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Arun Liadon

22 Level (0/415000 XP for level-up) Bounty Hunter Background Half-Elf Race / Species / Heritage Neutral Good Alignment
Ranger, Predator Conclave
Level 14
Hit Dice: 14/14
1d10+6 Class 1
Barbarian, Wild Magic
Level 5
Hit Dice: 2/5
1d12+6 Class 2
Fighter
Level 3
Hit Dice: 2/3
1d10+6 Class 3

STR 22

+6

DEX 22

+6

CON 22

+6

INT 7

-2

WIS 14

+2

CHA 16

+3

286
Hit Points
+13
Initiative (DEX)
29
Armor Class (AC)
+7
Prof. Bonus
70
Speed (walk/run/fly)
19
Passive Perception
0 / 2
Rage
0 / 2
Hunter's Mark
0 / 4
Superiority Dice
0 / 1
Action Surge
18 / 35
Vitality
5 / 7
Reactive
Spellcasting ...
+11 Attack mod
WIS Ability
+2 Abi Mod
34 Save DC
+14 Expertise Bonus
+7 Proficiency Bonus
+13 Strength
+13 Dexterity
+6 Constitution
-2 Intelligence
+2 Wisdom
+3 Charisma
saving throws
+6 Acrobatics DEX
+2 Animal Handling WIS
-2 Arcana INT
+13 Athletics STR
+3 Deception CHA
-2 History INT
+2 Insight WIS
+10 Intimidation CHA
-2 Investigation INT
+5 Geography INT
+9 Linguistics WIS
+20 Initiative DEX
+9 Herbalism WIS
+9 Cooking WIS
skills
+2 Medicine WIS
-2 Nature INT
+9 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
-2 Religion INT
+6 Sleight of Hand DEX
+13 Stealth DEX
+16 Survival WIS
+13 Harvesting DEX
+9 Streetwise WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Heavy Spear +14 STR 1d8+1+6 Piercing
 Heavy, Reach, Thrown(30/90ft), Versatile 1d10
Warbow +13 DEX
Shortbow +14 DEX piercing or slashing
Masterwork Dagger +14 STR 1d4+6
 Non-magic, Finesse, light, thrown (range 20/60) Exploitative, Keen
The Siren's Glaive +15 STR 1d10+2+6 Slashing
 Finesse, Magical, Reach, Two-Handed, Swift Like the Wind, Balanced Blade
Cold Beak +15 STR 1d6+2+6
 Cold Iron, Heavy, Magical, Reach, Two-Handed
Bonecrusher +14 STR 1d6+1+6 bludgeoning
 Bonecrusher, 2d6 extra against bones, Bruising Strike
Attacks

Spell Book

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Guided Missile 1 Bonus Action Self 1 Round V
 Notes:You speak a word of clarity to guide your next attack against your enemies. Until the end of your next turn, the next ranged attack you make has advantage, and has double its normal and long ranges.
Critical Strike 1 Bonus Action Self Concetration 1d6 V,S
 Notes:Your ability to see weaknesses in your targets are magically enhanced. Whenever you make an attack where you either have advantage or there is another enemy of the target within 5 feet of it, you deal an additional 1d6 of the attack's damage on your hits. Additionally, the number you need to roll a critical hit while attacking is reduced by 1.

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Critical Strike 1 Bonus Action Self Concetration 1d6 + V,S
 Notes:Your ability to see weaknesses in your targets are magically enhanced. Whenever you make an attack where you either have advantage or there is another enemy of the target within 5 feet of it, you deal an additional 1d6 of the attack's damage on your hits. Additionally, the number you need to roll a critical hit while attacking is reduced by 1.
Lesser restoration 1 Action Touch Instantaneous V,S,M
 Notes:You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Pass without a trace 1 Action Self Concentration
 Notes:A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Critical Strike 1 Bonus Action Self Concetration 1d6 + V,S
 Notes:Your ability to see weaknesses in your targets are magically enhanced. Whenever you make an attack where you either have advantage or there is another enemy of the target within 5 feet of it, you deal an additional 1d6 of the attack's damage on your hits. Additionally, the number you need to roll a critical hit while attacking is reduced by 1.
Darksense 1 Action Self 1 Hour
 Notes:You take on the features of a bat to gain echolocation. For the duration of the spell, you gain advantage on Wisdom (perception) checks that rely on hearing, and you have blindsight out to a range of 60 feet while you are not deafened.
Elemental Control

Level 4 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Critical Strike 1 Bonus Action Self Concetration 1d6 + V,S
 Notes:Your ability to see weaknesses in your targets are magically enhanced. Whenever you make an attack where you either have advantage or there is another enemy of the target within 5 feet of it, you deal an additional 1d6 of the attack's damage on your hits. Additionally, the number you need to roll a critical hit while attacking is reduced by 1.
Renewing Pulse

Equipment Copper: 0, Silver: 118, Electrum: 0, Gold: 5555, Platinum: 0 Money

Common (Krederian), Ghouling, Elvish, Abyssal, Zarovyan, Infernal, Revenik


Favored Enemy: Undead, Fiends






Languages & Proficiencies
Soul Anchored, by Illidan
Alchoholic
Geas, by Urzic
exhaustioan:

Notes
Poison, Natural Diseases

Resistances


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
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

World of Aloth

Vambrace of Superiority

Wondrous Item

Common

This vambrace is well made and shines as if it has never seen a day’s worth of combat.

Whenever you roll a superiority die, you can add 1 to the roll.

Cost: 250 gp
Weight: 1lb

World of Aloth

Stormrider Boots

Wondrous Item

Rare Requires Attunement

These boots are made from a blueish metal with lightning bolts streaking across them. Each boot has a colored lightning bolt on the top with half a lightning bolt on each foot that when put together form the symbol of the Storm Lord Talos. They were later altered to fit the holy symbol of Kord instead (A fist grabbing a lightning bolt).

The boots have 2 Charges. As part of your movement you can expend 1 Charge to double your movement speed and gain a flying speed equal to your walking speed until the end of your turn. During this time, any attacks of opportunity made against you have disadvantage, and any creature that you move within 5 feet of takes 2d6 lightning damage. A creature can only take this damage once. You regain 1 Charge at the end of each long rest.

Cost: 4200gp
Weight: 5lb

World of Aloth

Gloves of Dexterity

Wondrous Item

Very Rare Requires Attunement

These beautiful leather gloves fit the wearer perfectly once attuned with. They are simple in design, yet made by a master craftsman.

While wearing the gloves, your Dexterity score is increased by 4 to a maximum of 24.

Cost: 20 000gp

SRD

Cloak of Protection

Adventuring Gear Wondrous Item, Shoulders Uncommon (this item requires attunement)

You gain a +1 bonus to AC and Saving Throws while you wear this cloak.

Type AC STR Req. Stealth Dis. Properties
None +1, Saving Throws +1


 

World of Aloth

Cold Beak

Adventuring Gear

Varies Requires Attunement

Cold Iron, Heavy, Magical, Reach, Two-Handed

This war scythe is made from a core of dark steel with an edge and frame made meticulously from cold iron sharpened and molded to be a lethal edge. The weapon was further blessed by the Raven Queen to add to its undeath vanquishing potential. The initials S.S.T are etched into the dark steel of the weapon.

You have a +2 bonus to attack and damage rolls made with this magic weapon. This weapon is made from cold iron for the sake of overcoming resistances and exploiting weaknesses.

Cold Touch. Cold Beak deals an additional 1d6 cold damage on a hit. This damage ignores resistance to cold damage when hitting a fiend (demon) or undead. Additionally, if a creature takes additional damage from cold iron, they take an additional 1d6 cold damage, if the creature is vulnerable to cold iron, it takes an additional 2d6 cold damage.

Critical Chill. The number you need to roll a Critical Hit against undeads while attacking with Cold Beak is reduced by 1 (This ability can stack). When you score a critical hit with Cold Beak, the creature becomes Chilled until the start of your next turn. An undead which is normally immune to being Chilled is not immune to being Chilled against Cold Beak.

Type Damage Damage Range
Martial Melee 2d6+2 Slashing

Cost: 25 000gp
Weight: 6lb

World of Aloth

Siren's Glaive

Weapon

Legendary Requires attunement by a creature with a Strength and Dexterity score of 16 or higher

Finesse, Magical, Reach, Two-Handed

The Siren’s Glaive is a powerful and magical glaive made by Derris Skaerner. It is beautiful and made from dark steel with crimson decorations. The pommel of the glaive is imbued with a big and beautiful star-ruby. The weapon was later covered in Sterralite which gave it greater power against fiends and undead.

The Siren’s Glaive is silvered with sterralite, the weapon deals an additional 1d8 radiant damage against fiends and undead, and the weapon counts as silver for overcoming resistance and exploiting weaknesses.

Balanced Blade. The Siren’s Glaive harnesses both strength and speed when wielded. If you are using Strength for your attacks you can add half your Dexterity bonus (rounded up) to each attack roll you make and if you are using Dexterity for your attack you can add half your Strength bonus (rounded up) to each damage roll you make. Additionally, if you are not wearing armor or wielding a shield you can add half your proficiency bonus (rounded up) to your AC while wielding the Siren’s Glaive.


Swift Like the Wind. When you take the attack action on your turn while wielding the Siren’s Glaive you can make an additional attack.

Type Damage Damage Range
Martial Melee 1d10+2 Slashing

Cost: 60 000 gp
Weight: 4lb

World of Aloth

Bracers of Blinding Strike

Wondrous Item

Very Rare Requires Attunement

The Bracers of Blinding Strike are a pair of magical bracers worn on the wrists. Created by the drow and given to only their greatest warriors these bracers will imbue their wielders with immense speed and agility in addition to granting them better defense.

While wearing the bracers of blinding strike you gain a +2 bonus to AC if you are not wearing heavy armor or a shield. You can also add half your proficiency bonus (rounded down) to initiative rolls while wearing them. Your Dexterity score is also increased by 2.

Blinding Strikes: When you have used your action on your turn to make a melee weapon attack, you can activate the bracers to make an additional attack on your turn. You may use this ability four times per long rest and only one additional attack may be used per turn.

Alternative Use
Instead of wearing the bracers on your arms, you can use them on your shins instead which grants the following benefits instead of the previously listed ones:

While wearing the bracers of blinding strikes on your shins you gain a +2 bonus to AC if you are not wearing any armor or wearing light armor, your movement speed is increased by 10 and you have advantage on any Dexterity (Acrobatics) checks that you make. You can also add your proficiency bonus to initiative rolls while wearing them. Your Dexterity score is also increased by 2.

Lightning Escape: You can use your bonus action to both disengage and dash. You may use this ability four times per long rest.

Cost: 10 000gp
Weight: 1lb

World of Aloth

Bracers of Temerarious Strikes

Wondrous Item

Rare Requires Attunement

This set of bracers are made from dark steel with silver details that form swirling symbols.

While wearing these bracers, you gain a +1 bonus to AC if you are not using a shield.

Temerarious Strikes: When you have advantage on a weapon attack and not disadvantage, you can instead forgo the advantage and make an additional weapon attack which can not be affected by advantage. You may use this ability three times per long rest, and only one additional attack may be used per turn.

Cost: 3000gp
Weight: 1lb

World of Aloth

Gloves of Dexterity

Wondrous Item

Very Rare Requires Attunement

These beautiful leather gloves fit the wearer perfectly once attuned with. They are simple in design, yet made by a master craftsman.

While wearing the gloves, your Dexterity score is increased by 4 to a maximum of 24.

Cost: 10 000 gp
Weight: 1lb

World of Aloth

Gauntlets of the Juggernaut

Weapon

Rare Requires attunement by a creature with proficiency in medium armor and a Strength score of 18+

Disarm, Light, Unarmed

These gauntlets are old and heavily worn, yet their structure and use is no less diminished. The gauntlets are made up of heavy and thick interconnected steel plates which have some sorts of runes still etched into them, but what they set is unintelligible by time and wear.

The gauntlets count as magical for the purpose of overcoming resistance and immunity to nonmagical damage, and the damage dice of the gauntlets is 1d8 instead of 1d4.

While wearing the gauntlets, you suffer a -1 penalty to both your melee weapon and unarmed attack rolls, but you deal an additional amount of damage equal to half your Strength modifier (rounded up) with your melee weapon attacks.

Critical Dazing. When you score a critical hit against a creature with the gauntlets, it must succeed on a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Strength or become dazed until the end of your next turn.

Type Damage Damage Range
Simple Melee 1d8 Bludgeoning

Cost: 4000 gp
Weight: 3lbs

DnD 5e SRD

Dragon Slayer Shortsword

Weapon

Rare

Magical, finesse, light

You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon.

When you hit a Dragon with this weapon, the Dragon takes an extra 3d6 damage of the weapon's type. For the Purpose of this weapon, "dragon" refers to any creature with the Dragon type, including Dragon turtles and wyverns.

Type Damage Damage Range
Martial Melee 1d6+1 Piercing

Cost: 3500gp
Weight: 2lb

World of Aloth

Quick Thrower’s Bandolier

Wondrous Item

Very Rare Requires Attunement

This bandolier is made from thin and dark leather which hugs the body tightly while worn. It is lined with a silver brim which has almost impossible to see runes written on it, and the bandolier has many small sapphires on its lowest belt.

The bandolier can attune to up to three light weapons with the thrown feature. When attuned, the weapon will return to the belt at the end of your turn if they are not in the bandolier or in your hands. The effect does not work between planes, and it takes 1 minute to attune a weapon to the bandolier.

Additional Attunement. If one of the light weapons attuned to the bandolier normally requires attunement and is not a legendary item or higher quality, you can attune to it for free while attuned to the bandolier.

Fastest Throw in Tyrania. During your first turn in combat, if you take the attack action, you can use the Quick Thrower feature without expending a Charge, as long as the target of your attack has not yet taken a turn. If the target is Surprised, the attack becomes a critical hit on a hit. Once you have used this feature, you must finish a long rest before you can do so again.

Quick Thrower. The bandolier has 2 Charges. It regains both Charges when you finish a long rest. You can expend one Charge when you take the attack action to throw a weapon attuned to your bandolier as part of the attack action.

Thrown Potency. When you throw a weapon attuned to the bandolier, it deals an additional 2 damage.

Cost: 12 500gp
Weight: 1lb

World of Aloth

Draconic Boom Tube (Lightning)

Wondrous Item

Very Rare

This long metal tube has draconic runes written on it. They translate into draconic boom tube. The head of the tube is shaped like a dragon head and it has a beautiful grip shaped like a dragon’s tail.

As an action you can say the trigger word “Mercy” in draconic. When activated the boom tube shoots a big bolt of lightning in a 5 feet wide 90 feet long line. All creatures in the line must make a dexterity saving throw DC 18 or take 10d8 lightning damage on a failed save or half damage on a successful save. Once used the Boom Tube can not be used until it has been fed a vial of storm salt.

After each use of the boom tube, roll a d20. On a 1, the boom tube is partly destroyed and cannot be used. After each shot the chance of partly destroying the boom tube increases by one until it has been given 24 hours to cool down in which case the chance is reduced to 1. To fix a partly destroyed boom tube a creature with proficiency in both arcana and tinkering tools can spend 1000 gold and one day to attempt to fix it. At the end of the day you must succeed on an arcana check and tinkering check 15 plus the chance of destruction when destroyed. If you succeed on both checks the boom tube is fixed, if you succeed on one the boom tube is not fixed and the process must be attempted again with all resources lost, and if you fail both checks the boom tube is completely destroyed and cannot be fixed.

Cost: 10 000gp
Weight: 17lb

World of Aloth

The Arcane Separator

Weapon

Very Rare Requires Attunement

Finesse, Light, Range, Thrown

This dagger is made from a dark iron handle with a silvery steel blade imbued with arcane manipulated dementrium. The weapon was created to counter mages. It was originally created and owned by the mage hunters during the time of Thornheart.

You have a +2 bonus to Attack and Damage Rolls made with this weapon.

Arcane Cut: When you hit a creature with this dagger you can decide to activate the arcane cut ability. The creature is then forced to make a saving throw using their spellcasting ability against a 18 DC. On a failure, the spellcaster takes an extra 2d8 force damage and can not cast a spell for one minute. At the end of each of the target's turns they can make another saving throw. On a success, the target can cast spells as normal. On a successful save the target takes 2d8 force damage. This ability is recharged after a short or long rest.

Type Damage Damage Range
Simple Melee 1d4+2 Piercing 20/60

Cost: 35 000gp
Weight: 1lb

World of Aloth

Rune Bracelet of the Mage Hunter

Wondrous Item

Very Rare Requires attunement by a creature with the Mage Slayer feat

This bracelet is made from a simple rope string, but it holds a set of revenik runes etched onto small pieces of white larimar which when in the presence of a spellcaster seems to glow a bit brighter. The revenik runes are old, but their magical purpose is still strong.

Spell Returner. When a creature within your reach makes a spell attack, you can use your reaction to attempt to redirect the spell back at the caster. When you do so, make a melee weapon attack against the creature, if you roll higher than the creature’s original attack roll, the caster becomes the target of the spell, using the original attack roll. If the spell attack was from a spell which makes multiple attacks as part of casting the spell, you can only redirect one attack per reaction. You can use this ability twice per long rest, and you regain one use when you reduce a spellcaster to 0 hit points once per short rest.

Very Limited Magic Immunity. You can’t be affected by cantrips unless you wish to be.

Cost: 7 500gp

World of Aloth

Qarste’s Shard Dagger

Weapon

Very Rare Requires Attunement

magical, thrown, finesse, light

This dagger is made from a rare crystal from the astral known as rift crystals. The blade is a sharpened shard from such a crystal, it has been connected with a beautiful metal handle made to focus its powers. This particular dagger is well used and has the word Kiva’r engraved in the handle.

Open Rift. As an action you can slice open a colorful shifting rift in space within 5 feet of you. When you do so choose another unoccupied space that you can see within 300 feet of you, another rift opens at that location. The rift stays open for 1 minute or until a creature willingly moves through it. Additionally, projectiles can travel parallely through the rift without closing it. Ranged attack rolls made through the rift works like normal and the space between the rifts does not impact the range the projectile can move. Additionally, attacks that hit a creature after traveling through the rift deals an additional 1d8 force damage. You can only open one rift per long or short rest.

Timestrike. When you hit a creature with the dagger you can make the attack a timestrike. When you do, the target must succeed on a DC 17 Wisdom saving throw or move 1 round forward in time. A target moved forward in time vanishes for the duration and returns to the space it left or in an unoccupied space nearest to that space if it’s occupied at the end of its next turn. This ability can be used twice per long rest.

Type Damage Damage Range
Simple Melee 1d4+1 Piercing 20/60 ft

Cost: 25 000gp
Weight: 1lb

World of Aloth

Silvered Dagger of Night

Weapon

Uncommon

Finesse, Light, Silvered, Thrown

This beautiful dagger is made from silver and covered in beautiful runes which seems to dull light around it.

Night Strikes. The dagger deals an additional 1d4 necrotic damage on a hit, or 1d6 if the target is standing in dim-light or darkness.

Type Damage Damage Range
Simple Melee 1d4+1 Piercing 20/60

Cost: 500gp
Weight: 2lb

World of Aloth

Very Vicious Shortsword

Weapon

Legendary

Finesse, Light, Magical

This vicious shortsword has been made even more vicious through a series of enchantments.

You have a +2 bonus to attack and damage rolls made with this magic weapon.

The number you need to roll a Critical Hit while attacking with this weapon is reduced by 1 (This ability can stack). Additionally, you deal an additional 3d6 piercing damage on a critical hit.

Type Damage Damage Range
Martial Melee 1d6+2 Piercing

Cost: 50 000 gp
Weight: 2lb

World of Aloth

Cuirass of Perfect Form

Armor (Medium)

Very Rare Requires Attunement

This dark steel muscle cuirass is created with the optimal form of a warrior. Once worn, the armor will shift its form to better match the physique of the creature wearing it. The inside of the cuirass has rich red veins of arcane energy slowly pulsing through it.

The maximum dexterity which can be added to your AC while wearing this Curiass is 4.

Greater Strength. While wearing the cuirass, your Strength is increased by 2 to a maximum of 30.

Perfect Frame. As a reaction when you take bludgeoning, piercing or slashing damage, you can reduce the damage taken by an amount equal to 1d10 + your Constitution modifier. Additionally, you have advantage on checks and saving throws made to resist being shoved, grappled, or knocked prone.

Surge of Endurance. As a bonus action, you can send a surge of energy through your body. For the next minute, you gain the following benefits:
You immediately gain an amount of temporary hit points equal to your Constitution modifier, which lasts for the minute.
Your jump distance is tripled.
You have advantage on Strength and Dexterity ability checks and saving throws. If you already have advantage, you gain a +2 bonus in addition.
Your unarmed strikes deal an additional dice worth of damage.
Your perfect frame reduces the damage by twice your Constitution modifier.

Once you have used this feature, you must wait 1d4+1 days before you can do so again, and you gain an amount of exhaustion levels equal to the days rolled.

Type AC STR Req. Stealth Dis.
Medium 14 No

Cost: 20 000 gp
Weight: 10lb

World of Aloth

Amulet of Life Intervention

Wondrous Item

Very Rare Requires attunement by a Nature Spellcaster

This necklace is simple in its nature, being made from a hemp rope with tribal-like bone effigies adorning the rope with small etchmarks in them which are difficult to understand. The amulet allows a spellcaster who gains their power from nature to cast certain spells.

The amulet has 3 charges for the following properties. The amulet regains 1d3 expended charges when you finish a long rest, or all three if you spent your long rest in nature. You can expend one charge to cast one of the following spells: Alleviate, Exacerbate, False Mercy, Reshape Destiny. When you cast a spell in this way, it is cast at its base level or at a level equal to half your proficiency bonus (rounded up), whichever is higher. You use your spellcasting ability for these spells.

Panacea. You can cast Panacea as a bonus action using the amulet. Once you have done so, you can’t cast the spell using the amulet before 1d10 days have passed and you have spent 1 hour in nature meditating.

Cost: 12 000gp

World of Aloth

Quiver of Enhancement

Wondrous Item

Very Rare Requires Attunement

This wine red leather quiver is well made with golden details and arcane runes written around the opening of the quiver on a platinum band. Magical arrows stored within become enhanced, a boon which quickly disappears after they leave the quiver, but just long enough to make their impact even greater. The quiver can hold 30 arrows.

Magical Imbuement. When you deal additional damage with a magical arrow, you deal 1 additional point of corresponding damage for each additional die of damage the arrow deals. The DC of your magical arrows is increased by an amount equal to half your proficiency bonus (rounded up). This bonus is only applied to magical arrows stored within the quiver, and not spells that alter ranged weapon attacks.

Cost: 6 500gp
Weight: 2lb

World of Aloth

Ring of Bonus Actions

Ring

Very Rare Requires Attunement

This ring is subtle in its design, looking almost mundane as it is made from a singular golden ban with no gem nor visible runes.

Once per combat, you can take an additional Bonus Action on your turn. You can not take the same Bonus Action twice on your turn using this ability.

Cost: 6 500gp

World of Aloth

Ring of Substance Abuse

Ring

Rare Requires attunement by a creature who is or have been addicted to alcohol or any other drug

This ring is made from multiple small pearls held together by an electrum band. On the inside of the ring it has the words "Sobriety is Death”.

Addictive Protection. While wearing the ring and you are either Intoxicated or under the effects of a drug, you gain a +1 bonus to Strength, Dexterity and Constitution saving throws (except against being intoxicated or drugged). You also have disadvantage on saving throws against being addicted to drugs.

Healing Beverage. While wearing the ring, you can regain 4d8+4 hit points when you drink a pint of beer, ale, mead, or wine. If the beverage was of exceptional quality, you regain twice the amount. Once you have restored hit points in this way, it can't do so again until the next dawn.

Cost: 2500gp

World of Aloth

Girdle of Power

Adventuring Gear

Very Rare Requires attunement by a Barbarian with 22 Strength or higher

This thick leather girdle is sturdy and strong, while looking almost tribal in its design. The item has clear signs of being worn and survived many battles.

Enhanced Strength. While wearing the girdle, your Strength is increased by 2, to a maximum of 30.

Raging Power. At the start of your turn while you are raging, you can choose to reduce your Armor Class by 5, until the start of your next turn (no action required). When you do so, you deal an additional weapon dice with your melee weapon attacks until the start of your next turn

Cost: 14 000gp
Weight: 2lb

World of Aloth

The Back-at-ya Shield

Armor (Shield)

Very Rare Requires Attunement

This slick and light shield is made from a mixture of mithral, silver and fine leather. The design is simple with the entire shield being curved towards its center like a bowl. The shield has a scroll’s worth of arcane runes inscribed into the metal on the inside of the shield.

While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

Back-at-ya. When a ranged spell attack misses you, you can use your reaction to send the spell back at the target. When you do so, the original creature then becomes the spell’s new target, instead of you. The spell’s attack roll is rerolled against the chosen creature. If you are a spellcaster and your attack modifier is higher than the original attack modifier, you can use your attack modifier instead, but the spell gains none of your other effects when doing so.

Type AC STR Req. Stealth Dis.
Shield +3 No

Cost: 15 000gp
Weight: 8lb

Dungeon Master's Guide 5th Edition

Lantern of Revealing

Wondrous Item

While lit, this Hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and Objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

Uncommon

Weight: 2 lb


 

World of Aloth

The Moon Orb

Weapon

Legendary The Moon Orb requires attunement by a creature with psionic potential.

This fist-sized sphere of pale moonstone was not carved, but crushed into existence. Its substance is formed from dust and fragments left within the ruins of the Moonlit Sepulchre, remnants of the Shattered Blood Moon that fell during the early reign of Malrec after the Shattering.

Severin gathered these remnants through sheer psychic force, compressing dust, stone, and lingering lunar magic until they crystallized into a single impossibly dense sphere. The resulting Moon Orb still carries a fragment of the dead moon's power.

To use the Moon Orb and gain its benefits, you must concentrate on it, you can begin concentrating as a free action on your turn, as long as the Moon Orb is within 120 feet of you.

In the hands of a creature that is attuned to the Moon Orb, it counts as an exotic weapon that you are proficient with. You use your psionic ability score for attack and damage rolls made with the Moon Orb, and you gain a +1 bonus to attack and damage rolls made with this magic weapon. The Moon Orb deals 1d10 force damage on a hit and has the Dazing Bash and Pushing Blow weapon abilities. The Moon Orb also serves as a psionic focus, the DC of your psionic talents are increased by 1 while concentrating on the Moon Orb, and whenever you roll a Psionic Energy Dice, you can add 1 to the number rolled.

The Moon Orb is a tiny magical object with AC 25, 50 hit points, immunity to poison and psychic damage, and resistance to all other damage except force damage. If the Moon Orb is reduced to 0 hit points, it is not destroyed, but becomes dormant until it has been placed in direct moonlight for 1 hour, in which case it regains 10 hit points each hour it is in direct moonlight.

The Moon Orb does not need to be held and normally floats within 5 feet of you, and once per turn as part of an attack using the Moon Orb, it can be moved an amount of feet equal to 5 x your psionic ability modifier, or twice that amount as a bonus action. The Moon Orb can move no further than 120 feet from you. If it ends your turn beyond this distance, it immediately flies back to you. Additionally, you can have the orb fly back to you while within 120 feet of you (no action required). The Moon Orb can make opportunity attacks against creatures within 5 feet of it, using your reaction.

The Moon Orb has 5 Psionic Charges for the following properties. It regains 1d4+1 expended Psionic Charges daily at dusk. If you expend the last Psionic Charges, roll a d20. On a 20, you regain 2 Psionic Charges, and on a 1, you don’t regain Psionic Charges until the second dusk. You can expend Psionic Charges for the following features:

Ricochet. When you hit a creature with the Moon Orb, you can expend a Psionic Charge to cause the orb to rebound towards another creature within 20 feet of the original target. Make another attack against that creature. You can continue to make additional attacks as part of the Ricochet, expending 1 Psionic Charge for each additional attack, and the same creature can only be targeted once during the same Ricochet. You do not have to see the creature to target it with Ricochet, but it must be a path for the Moon Orb to travel for it.

Stunning Flare. As an action, you expend 3 Psionic Charges and cause the Moon Orb to flare. Each creature within 10 feet of the Moon Orb must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your psionic ability modifier. On a failed save, a creature takes an amount of necrotic damage equal to 4d10 + your psionic ability modifier, and becomes stunned until the end of its next turn. On a successful save, a creature takes half the damage and is not stunned.

Type Damage Damage Range
None 1d10+1 Force

Cost: Priceless
Weight: 10lbs

The statblocks of your class features

Mobile

You are exceptionally speedy and agile. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Remarkable Recovery

A Constitution score of 15+

Your body has the ability to recover quickly from terrible injuries, and is unusually receptive to healing magic. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You recover twice as fast from lingering injuries.
  • When you are successfully stabilized while dying, you regain hit points equal to your Constitution modifier (minimum of 1).
  • Whenever you regain hit points as a result of a spell, potion, or class feature (but not this feat), you regain additional hit points equal to your Constitution modifier (minimum of 1).

 

Mage Slayer

You have practiced techniques in melee combat against spellcasters, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When a creature which is within reach of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against spells cast by creatures within your reach.

 

Titan's Grip

Strength score of 18+

You have mastered the ability to wield unwieldy weapons through pure strength and technique. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You can wield two-handed melee weapons in one hand.
  • When you are wielding a weapon with the versatile property in one hand, it deals the higher damage die.
  • You can wield weapons which are one size larger than you with a -2 penalty to attack rolls instead of disadvantage.

 

Tavern Brawler

A Strength score of 13+

Accustomed to the rough-and-tumble fighting using your fists or whatever weapons happen to be at hand, you gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You are proficient with Improvised weapons
  • Your unarmed strikes deal 1d4 instead of 1, and you add twice your Strength modifier to any unarmed strikes you make.
  • When you hit a creature with an unarmed strike on your turn, you can deal damage to the target and also push it a number of feet away from you equal to half your Strength score. You can use this benefit once per turn.

 

Reactive

A Dexterity score of 15+

Your reactions are greatly honed. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You can take an additional amount of reactions equal to your proficiency bonus per long rest. Only one additional reaction can be used each round.
  • As a reaction when you are hit by a ranged weapon attack, you can intercept the attack. When you do so, you reduce the damage taken by an amount equal to 1d10 + your Dexterity modifier. If you have the monk’s Deflect Attack feature, you instead roll an additional 1d10 and add twice your Dexterity modifier when you reduce the damage from a ranged weapon attack.

 

Touched by the Eye of Corruption

After fulfilling your part to the Eye of Corruption, their influence, and their gift has filled your body, better merging you with your own corruption. Through their promise you gain the following benefits:

  • You immediately gain a Transformation Point
  • Your Corrupted Armor no longer requires attunement.
  • You have advantage on any Constitution ability checks you must make involving the Corrupted Armor.
Whenever you would normally make a saving throw against gaining a level of corruption, you instead regain an amount of hit points equal to your Constitution modifier.
 

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

Sidebar Tables


Sidebar TimeScore
Awesomeness10
Useability10
Aesthetics10

Level 2 Spells

How long can you make a table?

Up to 13-14 to not go into the sidebar, and 20 to not go off the page (on my monitor at least)


Iwonderhowlongicanmakethistablebeforeitlookslikeabsolutepoopactuallyquitelongthatscooliwillusethiseverywhere
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Level 3 Spells

How long can you make a table?

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Iwonderhowlongicanmakethistablebeforeitlookslikeabsolutepoopactuallyquitelongthatscooliwillusethiseverywhere
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Level 4 Spells

Characters

This is the description for the table. You can put BBCode in here and also within the table data (see example further down the page)


NameBobBettyBillBerthaBenBrenda
Level425613
Flight Skill182335572721
WeaponLaser PistolSelf DefenseLaser PistolTaser KnucklesPocket KnifePoisoned Chocolate Brownies

Statblocks for your Trinkets, businesses, building, castles, empires.


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