
Total | Prof. Mod | Ability Mod | Item Mod | Armor Mod | ||
---|---|---|---|---|---|---|
+2 | Acrobatics (dex) | 3 | 0 | 0 | -1 | |
+0 | Arcana (int) | 0 | 0 | |||
+5 | Athlethics (str) | 3 | 3 | 0 | -1 | |
+0 | Crafting (int) | 0 | 0 | |||
+3 | Deception (cha) | 3 | 0 | |||
+6 | Diplomacy (cha) | 3 | 3 | 0 | ||
+6 | Intimidation (cha) | 3 | 3 | 0 | ||
+3 | Lore: gladiatorial | 0 | +3 | 0 | ||
+2 | Medicine (wis) | 2 | 0 | |||
+2 | Nature (wis) | 2 | 0 | |||
+3 | Occultism (int) | 3 | 0 | 0 | ||
+6 | Performance (cha) | 3 | 3 | 0 | ||
+5 | Religion (wis) | 3 | 2 | 0 | ||
+3 | Society (int) | 3 | 0 | 0 | ||
-1 | Stealth (dex) | 0 | 0 | -1 | ||
+2 | Survival (wis) | 2 | 0 | |||
-1 | Thievery (dex) | 0 | 0 | -1 |
Total | Key | Prof | |
---|---|---|---|
6 | 3 | 3 |
Total | Base | Key | Prof |
---|---|---|---|
16 | 10 | 3 | 3 |
Per Day | 2 | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Current |
Statblocks for your Feats and Ability.
Statblocks for your spells.
Traditions | Components | |||
---|---|---|---|---|
occult | verbal | |||
Cast | Range | Target | Duration | Saving Throw |
Reaction | 60-foot emanation | - | - | - |
Description |
|
Traditions | Components | |||
---|---|---|---|---|
occult | verbal | |||
Cast | Range | Target | Duration | Saving Throw |
1 action | 60-foot Emanation Area | 1 Ally | 1 round | Will |
Description | |
Traditions | Components | |||
---|---|---|---|---|
arcane divine occult | verbal | |||
Cast | Range | Target | Duration | Saving Throw |
1 action | - | - | until the start of your next turn | - |
Description | You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use. While the spell is in effect, you can use the Shield Block reaction with your magic shield (see the sidebar). The shield has Hardness 5. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell’s reaction against the magic missile spell. SHIELD ACTIONS The shield spell works like a raised shield, and it also gives you the ability to use the Shield Block reaction. SHIELD BLOCK (Reaction) Trigger While you have your shield raised, you take damage from a physical attack. You place your shield to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. Heightened (3rd) The shield has Hardness 10. Heightened (5th) The shield has Hardness 15. Heightened (7th) The shield has Hardness 20. Heightened (9th) The shield has Hardness 25. |
Traditions | Components | |||
---|---|---|---|---|
divine occult primal | verbal | |||
Cast | Range | Target | Duration | Saving Throw |
1 action | 30 feet | 1 creature | until the start of your next turn | - |
Description | You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour. |
Traditions | Components | |||
---|---|---|---|---|
divine occult | somatic verbal | |||
Cast | Range | Target | Duration | Saving Throw |
2 actions | 30 feet | 1 ally and 1 enemy | sustained up to 1 minute | - |
Description | You ward an ally against the attacks and hostile spells from the target enemy. The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy’s attacks, spells, and other effects. Heightened (6th) The status bonus increases to +2. |
Traditions | Components | |||
---|---|---|---|---|
arcane divine occult | somatic verbal | |||
Cast | Range | Target | Duration | Saving Throw |
2 actions | 60 feet | 1 creature | 1 round | Will |
Description | You cloud the target’s mind and daze it with a mental jolt. The jolt deals mental damage equal to your spellcasting ability modifier; the target must attempt a basic Will save. If the target critically fails the save, it is also Stunned 1. Heightened (+2) The damage increases by 1d6. |
Traditions | Components | |||
---|---|---|---|---|
arcane divine occult primal | somatic verbal | |||
Cast | Range | Target | Duration | Saving Throw |
2 actions | touch | 1 unattended, non-magical object of 1 Bulk or less | until the next time you make your daily preparations | - |
Description | The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. If you cast this spell again on a second object, the light spell on the first object ends. Heightened (4th) The object sheds bright light in a 60-foot radius (and dim light for the next 60 feet). |
Traditions | Components | |||
---|---|---|---|---|
arcane divine occult primal | somatic verbal | |||
Cast | Range | Target | Duration | Saving Throw |
2 actions | 30 feet | 1 creature | varies | will |
Description | You plant fear in the target; it must attempt a Will save. Critical Success The target is unaffected. Success The target is frightened 1. Failure The target is frightened 2. Critical Failure The target is frightened 3 and fleeing for 1 round. Heightened (3rd) You can target up to five creatures. |
Traditions | Components | |||
---|---|---|---|---|
arcane occult | verbal | |||
Cast | Range | Target | Duration | Saving Throw |
1 action | - | - | until the end of your turn | - |
Description | A glimpse into the future ensures your next blow strikes true. The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden. |
Traditions | Components | |||
---|---|---|---|---|
occult primal | material somatic verbal | |||
Cast | Range | Target | Duration | Saving Throw |
3 actions | 30 feet | - | sustained up to 1 minute | - |
Description | You conjure a fey to fight for you. This works like Summon Animal, except you summon a common creature that has the fey trait and whose level is –1, such as those below. Level -1: Mitflit, Sprite Heightened (2nd) Level 1 or less: Pugwampi, Biloko Warrior, Brownie, Grig, Jinkin, Naiad, Nixie, Vexgit. Heightened (3rd) Level 2 or less: Leprechaun, Nuglub, Zrukbat. Heightened (4th) Level 3 or less: Dryad, Twigjack, Unicorn. Heightened (5th) Level 5 or less: Biloko Veteran, Kelpie, Pixie, Satyr, Grimstalker, Grodair, Lurker In Light, Redcap. Heightened (6th) Level 7 or less: Elananx, Culdewen, Eloko, Gahlepod, Stygira. Heightened (7th) Level 9 or less: Kishi, Nuckelavee. Heightened (8th) Level 11 or less: Brughadatch, Nereid. Heightened (9th) Level 13 or less: Rusalka, Doblagub. Heightened (10th) Level 15 or less: Ankou, Marrmora. |