| +3 | Strength |
| +1 | Dexterity |
| +3 | Constitution |
| +0 | Intelligence |
| +5 | Wisdom |
| +2 | Charisma |
| +1 | Acrobatics |
| +3 | Animal Handling |
| +0 | Arcana |
| +3 | Athletics |
| +0 | Deception |
| +0 | History |
| +5 | Insight |
| +0 | Intimidation |
| +2 | Investigation |
| +5 | Martial |
| +3 | Medicine |
| +0 | Nature |
| +5 | Perception |
| +0 | Performance |
| +0 | Persuasion |
| +0 | Religion |
| +1 | Sleight of Hands |
| +2 | Stealth |
| +5 | Survival |
| Weapon | Attack | Damage | Additional Effects |
|---|---|---|---|
| Tail Mace | 1d20+5 | 1d8+3 | Once per round, whenever you damage an enemy with this weapon, that enemy must make a DC 12 strength saving throw or be knocked prone. If this attack is a critical hit, they have disadvantage on the saving throw. |
The statblocks of your Weapons, armor and other important/magical equipment
Statblocks for your familiars, mounts etc.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.