| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus |
| +4 | Strength | |
| +0 | Dexterity | |
| +4 | Constitution | |
| -2 | Intelligence | |
| -1 | Wisdom | |
| +4 | Charisma |
| +0 | Acrobatics | DEX | |
| -1 | Animal Handling | WIS | |
| -2 | Arcana | INT | |
| +6 | Athletics | STR | |
| +2 | Deception | CHA | |
| -2 | History | INT | |
| -1 | Insight | WIS | |
| +4 | Intimidation | CHA | |
| -2 | Investigation | INT |
| -1 | Medicine | WIS | |
| -2 | Nature | INT | |
| -1 | Perception | WIS | |
| +2 | Performance | CHA | |
| +4 | Persuasion | CHA | |
| -2 | Religion | INT | |
| +0 | Sleight of Hand | DEX | |
| +0 | Stealth | DEX | |
| -1 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Spear | +6 | STR | 1d6/1d8+4 | ||||||||||
| Versatile and Throwing | |||||||||||||
| Glaive | +6 | STR | 1d10+4 | ||||||||||
| Greatsword | +6 | STR | 2d6+4 | ||||||||||
| SGttEH Sanctified PartisanWeapon (Shield) Uncommon Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the sanctified partisan is a spear and a shield. In its transformed state, the spear is sheathed by the shield, which retracts into a massive blade; the weapon becomes a glaive. Untransformed. Using this pair of weapons together requires the spear to be held in one hand and the shield in the other. When you are targeted by a melee weapon attack, you can use your reaction to deflect with the shield, gaining a +2 bonus to AC against that attack. If the attack misses, you can immediately make a single melee weapon attack with the spear as part of the same reaction. Transformed. This glaive doesnāt have the heavy property. When you hit with an attack using this weapon, as part of the attack, you can pierce the target, transform the weapon, and only pull out the spear. The shield remains in the target's body, impaling it. An impaled creature takes 1d4 slashing damage at the start of each of its turns, and its speed is reduced by 15 feet. To remove the shield, the impaled target can use its action to make a DC 12 Strength check. On a success, the shield is removed and falls at the targetās feet. If you are within 5 feet of the shield, you can use a bonus action to retrieve and don it.
| +6 | STR | |||||||||||
The statblocks of your Weapons, armor and other important/magical equipment
https://roll20.net/compendium/dnd5e/Items:Spear?expansion=33335
Weapon
Common
Thrown, Versatile
Sap
A spear is one of humanityās oldest, most effective weapons, consisting of a long shaft (usually wood) with a sharp, pointed tip (stone, metal, or tempered steel) designed for thrusting or throwing. Used for hunting and war, spears provide superior range and armor penetration, with specialized types including lances, javelins, harpoons, and pikes.
| Type | Damage | Damage | Range |
|---|---|---|---|
| Simple Melee | 1d6 / 1d8 | Piercing | 20/60 ft |
Cost: 1 GP
Weight: 3 lb
Player's Handbook
Armor (Shield)
Common
Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it.
| Type | AC | STR Req. | Stealth Dis. |
|---|---|---|---|
| Shield | 2 | - | No |
Cost: 10 gp
Weight: 6 lbs
https://roll20.net/compendium/dnd5e/Items:Glaive?expansion=33335
Weapon
Common
Heavy, Reach, Two-Handed
Graze
A glaive is a polearm consisting of a long shaft with a single-edged, cleaver-like blade on top, historically used by foot soldiers. It is also used to describe a broadsword or a thrown, bladed weapon. Synonyms include blade, saber, broadsword, or polearm.
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Melee | 1d10 | Slashing |
Cost: 20 GP
Weight: 6 lb
SGttEH
Weapon (Shield)
Uncommon
Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the sanctified partisan is a spear and a shield. In its transformed state, the spear is sheathed by the shield, which retracts into a massive blade; the weapon becomes a glaive. Untransformed. Using this pair of weapons together requires the spear to be held in one hand and the shield in the other. When you are targeted by a melee weapon attack, you can use your reaction to deflect with the shield, gaining a +2 bonus to AC against that attack. If the attack misses, you can immediately make a single melee weapon attack with the spear as part of the same reaction. Transformed. This glaive doesnāt have the heavy property. When you hit with an attack using this weapon, as part of the attack, you can pierce the target, transform the weapon, and only pull out the spear. The shield remains in the target's body, impaling it. An impaled creature takes 1d4 slashing damage at the start of each of its turns, and its speed is reduced by 15 feet. To remove the shield, the impaled target can use its action to make a DC 12 Strength check. On a success, the shield is removed and falls at the targetās feet. If you are within 5 feet of the shield, you can use a bonus action to retrieve and don it.| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Melee | 1d10 | None | 10 feet |
The statblocks of your class features
Eldritch Hunt
| Level 3: | faerie fire, spectral slash |
| Level 5: | moonbeam, hold person |
| Level 9: | displacing maw spectral fury |
| Level 13: | black tentacles, maiden of bones |
| Level 17: | contact other plane, hold monster |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Arceiron Campaign Setting / Homebrew
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Abjuration
You touch one creature, imbuing it with vitality. If the target has at least 1 hp, it gains a number of temp hp equal to 1d4+ your spellcasting ability modifier. The temporary hit points are lost when the spell ends.
Basic Rules, pg. 239
1-level Evocation
Eldritch Hunt
1-level Conjuration
Player's Handbook
1-level Divination
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Player's Handbook (5.5e) 2024
1-level Abjuration
A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
PHB'24 p.316
1-level Abjuration
Player's Handbook
1-level Enchantment
You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn.
The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
Statblocks for your Trinkets, businesses, building, castles, empires.
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