| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus |
| +5 | Strength | |
| +3 | Dexterity | |
| +7 | Constitution | |
| +2 | Intelligence | |
| +0 | Wisdom | |
| +0 | Charisma |
| +3 | Acrobatics | DEX | |
| +2 | Animal Handling | WIS | |
| +2 | Arcana | INT | |
| +3 | Athletics | STR | |
| +0 | Deception | CHA | |
| +2 | History | INT | |
| +0 | Insight | WIS | |
| +0 | Intimidation | CHA | |
| +2 | Investigation | INT |
| +2 | Medicine | WIS | |
| +2 | Nature | INT | |
| +2 | Perception | WIS | |
| +0 | Performance | CHA | |
| +0 | Persuasion | CHA | |
| +4 | Religion | INT | |
| +3 | Sleight of Hand | DEX | |
| +3 | Stealth | DEX | |
| +2 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Greatsword | +5 | STR | 2d6+3 | gnihsalS | |
| Handaxe | +5 | STR | 1d6+3 | gnihsalS | |
| Handaxe | +6 | STR | 1d6+3 | gnihsalS | |
| Quarterstaff | +5 | STR | 1d6+3 | oning egdulB | |
| Topple | |||||
| Javelin | +5 | STR | 1d6+3 | cing reiP | |
| Thrown | |||||
| Superior Flail | +5 | STR | 1d8+3 | eoning gdulB | |
| Martial, Reach | |||||
Rage
Unarmoured Defense
Healer
You gain the following benefits:
Path of the Ancestral Guardian:
Quarterstaff
Greatsword
Handaxe (x2)
Herbalism kit
Javelin (x4)
Bedroll
Book (philosophy)
Lamp
Oil flask (3)
Traveler's clothes
Explorer's pack
Sylvan Talon Dagger (not attuned)
Sentinel Shield (attuned)
Claymore of the Woods (attuned)
Serenor Signet Silver Ring
Greenwood Staff (attuned)
Common
Celestial
Ken is tall and slim, light skin, almost gray like stone. His hair is also gray, very long, down to his waist, very wavy, not quite curly. He also has a long slightly darker beard, again looking like he hasn't shaved in many years. Very unkempt and wild appearance. feral, vulpine. He has blue eyes, like light/slate blue. Ken is also covered in scars, most of which look very old, like he's had them since childhood. for reference, think Muzaka from Noblesse but with a long beard too. The picture attached is what he might look like while raging, but when he goes into a rage his eyes turn a bright, shining blue. (and his winged form has glowing blue wings, his skin and hair also seem to glow a light blue when he's raging) In terms of character, Ken is quiet but observant. You can tell he doesn't do well in large crowds. He's very tall, well over 6 feet, but he's got terrible posture. Even when he's standing at full height, he looks slunched. He only appears at his fullest height when he's raging. Ken's history is mostly a mystery, even to him. His oldest memories are of an orphanage where he grew up and was treated poorly by the staff and kids. People have always been a source of stress for him, but he's always found comfort in animals. Humanity angers him, nature calms him. As soon as he was old enough, he left the orphanage and forged his own path. He has a history as a wandering kind of hedge knight, a career that earned him many of his scars and wounds. (Although the oldest and largest scars he endured as a child growing up in the orphanage.) He never cared much for conscription or service; it was just a means to an end. Fill his belly, keep him out of bad weather, mortal needs he had to deal with. It's been many years since he served or fought. He finds himself on the sky island because he just wanted to get away from the world, and given his aasimar blood/wings, he's always taken to the sky.
The statblocks of your Weapons, armor and other important/magical equipment
Weapon
Varies Requires Attunement
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The sword has 2 charges. You can expend a charge and speak the command word to cast spike growth (save DC 16) centered on yourself. You can pass through this terrain unaffected. The sword regains one charge each day at dawnA finely crafted sword with delicate etchings, it resonates with a faint hum of life.
Weapon
Uncommon
Momentum. Momentum weapons allow you to deliver devastating attacks as part of rapid movement. When you hit with a Momentum weapon after you moved 20 feet or more in a straight line during the same turn, upgrade the damage dice to the weapon's Momentum Dice value (1d12).
Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.
Mastery: Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Mastery: Swift. Swift weapons help you recover quickly from missed attacks. When you miss with a Swift weapon, you have Advantage on the first attack roll you make with the weapon against the same target before the end of your next turn. If that attack hits, it also deals an extra 1d4 damage of the weapon's normal damage type.
Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Melee | 1d8 / 1d12 | Bludgeoning |
DnD 5e DMG
Armor (Shield)
Uncommon
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.| Type | AC | STR Req. | Stealth Dis. |
|---|---|---|---|
| Shield | No |
Adventuring Gear
Uncommon
This amulet smells of old, ale-stained wood. While wearing it, you can regain 4d4 + 4 hit points when you drink a pint of beer, ale, mead, or wine. Once the amulet has restored hit points, it can't do so again until the next dawn.
Cost: 250 Gp
Wondrous Item
Uncommon
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.| Liquid | Max Amount |
|---|---|
| Acid | 8 ounces |
| Basic Poison | 1/2 ounce |
| Beer | 4 gallons |
| Honey | 1 gallon |
| Mayonaise | 2 gallons |
| Oil | 1 quart |
| Vinegar | 2 gallons |
| Water, fresh | 8 gallons |
| Water, salt | 12 gallons |
| Wine | 1 gallon |
Weapon
Common Requires Attunement
While this weapon is on your person, you understand the non written communication of all Fey, and they understand yours.
Secret Message. As a Magic action, you can use the weapon to cast Message. Once this property is used, it can’t be used again until the next dawn.
| Type | Damage | Damage | Range |
|---|---|---|---|
| Simple Melee | 1d4 | Piercing | 20/40 |
Wondrous Item Rare
This cape smells faintly of brimstone. While wearing it, you can use it to cast the Dimension Door spell as an action. This property of the cape can't be used again until the next dawn.
When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.
Wand
Uncommon
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the Magic Missile from it. For 1 charge, you cast the 1st-level version of the spell. You can increases the spell slot level by one for each additional charge you expend.
The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20 . On a 1, the wand crumbles into ashes and is destroyed.
| Type | Damage | Damage | Range |
|---|---|---|---|
| None | 1D6+1 | None |
Cost: 101 gp - 500 gp
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.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
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