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Thavia

10 Level (0/85000 XP for level-up) Outlander Background Kalashtar/Wisdom (Kalashtar Variant) Race / Species / Heritage Neutral Good Alignment
Beast Master [Monster Hunter]
Level 10
Hit Dice: 7/10
1d10+4 Class 1

STR
20
+5
DEX
20
+5
CON
19
+4
INT
16
+3
WIS
22
+6
CHA
21
+5
116
Hit Points
+5
Initiative (DEX)
16
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
20
Passive Perception
0 / 3
Attunement Slots
6 / 6
Beast Taming CR
6 / 6
Beast Max
Spellcasting ...
+10 Attack mod
WIS Ability
+6 Abi Mod
18 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+5 Strength
+5 Dexterity
+4 Constitution
+3 Intelligence
+10 Wisdom
+9 Charisma
saving throws
+5 Acrobatics DEX
+14 Animal Handling WIS
+3 Arcana INT
+9 Athletics STR
+5 Deception CHA
+3 History INT
+6 Insight WIS
+5 Intimidation CHA
+3 Investigation INT
+20 Passive Perception WIS
+13 Passive Investigation INT
+16 Passive Insight WIS
skills
+6 Medicine WIS
+7 Nature INT
+10 Perception WIS
+5 Performance CHA
+9 Persuasion CHA
+3 Religion INT
+5 Sleight of Hand DEX
+5 Stealth DEX
+10 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Whip +9 DEX 1d8+5+5 Slashing
 Bleed attack 1 per battle (Con save 17)
Net +9 DEX
Negative Knife +9 DEX 2d4+5 Slashing
 Blind (Con Save 14)
Longbow +9 DEX 1d8+5 Piercing
 (60/180)
Thumper Arrows +5 DEX 3d4+2+5 Force
 Arrows x 5
Augurer's Greatsword (Rare) +5 STR 2d6+5
  You may store a spell of level 4 or lower in this weapon along with a metamagic or other such enhancement. The stored spell must have a casting time of 1 action or less. Casting the stored spell is an action that consumes the stored spell. The spell must be used by the next dawn.
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Insinuation +10 1 Action 60ft Concentration 1min 1d12+6 V,S 1 Per Long Rest
 Notes:You unleash a torrent of conflicting desires in the mind of one creature you can see within range, impairing its ability to make decisions. The target must succeed on a Wisdom saving throw or be incapacitated. At the end of each of its turns, it takes 1d12 psychic damage, and it can then make another Wisdom saving throw. On a success, the spell ends on the target.
Haste +10 1 Action 30ft Concentration 1Min V,S,M 1 Per Long Day
 Notes:Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Misty Step +10 1 Bonus Action Self Instantaneous V 1 Per Long Rest
 Notes:Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Damage Resistances: psychic

    -----------Other Traits------------
  • Ambush Attack. Beginning at the 6th level, you start to emulate the mannerisms of a beast. When you and your beast companion are not noticed by other creatures, you have advantage on initiative during a surprise attack.


Additionally, you may command your companion to execute a stealth attack. The damage of this stealth attack is equal to the beast's natural damage + your beast master level.


  • Beast Companionship. Beginning at the 1st level, your animal companion is greatly affected by the bond you share. It rolls for initiative, like any other creature, but you determine its actions, decisions, etc. If you are incapacitated or absent, your companion acts on its own.



Your animal companion has abilities and game statistics determined in part by your level. Make the following changes to your animal companion's statistics.

Your companion uses your proficiency bonus, rather than its own
In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls
It gains proficiency in any two skills of your choice
It gains proficiency in Strength and Dexterity saving throws
For every level you gain after attaining an animal companion, your animal companion gains an additional hit die and increases its HP accordingly. Whenever you gain the Ability Score Improvement class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature, unless its description specifies otherwise.


  • Beast Taming. Beginning at 1st level, you can expertly tame fierce beasts. As an action, you may attempt to tame a beast with any Challenge rate, as described below. The max CR of beasts you are able to tame increases as you level up, as indicated by the Beast CR column on the Beast Master feature chart. You may not tame any beast with an evil alignment.



When you attempt to tame a beast, make a Wisdom (Animal Handling) check against a DC equal to 10 + the creatures CR rating (Minimum plus 1). On a success, you are able to spend 1 hour of work (counts as downtime) to fully tame the beast to be your new animal companion. At the end of 2 hours, the animal companion is tamed and obeys your commands to the best of its ability. Any action you command your creature to do during combat is used as an attack action or a bonus action.

You are able to tame as many creatures as your Wisdom Modifier, but can only tame the combined CR total found in the table.


  • Call of the Wild. Beginning at the 2nd level, you are already in tune with the natural world by opening your senses. As an action, you are able to sense the presence of any creature you can tame within 60 feet of yourself.

  • Companion sense. At 4th level, you can now as an action close your eyes and as long as you are concentrating can see from the eyes of your companions. At 8th level in addition to sight you can now hear. At 12th level in addition to sight and hearing you can now smell. At 16th level in addition to sight, smell, and hearing you can now taste.

  • Dual Mind. When you make a Wisdom saving throw, you can use your reaction to gain advantage on the roll. You can use this trait immediately before or after you roll, but before any of the roll's effects occur.

  • Equipment. You possess a staff and a trophy from an animal you killed. Enter these manually as custom items.

  • Fey Touched. Your exposure to the Feywild or one of its denizens has left a magical mark on you. You gain the following benefits:


• Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
• You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.


  • Magical Hunter. Beginning at the 7th level, you infuse your weapons to better tame the wilds. Your attacks now count as magical for the sake of overcoming resistances.

  • Mental Discipline. You have resistance to psychic damage.

  • Mind Link. You can speak telepathically to any creature you can see within 60 feet of you. You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.



As a bonus action when you're speaking telepathically to a creature, you can give that creature the ability to speak telepathically to you until the start of your next turn. To use this ability, the creature must be within 60 feet of you and able to see you.


  • Monster Mash. Beginning at the 3rd level, your aptitude for taming expands greatly. You are now able to use your Beast Taming feature on monstrosities with a CR appropriate to your current level, as indicated by the Beast Master feature chart. When attempting to tame a monstrosity, it must have an Intelligence score of 9 or lower in order for your Beast Taming feature to work on it at all. If the monstrosity has an Intelligence score of 10 or higher, then your attempt to tame it must require a critical success.

  • Mounted Combatant. You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:



You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.

You can force an attack targeted at your mount to target you instead.

If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.


  • Psychic Glamour. Choose one of the following skills: Insight. You have advantage on all ability checks you make with that skill.




  • Severed from Dreams. Kalashtar sleep, but they don't connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like the dream spell, but not to spells and effects that put you to sleep, like the sleep spell.

  • Strong Arm. Beginning at the 9th level, you learn how to handle even the unruliest creatures. You now have advantage on all grappling checks.

  • Tools of the Trade. Beginning at the 5th level, you learn to make better use of the tools for taming beasts. When you take the attack action, and make an attack with a whip, you add both your Strength and your Dexterity modifiers to the damage roll (if positive).


When using a net, any net you throw now must be dealt 10 slashing damage (AC 10) to free a creature trapped within and destroy the net. Additionally, you may now throw a net for a range of 15/25.

In addition, you roll 1d6, instead of 1d4, for the damage of your attacks with the whip. This damage increases to 1d8 at 9th level, 1d10 at 13th level and 1d12 at 17th level.


  • Wanderer. You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. in addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. .


  • Wild Sense. Beginning at the 10th level, you learn to better tune yourself to the world around you. As an action, you are able to open your awareness to the presence of beasts, as well as any hostile creatures within 30 feet of yourself that are not concealed by magic. If there is a hostile creature within range of this feature, it must make a stealth saving throw of DC8 + Wisdom modifier + Proficiency. On a failed save, it is noticed by you. You only know the type of the creature that is detected by this feature, but not their specific identity.


You and your animal companions can no longer be surprised.

Features & Traits
2 greater heals
Potion of mind reading
1 Psychic Nightmare poison +5 Psy dmg 2 turns
Clothes, traveler’s
Dungeoneer's Pack
Hunting trap
Leather
Pouch
Portable Hole
Negative Knife
Mimic hide pouch
7 bone carved teeth Rage. Advantage on Strength checks and saves; melee damage bonus +2; resistance to bludgeoning, piercing, and slashing damage
Maker Belt

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 1655, Platinum: 0 Money
Insinuation
1st-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

You unleash a torrent of conflicting desires in the mind of one creature you can see within range, impairing its ability to make decisions. The target must succeed on a Wisdom saving throw or be incapacitated. At the end of each of its turns, it takes 1d12 psychic damage, and it can then make another Wisdom saving throw. On a success, the spell ends on the target.
Spellcasting

  • Tool Proficiencies: Pan Flute

  • Weapon Proficiencies: Martial; Simple



  • Armor Proficiencies: Light

  • Language Proficiencies: Common; Primordial (Terran Quori

  • Resistents: Psychic



Languages & Proficiencies
+char Tortel and snoogs
Dream realm book:278
Azlass's Mark
glassblowing 19 0f 50

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

Augurer's Greatsword

Weapon

Varies

You may store a spell of level 4 or lower in this weapon along with a metamagic or other such enhancement. The stored spell must have a casting time of 1 action or less. Casting the stored spell is an action that consumes the stored spell. The spell must be used by the next dawn or it dissipates.

A Greatsword with a old bearded face mid scream on the side of the blade when a spell is cast it comes from the mouth.

Type Damage Damage Range
Simple Melee 2d6 + Prof +Str None


Negative Knife

Weapon

Varies Requires Attunement

  • A knife that does 2d4 +Dex and the target must make a Con saving throw of 14 or higher or they are blinded untill the end of their next turn.
 
  • Effect Shadow Walk- When drawing this knife you can choose to enter the shadow dimension enemies on fareth cant see, hear or attack you . you can exit by attacking or sheathing the knife. Shadow attacks deal crit dmg (4d4).

A knife that seems like it sucks the light out of the area.


DnD 5e Dungeon Master's Guide

Amulet of the Planes

Wondrous Item Very Rare (this item requires attunement)

While wearing this Amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the Plane Shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence.

Weight: 1lbs


 

Makers Belt

Adventuring Gear

Rare Requires Attunement

Allows User to hold 4 small/regular weapons and switch between them without useing actions


Strength Armor

Armor (Light)

Uncommon

Advantage on Grapple Checks.

Type AC STR Req. Stealth Dis.
Light 12 Yes


The statblocks of your class features

Beast Master

Level /ProficiencyBonus/ Features/ Beast Taming CR
  • 1st/ +2/ Beast Expert, Beast Taming, Beast Companionship 1/4
  • 2nd/ +2/ Call of the Wild 1/2
  • 3rd/ +2 /Beast Master Training 1
  • 4th/ +2 /Ability Score Improvement, Companion sense 2
  • 5th +3 Tools of the Trade 3
  • 6th +3 Ambush Attack 3
  • 7th +3 Beast Master Training Feature 4
  • 8th +3 Ability Score Improvement 5
  • 9th +4 Strong Arm 5
  • 10th +4 Wild Sense 6
  • 11th +4 Beast Master Training Feature 6
  • 12th +4 Ability Score Improvement 7
  • 13th +5 Master's Tools 7
  • 14th +5 Calming Presence 8
  • 15th +5 Beast Master Training Feature, Call of the hunt 8
  • 16th +5 Ability Score Improvement 9
  • 17th +6 Growing Herd 9
  • 18th +6 Be the Beast, Beast Master Training Feature 10
  • 19th +6 Ability Score Improvement 11
  • 20th +6 Master's Bond 12
   
hit dice: 1d10
hit points at 1st level: 10 +Con Mod
hit points at higher levels: 1d10 +con mod per BM level after 1st
armor proficiencies: Light
weapon proficiencies: Martial weapons, simple weapons
tools: None
saving throws: Charisma, Wisdom
skills: Choose 3 from Athletics, Acrobatics, Intimidation, Persuasion, Investigation, Medicine, Nature, Perception, Stealth, or Survival.
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
A whip
(a) A longbow with a quiver and 20 arrows or (b) a hand crossbow with a quiver and 20 bolts or (c) Two Martial Weapons
(a) A dungeoneer's pack or (b) an explorer's pack
A net
If you are using starting wealth, you have 5d4 x 10 in funds.
spellcasting:
class features:
  • Beast Expert
Beginning at 1st level, you are already adept in handling beasts. You gain proficiency in the skill, Animal Handling, and you double your proficiency bonus for all checks made with this skill.  
  • Beast Taming
Beginning at 1st level, you can expertly tame fierce beasts. As an action, you may attempt to tame a beast with any Challenge rate, as described below. The max CR of beasts you are able to tame increases as you level up, as indicated by the Beast CR column on the Beast Master feature chart. You may not tame any beast with an evil alignment.   When you attempt to tame a beast, make a Wisdom (Animal Handling) check against a DC equal to 10 + the creatures CR rating (Minimum plus 1). On a success, you are able to spend 1 hour of work (counts as downtime) to fully tame the beast to be your new animal companion. At the end of 2 hours, the animal companion is tamed and obeys your commands to the best of its ability. If you fail this process or the process is interupted you can only try again in 1 hour. If you have failed 3 times the creature can no longer be tamed by this method. Any action you command your creature(s) to do during combat is used as a bonus action. Companion creatures still attack and move on their own turn but will default to protecting their master without a command, commands must be simple like 'attack x' or protect y' if your command cannot be given in a few words your creatures cannot understand the command.   You are able to tame as many creatures equal to your Wisdom Modifier. However the combined CR of all of the creatures you have cannot exceed your companion CR limit. If you have an excess of creatures you must choose to leave the excess somewhere to retrieve at a later time or release them. If one of your tamed companions does not recieve an order from you in 1 week, it will go back to being a wild creature and you will have to try taming it again except with disadvantage.  
  • Beast Companionship
Beginning at the 1st level, your animal companion is greatly affected by the bond you share. It rolls for initiative, like any other creature, but you determine its actions, decisions, etc. If you are incapacitated or absent, your companion acts on its own.   Your animal companion has abilities and game statistics determined in part by your level. Make the following changes to your animal companion's statistics.   Your companion uses your proficiency bonus, rather than its own In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds half of your proficiency bonus (rounded down) to its AC and to its damage rolls It gains proficiency in any two skills of your choice It gains proficiency in Strength and Dexterity saving throws Your animal companion gains an additional hit die and increases its HP accordingly by an amount equal to your Level, and continues to increase for every level thereafter. Whenever you gain the Ability Score Improvement class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature, unless its description specifies otherwise.  
  • Call of the Wild
Beginning at the 2nd level, you are already in tune with the natural world by opening your senses. As an action, you are able to sense the presence of any creature you can tame within 60 feet of yourself for 1 minute. You can do this once per long rest.   At 6th level the radius is extended to 120 feet, lasts for 2 minutes, and you can do thus once per short rest.  
  • Beast Master Training
Beginning at the 3rd level, you start to expand your repertoire of beastly expertise. You may choose to train to be a Monster Hunter or a Wild Walker. When you make your choice, you gain features at the 3rd level, and again at the 7th, 11th and 15th levels.  
  • Ability Score Increase
When you reach 4th level, and again at 6th, 8th, 10th 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  
  • Companion sense
At 4th level, you can now as an action close your eyes and as long as you are concentrating can see from the eyes of your companions. At 8th level in addition to sight you can now hear. At 12th level in addition to sight and hearing you can now smell. At 16th level in addition to sight, smell, and hearing you can now taste.  
  • Tools of the Trade
Beginning at the 5th level, you learn to make better use of the tools for taming beasts. When you take the attack action, and make an attack with a whip, you add both your Strength and your Dexterity modifiers to the damage roll (if positive).   When making an attack with a whip you may attack an additional time.   When using a net, any net you throw now must be dealt 10 slashing damage (AC 10) to free a creature trapped within and destroy the net. Additionally, you may now throw a net for a range of 15/25.   Additionally, the dc to break free from the net is now 15.   In addition, you roll 1d6, instead of 1d4, for the damage of your attacks with the whip. This damage increases to 1d8 at 9th level, 1d10 at 13th level and 1d12 at 17th level.  
  • Ambush Attack
Beginning at the 6th level, you start to emulate the mannerisms of a beast. When you and your beast companion are not noticed by other creatures, you have advantage on initiative during a surprise attack.   Additionally, you may command your companion to execute a stealth attack. The damage of this stealth attack is equal to the beast's natural damage + your beast master level.  
  • Strong Arm
Beginning at the 9th level, you learn how to handle even the unruliest creatures. You now have advantage on all grappling checks involving Beasts and Monsters.  
  • Wild Sense
Beginning at the 10th level, you learn to better tune yourself to the world around you. As an action, you are able to open your awareness to the presence of beasts, as well as any hostile creatures within 30 feet of yourself that are not concealed by magic. If there is a hostile creature within range of this feature, it must make a stealth saving throw of DC8 + Wisdom modifier + Proficiency. On a failed save, it is noticed by you. You only know the type of the creature that is detected by this feature, but not their specific identity.   You and your animal companions can no longer be surprised.  
  • Master's Tools
Beginning at the 13th level, you have mastered the use of your beast taming tools. When you use the attack action and have a whip equipped, you may choose to increase the reach of your attack by 5 additional feet.   The AC for any net you use is now 15, and it must be dealt 15 slashing damage to free a creature trapped inside of it. You net can now be thrown at a distance of 30/50  
  • Calming Presence
Beginning at the 14th level, despite the wild nature of your specialty, you are able to calm even the unruliest of creatures. Beasts and monsters will not attack you unless threatened.      
  • Call of the hunt
At 15th level, the beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. As a bonus action you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). Each target gains 5 temporary hit points for each creature that accepts this feature. For one turn The chosen creatures can use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.   You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  
  • Growing Herd
Beginning at the 17th level, your skills at taming beasts grow even greater. You can add a total number of tamed creatures equal to half your proficiency bonus (rounded up) to the number of companions you may have at one time. Their combined CR can only be equal to the highest CR of your companions.  
  • Be the Beast
Beginning at the 18th level, you take on one of following the characteristics for each of the beasts you tamed:   You can gain a type of sight that one of your companions have that you don't have. You can gain a type of movement speed that one of your companions have (except flying). You can gain a type of damage resistance or condition immunity that one of your companions have.  
  • Master's Bond
Beginning at the 20th level, you and your beast companions work, play, act and think as one. When you have spent 8 hours taming a companion, a drastic change occurs in them. Your companion's ability scores now equal your own, except for their intelligence, or where their ability scores are higher.   The Beast Master may choose one beast to form a life link with. This makes the Beast Tamer and beast share one pool of combined Hit Points. If reduced to zero, they both fall unconscious, but the link remains making them share death saves. This effect can be used once before needing to finish a long rest, however, the Beast Tamer can only be linked to one beast at a time. A new connection will terminate the previous connection.   Additionally, you and your companions are now able to understand one another, as if you are speaking the same language.
subclass options:
Beast Master Training Beast Masters usually will find a higher calling to a certain area in their career, and they will train not only their wild companions but themselves extensively to become the best in that area of beast mastering.   Monster Hunter Sometimes, beasts are not enough of a challenge to handle. A Monster Hunter expands their understanding of other wild creatures. All the better to tame the wilderness.  
  • Monster Mash
Beginning at the 3rd level, your aptitude for taming expands greatly. You are now able to use your Beast Taming feature on monstrosities with a CR appropriate to your current level, as indicated by the Beast Master feature chart. When attempting to tame a monstrosity, it must have an Intelligence score of 9 or lower in order for your Beast Taming feature to work on it at all. If the monstrosity has an Intelligence score of 10 or higher, then your attempt to tame it must require a critical success.   Additionally, your creatures have sharper claws whenever they deal melee damage add an additional d4 to the damage. The type of damage can be choosen based on the types of damage being used in the attack. At 6th level the damage increases to a d6, and at 14th level the bonus damage increases to a d8.  
  • Magical Hunter
Beginning at the 7th level, you infuse your weapons to better tame the wilds. Your attacks now count as magical for the sake of overcoming resistances.   You can now detect creatures that can cast magic that are either beast or monstrosity in a 30 foot radius. Additionally, you have advantage against saving throw for spells that Beasts or Montrosities cast on you.  
  • Stare Down Evil
Beginning at the 11th level, you are able to get to the heart of a creature you are trying to tame. You are now able to tame creatures whose alignment is evil. Upon successfully taming an evil creature, its alignment changes to neutral.   You can't be frightened by a beast or monstrosity with an evil alignment.  
  • Giant Wrangler
Beginning at the 15th level, you learn how to better handle creatures larger than yourself. You have advantage on attacks and skill checks against any creature up to 2 sizes larger than yourself.   Additionally, you are able to use your net to entrap and restrain creatures that are sized huge or smaller.  
  • Montrous King
At 18th level you may as a bonus action activate an aura of monstrous rage in a 50-foot radius for 1 minute, any creature you have tamed gets the following bonuses while inside the aura. The creature cannot be knocked prone or stunned but instead rolls with a disadvantage on its next attack, check, or saving throw if it were to be knocked prone or stunned. Each creature you have tamed gets temporary hit points equal to their cr level + your level. Whenever a tamed creature in the aura successfully hits with an attack the target must make a Wisdom saving throw of dc 9+ 1/2 your level or becomes frightened by the Beast Master and the Monster that made the attack You can use this feature once per long rest.

Statblocks for your familiars, mounts etc.

Sabel , Sahira CR: 2x2

Large to Huge beast, unalined
Armor Class: 12 +Thav prof
Hit Points: 99 14hp+d10 Per BM lvl
Speed: 40 ft , swim: 20 ft , climb: 20 ft

STR

18 +4

DEX

16 +3

CON

15 +2

INT

3 -4

WIS

12 +1

CHA

8 -1

Saving Throws: Str 4 +Prof Dex 3 +Prof
Skills: Perception +5 +Thav Prof, Stealth +7 +Thav Prof
Senses: passive Perception 13
Challenge Rating: 2x2
Proficiency Bonus: Thavia's Proficiency

Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.   Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d10 +Thav prof +5) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 +Thav prof +5) slashing damage.

Bonus Actions

If the target is prone, the tiger can make one bite attack against it as a bonus action.

cat2.png
Cat1.png

Tash CR: 1

Large to Huge beast, unalined
Armor Class: 14 + Thav prof
Hit Points: 76 10hp +d10 BM lvl
Speed: 50 ft , burrow: 5 ft , swim: 16 ft , climb: 25 ft

STR

17 +3

DEX

15 +2

CON

15 +2

INT

5 -3

WIS

12 +1

CHA

7 -2

Saving Throws: Str +7 Dex +6
Skills: Skill Pro:  Perception 2+Thavs Pro, Athletics 3+ Thavs Pro   Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.   Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Senses: Passive Perception: 13
Languages: Understands Common but cannot speak it
Challenge Rating: 1
Proficiency Bonus: Thavia's Proficiency

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + Thav Pro + 6) piercing damage. If the target is a creature smaller, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Green Flame Spirit

Tiny to Huge elemental, neutral
Armor Class: 16 + Thav prof
Hit Points: 10
Speed: 10 10ft , can hover

STR

5 -3

DEX

5 -3

CON

10 +0

INT

8 -1

WIS

15 +2

CHA

10 +0

Saving Throws: Str -2 +Prof Dex -2 +Prof Con +5
Damage Vulnerabilities: Cold
Damage Resistances: Necrotic, Poison
Damage Immunities: Fire
Senses: See Invisible
Languages: Common, Elvish
Proficiency Bonus: Thavia's Proficiency

Actions

Cough Coughs a small green flame that deals 1d4 Fire Dmg+ Prof   Nibble A small Bite that inflicts 1+Prof Burn Dmg and burn effect for 1d4 turns. (Burn: A burning creature takes fire damage at the start of each of their turns. They can remove the burn by falling prone/standing up from being prone. If the burning creature is physically unable to fall prone, then they can remove it by expending half their movement for that turn.)

Reactions

Flicker Dodges all incoming non AOE attacks till its next turn (1 Per Battle)

Legendary Actions

Burning Rage Roll 1d4 

  • 4 activates skill 
  • 3 Spirit does nothing but doesnt use action 
  • 2 Spirit Stunned till next turn
  • 1 Spirit snuffs out
  If activated the spirit will be able to move 100ft this turn and anything that it touches must make a Con save of 14 + Prof or take 200 dmg halfed if succeeds. At the end of the turn the Spirit dies.

Leftover magical imprint

Owlbear Shara CR: 3 (700 XP)

Large monstrosity, unaligned
Armor Class: 13 +Thav Prof
Hit Points: 73 (d10 + 21) Plus one per BM lvl
Speed: 40 ft , burrow: 10 ft , swim: 15 ft , climb: 10 ft

STR

20 +5

DEX

12 +1

CON

17 +3

INT

3 -4

WIS

10 +0

CHA

7 -2

Saving Throws: Str 5+ Thav prof Dex 1+Thav prof
Skills: Perception +3, Nature +1 +Thav Prof, Intimidation +1 +Thav Prof
Senses: darkvision 60 ft., passive Perception 13
Challenge Rating: 3 (700 XP)
Proficiency Bonus: Thavia's Proficiency

Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.

Actions

Multiattack. The owlbear makes two attacks: one with its beak and one with its claws.   Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5 +Prof) 1d10+5 piercing damage.   Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5 +Prof) 2d8+5 slashing damage.

Suggested Environments

Forest

Mofu CR: 6

Tiny to Tiny beast ,
Armor Class: 8+Thav Pro
Hit Points: 45
Speed: 35 ft , burrow: 5 ft , swim: 10 ft , climb: 45 ft

STR

6 -2

DEX

20 +5

CON

12 +1

INT

6 -2

WIS

18 +4

CHA

16 +3

Saving Throws: Str -2+Thav Pro Dex 5+Thav Pro
Skills: Stealth 5+Thav Pro Slight of Hand 5+Thav Pro
Damage Immunities: Poison
Condition Immunities: Poisoned, Fear
Senses: see thru magical darkness dark vison 120
Challenge Rating: 6

Tail spikes +6 to hit (1d8 +10) at dirty 20 the target must make a con save of 18 or become paralyzed untill the monkacores next turn. Four charges per long rest.

Actions

Multi Attack   Claw attack: +6 to hit (1d4+5 slashing)   Bite: +4 to hit (1d4 +5 poison)

Statblocks for race/species of the character.

Kalashtar

ability score increase: Your Wisdom score increases by 2, and your Charisma score increases by 1.
age: Kalashtar develop physically at the same rate as humans do and have similar lifespans.
alignment: The noble spirit tied to a kalashtar drives it toward lawful and good behavior. Most kalashtar combine strong self-discipline with compassion for all sentient beings, but some kalashtar resist the virtuous influence of their spirit.
Size: Medium
speed: Your base walking speed is 30 feet.
Languages: You can read and write Common, Quori, and one other language of your choice.
parent race:
race features:
  • Dual Mind. You have advantage on all Wisdom saving throws.
  • Mental Discipline. You have resistance to psychic damage.
  • Mind Link. You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.  
  • Severed from Dreams. Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to magical spells and effects that require you to dream, like the Dream spell, but not to spells and effects that put you to sleep, like the Sleep spell.
Being the combination of humans who willingly fused with quori souls, kalashtar look much like humans, having the same ranges of eye, hair, and skin colors. Kalashtar are commonly tall and slim, though kalashtar of all sizes exist. The only real difference in kalashtar is their monastic behavior. Kalashtar children show the largest difference between them and their human counterparts but still, only in behavior. Whilst human children will run, play, laugh, and show an emotional immaturity, kalashtar children will take part in meditative practices, martial training, and telepathic conversations like their adult seniors. Growing up for the kalashtar is simply a physical process rather than an emotional or mental one.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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Created by

Thavia.

Statblock Type

Character Sheet (latest)

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