+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+3 | Strength | |
+5 | Dexterity | |
+3 | Constitution | |
+0 | Intelligence | |
+2 | Wisdom | |
+1 | Charisma |
+3 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+3 | Athletics | STR | |
+1 | Deception | CHA | |
+0 | History | INT | |
+2 | Insight | WIS | |
+1 | Intimidation | CHA | |
+0 | Investigation | INT | |
+0 | Engineering | INT | |
+0 | Hacking | INT | |
+0 | Science | INT |
+2 | Medicine | WIS | |
+2 | Nature | INT | |
+4 | Perception | WIS | |
+1 | Performance | CHA | |
+3 | Persuasion | CHA | |
+0 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+5 | Stealth | DEX | |
+6 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Combat Knife | +5 | DEX | 1d6+3 | Piercing | |
Finesse, Light | |||||
Spear | +3 | STR | 1d6+1 | Piercing | |
Thrown (20/60 ft.), Versatile (1d8) | |||||
Sword | +5 | DEX | 1d8+3 | Slashing | |
Finesse, Serrated (1d4) | |||||
.357 Magnum Revolver | +8 | DEX | 2d8+2+3 | Piercing | |
Ammunition (Range 40/120), Slow Reload (6 Rounds), Ammo Versatility | |||||
Lever-Action Rifle | +7 | DEX | 2d10+3 | Piercing | |
Ammunition (Range 140/200), Night Vision, Slow Reload (5 Rounds), Two-Handed | |||||
Assualt Rifle | +7 | DEX | 2d8+3 | Piercing | |
Ammunition (Range 70/210), Reload (30 Rounds), Two-Handed, Burst Fire (10 Rounds)) | |||||
Tactical Shotgun | +8 | DEX | 4d4+3 | Piercing | |
Ammunition (Range 30/90), Reload (8 Rounds), Two-Handed | |||||
Bow | +7 | DEX | 1d8+3 | Piercing | |
Ammunition (range 50/150), Two-Handed | |||||
Walking Staff | +3 | STR | 1d6+1 | Bludgeoning | |
Verstatile (1d6) | |||||
Molotov Cocktail | +1 | STR | 4d4+1 | Fire | |
Thrown (60) |
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.
Aerdeth's Guide to the Wasteland
Medium Human, Wandering Mercenary, Lawful Neutral
Endri is a tall man who typically wears a long black leather coat with a red leather shirt under his Spiked Scrap Mail, with simple trousers and very tall laced and buckled leather boots. He also wears a Red Bandanna around his neck, which can be used to cover his face if need be. He wields a Wooden Baseball Bat with Barbed Wire and Nails stuck to it, a Semi-Automatic Pistol, and a Double Barrel Shotgun.
Endri often comes across as cold and standoffish, especially in combat, where he shows no mercy. Outside of combat, when around his friends, he is generally quiet and avoids talking, but has a good sense of humour.
We must hold on to our community and family, and give our all to protect them.
I will find my Sister Ylda, and my Brother Faolan, and keep them both safe.
I lose myself in the heat of battle, often dehumanising my enemies.
Gunner: Endri ignores the loading property of Firearms, and Attack Rolls made with Firearms against Creatures within 5ft of him don't have Disadvantage.
Unwavering Aggressor: Endri can make an oppurtunity attack when a Creature that enters his melee range, as well as when it leaves his melee range. In addition, he can make an additional Attack against a Creature in Melee Range once per turn when he reduces a Creature to 0 Hitpoints.
Against the Odds: Endri has Advantage on Strength, Dexterity and Constitution Saving Throws when he has Half of his Hitpoints or less remaining.
Multiattack: Endri makes two attacks with his Nail Bat.
Unarmed Strike: Melee Weapon Attack: +6 to hit, Reach 5 ft. Hit: 3 Bludgeoning Damage.
Combat Knife: Melee or Ranged Weapon Attack: +6 to hit, Reach 5 ft. Hit: 1d6+2 Piercing Damage.
Spiked Baseball Bat: Melee Weapon Attack: +6 to hit, Reach 5 ft. Hit: 1d8+2 Bludgeoning Damage and 1d4 Piercing Damage.
10mm Pistol: Ranged Weapon Attack: +4 to hit Range 50/150ft. Hit: 2d6+1 Piercing Damage (12 Shot Capacity)
Double-Barrel Shotgun: Ranged Weapon Attack: +4 to hit Range 30/90ft. Hit: 4d4+1 Piercing Damage (2 Shot Capacity)
Aerdeth's Guide to the Wasteland
Medium Human, Wandering Mercenary, Lawful Neutral
Ylda Amspoker is Faolan's younger sister, being 7 years younger than him. She is commonly seen wearing a thin leather vest and a pale green fleece, with grey trousers and tall laced and buckled leather boots. She is almost always seen carrying her signature Wrench of Mending and Breaking, both a tool to repair damage, and a weapon to disarm and defeat enemies at close range. She also carries a Semi-Automatic Pistol and Submachine Gun. These firearms are modified to suit her close-up fighting style, with her Pistol having a shortened barrel, and her machine gun having a grip that reduces recoil, and a hardened reciever.
Ylda has a fiery temper and looses her cool very quickly if slighted. She also enjoys brawling as a hobby, and has a passion for mechanical engineering and inventing. She recently left the village of Windhaven to pursue those who ransacked it, killing many of the civillians there.Whilst she hasn't seen her brother since she was a baby, and as such barely recognises him, if she found out where and who he was, she'd join up with him on the spot, both to recruit him in getting revenge, and to finally form a relationship after she never got a chance.
Regardless of mistakes, family bonds can never truly be broken.
I will eradicate those who destroyed Windhaven, no matter the cost.
My anger is like a Hurricane. It destroys everything in its path.
Ylda is a 5th Level Spellcaster. She uses technology and her proficiency in mechanical engineering to replicate the effects of Magic Spells. Her Spellcasting Ability is Intelligence (Spell Save DC 14, +6 to Hit with Spell Attacks). She has the following Artificer Spells prepared:
Cantrips (at will): Logical Analysis and Advice (Guidance), Glowing Sticky Gel (Light), Mending
1st Level (4 Slots): Elemental Absorption Arm-Band (Absorb Elements), Jar of Slippery Paste (Grease), Analysis Scanner (Identify)
2nd Level (2 Slots): Cloaking Field (Invisibility), Firearm Overcharge (Magic Weapon)
Wrench of Mending and Breaking: Ylda is attuned to her Wrench of Mending and Breaking, allowing her to cast the Mending Spell at will. Her attacks with the Wrench allow her to add her Proficiency Bonus and it deals additional damage. The Wrench has the properties of a Club whilst Ylda is attuned to it.
Raging Temper: Ylda has advantage on saving throws to resist being Grappled or being Charmed. However, she has disadvantage on Saving Throws to resist being Goaded or Taunted (such as from a Battlemaster's Goading Attack)
Unrelenting: Ylda has Advantage on Oppurtunity Attacks against a Creature with less than half its Hitpoints remaining.
Multiattack: Ylda makes one attacks with her Wrench of Mending and Breaking and an Unarmed Strike.
Unarmed Strike: Melee Weapon Attack: +4 to hit, Reach 5 ft. Hit: 2 Bludgeoning Damage
Wrench of Mending and Breaking: Melee Weapon Attack: +4 to hit, Reach 5 ft. Hit: 1d4+1 Bludgeoning Damage and 1d4 Thunder Damage
10mm Pistol: Ranged Weapon Attack: +6 to hit Range 30/120ft. Hit: 2d6+2 Piercing Damage (12 Shot Capacity)
Submachine Gun: Ranged Weapon Attack: +6 to hit Range 20/60ft. Hit: 2d6+4 Piercing Damage against one Target (50 Shot Capacity, with each Attack Consuming 10 Shots)
Submachine Gun Covering Fire: Targets a 10ft square grid. Creatures in the affected area must make a DC 15 Dexterity Saving Throw. Affected creatures take 2d6+4 Piercing Damage on a failure, or Half as much on a Failure (Consumes 20 Shots).
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.