| +6 | Expertise Bonus | |
| +3 | Proficiency Bonus |
| -1 | Strength | |
| +2 | Dexterity | |
| +6 | Constitution | |
| +1 | Intelligence | |
| +5 | Wisdom | |
| +4 | Charisma |
| +2 | Acrobatics | DEX | |
| +8 | Animal Handling | WIS | |
| +1 | Arcana | INT | |
| -1 | Athletics | STR | |
| +1 | Deception | CHA | |
| +1 | History | INT | |
| +5 | Insight | WIS | |
| +1 | Intimidation | CHA | |
| +1 | Investigation | INT |
| +5 | Medicine | WIS | |
| +1 | Nature | INT | |
| +8 | Perception | WIS | |
| +1 | Performance | CHA | |
| +1 | Persuasion | CHA | |
| +1 | Religion | INT | |
| +2 | Sleight of Hand | DEX | |
| +2 | Stealth | DEX | |
| +5 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Tony (Slap) | +5 | DEX | 1d8+2 | Bludgeoning | |
| Tony (Lich Slap) | +5 | DEX | 2d6+1+2 | Necrotic | |
| 30ft Range, Target can not heal until D.S next turn. | |||||
| CJ (Tentacle) | +6 | DEX | 2d6+2 | Psychic | |
| CJ (Mind Blast) | +8 | WIS | 3d6 | Psychic | |
| 30ft cone, Int save on fail, (DC:14), On fail, target takes damage, 5< target is stunned until next turn. | |||||
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
| Cleric Level | Spells |
|---|---|
| 1st | Bane, False Life |
| 3rd | Gentle Repose, Ray of Enfeeblement |
| 5th | Revivify, Vampiric Touch |
| 7th | Blight, Death Ward |
| 9th | Antilife Shell, Raise Dead |
Statblocks for your familiars, mounts etc.
Arcana+5 deception +4 insight+4 perception+4
psionic shield 1- when a creature within range of the brain munchers telepathy takes psychic damage, the brain muncher can use its reaction to halve the psychic damage taken by that creature.
creature sense- as an action, the brain muncher expands its telepathy. for the next minute its aware of the presence of creatures within 300feet of it that have an intelligence score of 4 or higher. it knows the distance and direction to each creature as well as their intellegence score. the brain muncher must maintain concentration on this effect; if it looses concentration the effect ends. tamer must take a short or long rest before it can use this effect again in addition the range of its telepathy and damage of its tentacles is increase to 90ft and a d10. At tamer lvl5 the damage die increase to 2d6
Magic resilience-+2 save throws against spell and magic effects
Darkvision 60ft passive perception 13
Mind Blast 1- as an action emit a psychic energy 30ft cone, each creature in the area must succeed on an intelligence saving throw or take 3d6 pychic damage. A creature that fails the save by 5 or more is stunned untill the start of its next turn. tamer must finish a short or long rest before using this feature again.
tentacles. Melee weapon attack +6 to hit, reach 5ft, on target. 2d6+3 psychic damage
Levitate. the brain muncher casts the levitate spell on itself.
the brain muncher teleports up to 30 feet to an unoccupied space it can see. tamer must finish a short or long rest before the brain muncher can use this feature again.
medicine +3 thieves tools +3
blind sense 60ft
morbid curiosity- the Death shroud is easily distracted by fresh corpses. when it locates a corpses that has been dead for less than an hour(and didn't witness it die) it must make a dc 11 wis save or get distracted and spend its time inspecting the body. it must make a medicine check on the corpse and succeed for it to become immune to the allure of that corpse
Multi-Attack- the death shroud can attack twice with its action using slap or lich slap
undead fortitude 1- +1 to AC, in addition when the death shroud is reduced to 0 hit points it must make a con save with a dc of 5+ the damage taken, unless the damage is radiant or from a critical hit. on a success, the death shroud drops to 1 hit points instead
go for the throat+1 to hit and damage
toughen up+1
Slap. melee weapon attack +5 to hit reach 5ft -(1d8+2)
Lich slap. range spell attack +5 range 30ft one creature . on hit the creature takes 2d6 +1necrotic damage and the target can regain hit points until the start of death shrouds next turn.
grave robber- the death shroud is always under the effect of the detect magic spell with the same range as its blindsight(60ft). as an action it can share this vision with the tamer.
the death shroud can use its bonus action to use its thieves tools to disarm a trap or open a lock or take the use an object action.
hulking protector- when a creature the death shroud can see attacks a taget that is within 5ft of the death shroud, it can use its reaction to decrease the dame the target takes by 1d10, when the tamer reaches 13th level the damage reduction increases to 2d10.
Recycle- as a reaction when the death shroud kills a creature with its slap or lich slap, or as an action when the death shroud is within 5ft of a corpse that has died within an hour, it can absorb some of the corpse mass into itself regaining 1 hit die of the creature and gain temporary hit points equal to the role. In addition if the corpse is equal to or larger than the death shroud, the death shrouds size increases by one size category until the tamer takes a short or long rest. it cant increase its size more than once this way. while enlarged by this feature the death shroud has advantage on strength checks and saving throws. it gains a +2 bonus to the attack roll of its slap and it deals an extra 1d4 bludgeoning damage on a hit.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Basic Rules , pg. 285
0-level (Cantrip) Enchantment
PHB
0-level (Cantrip) Necromancy
You touch a living creature that has 0 hit points. The creature becomes stable. this spell has no effect on undead or constructs.
PHB
0-level (Cantrip) Divination
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
rafin
0-level (Cantrip) Abjuration
You utter a bestial, magically-augmented howl that can be heard for 1,000 feet . The howl can manifest as any animal call you’ve heard, such as the screech of a hawk or trumpet of an elephant . Choose one creature with whom you are familiar as the recipient: if it can hear your howl, it understands your meaning and can respond in a likewise manner . Creatures other than your recipient that hear the howl and that are under the effects of the comprehend languages spell or similar magic, or that can understand beasts, can understand the howl’s meaning . Otherwise, the howl is unintelligible to creatures that can hear it
rafin
0-level (Cantrip) Transmutation
With a pulse of adrenaline, a tremendous ferocity comes upon you . Make one weapon attack against a target within your reach or range . If this attack hits, the target takes additional 1d4 damage of the weap on’s damage type
This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4)
rafin
0-level (Cantrip) Enchantment
A willing creature you touch gains a preternatural abil ity to perceive the weaknesses in a creature’s defenc es. The first time the creature makes an attack while under the effect of this spell, it makes the attack with advantage. After it makes an attack, the spell ends
This spell augments the creature’s ability to strike at vital points when you reach certain levels . When you reach 5th level, the augmented attack scores a criti cal hit on a roll of 19 or 20 . At 11th level, this range is increased to 18 to 20, and at 17th level, this range becomes 17 to 20
PHB
0-level (Cantrip) Abjuration
PHB
0-level (Cantrip) Transmutation
rafin
0-level (Cantrip) Enchantment
As a reaction when initiative is rolled, choose a willing creature you can see within range; it begins to subtly jitter as its pupils dilate. If the target is surprised, it is no longer surprised, and takes its turn on the first round as normal . If the target is not surprised, it gains advantage on the initiative roll that prompted this spell
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you may target one additional creature for each spell slot above 1st
rafin
0-level (Cantrip) Abjuration
A protective layer of hot, hard peppermint icing coats you . For the duration, you gain a +1 bonus to AC and if a creature hits you with a melee attack, the creature takes 1d4 fire damage. This damage can trigger no more than once per turn
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d4 for each slot level above 1st
PHB
1-level Enchantment
Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.
You can target one additional creature for each spell slot level above 1.
PHB
1-level Necromancy
PHB
1-level Evocation
PHB
1-level Necromancy
PHB
1-level Evocation
rafin
2-level Abjuration
You twist the fates of two creatures you can see, both of whom must be within range . Choose one target to favour and one to disfavour . The disfavoured target must succeed on a Charisma saving throw or the following effects occur: • Whenever the favoured target makes an attack roll or saving throw before the spell ends, the favoured target can roll a d4 and add the number rolled to the attack or saving throw . • Whenever the disfavoured target makes an attack roll or saving throw before the spell ends, the disfavoured target must roll a d4 and subtract the number rolled from the attack or saving throw . • The disfavoured target’s speed is halved, whilst the favoured target’s speed increases by half . These effects end for the pair if either of the target pair is knocked unconscious, killed, or the spell ends . While under the influence of this spell, a favoured tar get can’t benefit from the bless spell, and a disfavoured target can’t be afflicted by the bane spell
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can link two other creatures, favouring one, and disfavouring the other, for each two slot levels above 2nd
rafin
2-level Evocation
You cause the skin of a willing creature you touch to produce a slimy, electrified mucous. The creature’s unarmed strikes and natural weapon attacks become magical for the duration of the spell. The first time the creature hits with an unarmed strike or an attack using a natural weapon on its turn, it deals an additional 1d8 lightning damage as the stored lightning discharges . Slimy. For the duration, the creature has advantage on checks and saves made to avoid being grappled or restrained, and disadvantage on any attempts it makes to grapple another creature
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each two slot levels above 2nd
Statblocks for your Trinkets, businesses, building, castles, empires.
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