-1 | Strength |
+6 | Dexterity |
+0 | Constitution |
+2 | Intelligence |
+1 | Wisdom |
+7 | Charisma |
+13 | Acrobatics |
+1 | Animal Handling |
+6 | Arcana |
+10 | Athletics |
+3 | Deception |
+2 | History |
+1 | Insight |
+3 | Intimidation |
+2 | Investigation |
+1 | Medicine |
+2 | Nature |
+1 | Perception |
+6 | Performance |
+6 | Persuasion |
+2 | Religion |
+2 | Sleight of Hands |
+6 | Stealth |
+1 | Survival |
Description | Attack | Damage | Notes |
---|---|---|---|
Kulog (Basic) | 1d20+7 | 1d4+3 Bludgeoning | Thrown 60-120, Light, Finesse |
Kulog (Malaki) | 1d20+4 | 2d6 Bludgeoning | Two Handed |
Kulog (Killiat) | 1d20+7 | 1d4+3 Bludegoning + 1d6 Lightning | Thrown 60-120, Light, Finesse |
Kulog (Malaki + Killiat) | 1d20+7 | 2d6+3 Bludgeoning + 2d6 Lightning | Thrown 60-120, Light, Finesse |
Unarmed Attack | 1d20+7 | 1d4+2 Bludgeoning |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Weapon Finesse Light Thrown Legendary (this item requires attunement)
Kulog is an ancient dwarven +1 light hammer
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple Melee | 1d4+1 + STR / DEX / 2d6+1 + STR / {DEX} (Malaki) / 1d6 Lightning (Kiliat) / 2d6 Lightning (Kiliat & Malaki) | Bludgeoning | 60/120ft | Finesse Light Thrown |
Instrument
Legendary Requires Attunement
The Golden Kazoo is a beautifully crafted golden kazoo, containing powerful enchantments.
Weight: 1/2lb
Armor (Light)
Very Rare
Custom studded leather kneepads, shoulder pad and a single bladed leather gauntlet. These pieces of armour provide a +1 bonus to AC without negating the Unarmoured Defence class ability
In addition, they provide an addition +1 damage to Gun Stun, Shining Wizard or Hidden Blade attacks
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Light | +1 bonus to AC | No |
Cost: 10GP
Weight: 10lb
Adventuring Gear
Uncommon
An intricately carved bone washboard. As the user plays it, she can make illusions appear around her
Armor (Light)
Very Rare
Custom made crystalline elbow pads of Verani design. These provide a small amount of additional protection to a nimble fighter; but more importantly their jagged surface can be used to cause additional damage when the wrestler uses their elbows.
Provide an additional +2 bludgeoning damage to Hidden Blade attacks
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Light | +1 bonus to AC | No |
Armor Legendary (this item requires attunement)
Bijali is a companion to Kulog. It was designed as a forearm bracer for a dwarf - and is likely a full blown forearm mounted shield for Clootie.
Passive Abilities
+1 to AC
Active Abilities
Kulog Strike: You can strike Kulog against Bijali (as a free action) to instantly charges Kulog and transform it to enhanced warhammer form (2d8 Bludgeoning + 1d6 Lightning)
Kinetic Redirection (Reaction): as a reaction, you can try to intercept a physical attack against you on the shield. Applicable to slashing/bludgeoning/piercing damage only. Make a Dex Save vs Attack Roll. If successful, reduces damage by half. A successful intercept charges the shield (up to a maximum of 1 charge)
Charged Strike: You can channel the shield charge through Kulog. Expend charge to deal additional 3d6 Lightning damage.
Thunderwave You can expend the shield charge to cast Thunderwave from the shield
The statblocks of your class features
The Wrestler is a charismatic melee fighter who uses their body as their weapon of choice, executing feats of incredible power and athleticism to wow the crowds that gather to watch their exploits.
Unarmoured Defence
When wearing no armour, and not using a shield, your AC equals 10 + Dexterity Modifier + Charisma Modifier.
Unarmed Combat
You gain the following benefits while using unarmed attacks:
Level | Proficiency Bonus | Heat Points | Leap to Your Feet DC | Core Abilities | Heel Abilities | Babyface Abilities |
---|---|---|---|---|---|---|
1 | +2 | - | - | - | - | - |
2 | +2 | 2 | - | Flurry of Blows, Nimble Defence, Talking Smack | - | - |
3 | +2 | 3 | 20 | Leap to Your Feet, Redirect Attack, Unleash a Can of Whoopass! | - | - |
4 | +2 | 4 | 19 | Ability Score Improvement | - | - |
5 | +3 | 5 | 18 | Taking Bumps | - | - |
6 | +3 | 6 | 17 | Persona, Cutting the Promo | - | - |
7 | +3 | 7 | 16 | Evasion | Cheap Shot | Reversal |
8 | +3 | 8 | 15 | Ability Score Improvement | - | - |
9 | +4 | 9 | 14 | - | - | - |
10 | +4 | 10 | 13 | - | The Show Must Go On | Big Comeback |
11 | +4 | 11 | 12 | Cena's Luck | - | - |
12 | +4 | 12 | 11 | Ability Score Improvement | - | - |
13 | +5 | 13 | 10 | - | - | - |
14 | +5 | 14 | 9 | - | - | - |
15 | +5 | 15 | 8 | - | - | - |
16 | +5 | 16 | 7 | Ability Score Improvement | - | - |
17 | +6 | 17 | 6 | - | Stylin' and Profilin' | Hulkamania Running Wild |
18 | +6 | 18 | 5 | - | - | - |
19 | +6 | 19 | 4 | Ability Score Improvement | - | - |
20 | +6 | 20 | 3 | - | - | - |
Wrestler Class
The Shining Wizard can be used as a reaction move whenever a prone opponent attempts to stand within range.
The Shining Wizard is delivered to an opponent down on one knee. The wrestler steps off the opponent's raised knee with one foot, and swings the other leg to strike the opponent's head.
Wrestler Class
The Gun Stun is used as an unarmed attack against a standing humanoid opponent between size Small and Large.
The wrestler jumps at the opponent, grabbing the creature's head from behind and pulling it onto the wrestler's shoulder while parallel to the ground. As the wrestler drops, they slam the opponent's face into the ground.
Wrestler Class
Inverted Hurricanrana is used as an unarmed attack against a standing humanoid opponent, between size Small and Large, who is facing away from you.
The wrestler leaps onto the target's shoulders, wrapping their legs around it's neck. The wrestler then flips backwards, throwing the target over their head into the ground.
Wrestler Class
The Coquina Clutch is used as a grapple move against a standing humanoid opponent, between size Small and Large who is facing away from you and against whom you have advantage
The wrestler leaps on the target's back, pulling them to the ground, grabbing their head and neck in a choke hold, and pinning their body between their legs. The wrestler can maintain this hold and attempt to render the target unconscious.
Round | Constitution Save DC |
---|---|
2 | DC 5 |
3 | DC 15 |
4+ | DC 25 |
Wrestler Class
A Superkick is used as a bonus action to make an unarmed attack against a standing opponent, medium sized or smaller, within melee attack range.
The wrestler performs a high side thrust kick, using the sole of their foot to strike the opponent's head or chin. The wrestler will sometimes slap their thigh or chest at the moment the kick makes contact to create an appropriate sound effect.
Performance Check | Effect |
---|---|
>15 | The wrester whips the crowd (or more likely, just themselves) into a frenzy. Gain a Finisher Point rather than expending one |
10 - 14 | The move does not consume a Finisher Point |
<5 | The wrestler tries to be too flamboyant in their theatricality and overbalances. The attack automatically misses and the wrestler is knocked prone. |
Wrestler Class
The Red Arrow is an acrobatic unarmed attack used against a prone opponent.
The wrestler leaps off an elevated surface, performing an elaborate flip in mid air before dropping onto their opponent. The wrestler can then pin the opponent.
The wrestler must be at least 3ft higher than their opponent.
Drop Height | Acrobatics DC | Damage |
---|---|---|
3ft - 5ft | DC 10 | 1d6 |
6ft - 10ft | DC 15 | 2d6 |
11ft - 15ft | DC 20 | 3d6 |
16ft - 20ft | DC 25 | 4d6 |
21ft+ | DC 30 | 5d6 |
Wrestler Class
A quick elbow strike against the opponents face. If the enemy is stunned, the wrestler can take the opportunity to strike them on the back of the neck, dealing massive damage.
The wrestler delivers a sudden elbow strike against an opponent's face, or a precisely targeted swinging back elbow to pressure points on the back of a stunned opponent's neck
Wrestler Class, Practice with Party Member(s)
The wrestler is thrown into the air by their partner
Athletics Roll | Throw Height | Acrobatics DC |
---|---|---|
<10 | Dropped | DC5 |
10-19 | 10ft | DC10 |
20-29 | 15ft | DC15 |
30+ | 20ft | DC20 |
Wrestler Class; Kulog Energised
A powerful finishing move against a grappled opponent. This move can be performed against creatures up to the same size class as the wrestler. The wrestler hoists their opponent onto their shoulders and then plants them face first into the ground, then pinning them.
Wrestler Class
A quick move which helps to set up the target for further attacks The wrestler grabs the opponent by the arm, then quickly pulls them into a knee strike to the face.
Statblocks for your familiars, mounts etc.
Monster Manual (p.133)
The dragon’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.
Superior Invisibility. As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. Limited Telepathy. Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it. Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. Euphoria Breath (Recharge 5–6). The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:
Dragon Color | Age Range |
---|---|
Red | 5 years or younger |
Orange | 6-10 years |
Yellow | 11-20 years |
Green | 21-30 years |
Blue | 31-40 years |
Indigo | 41-50 years |
Violet | 51 years or more |
Statblocks for race/species of the character.
As a forest gnome, you have a natural knack for illusion and inherent quickness and stealth. In the worlds of D&D, forest gnomes are rare and secretive. They gather in hidden communities in sylvan forests, using illusions and trickery to conceal themselves from threats or to mask their escape should they be detected. Forest gnomes tend to be friendly with other good-spirited woodland folk, and they regard elves and good fey as their most important allies. These gnomes also befriend small forest animals and rely on them for information about threats that might prowl their lands. Age Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. Alignment Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious. Size Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. Speed Your base walking speed is 25 feet. Darkvision Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Gnome Cunning You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Natural Illusionist You know the minor illusion cantrip. Intelligence is your spellcasting ability for it. Speak with Small Beasts Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
0-level (Cantrip) Enchantment
You unleash a string of insults laved with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d8 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
At higher levels: This spell's damage increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Saving Throw | Wisdom |
---|---|
1d8 | Psychic Damage |
PHB
5-level Divination
Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.
The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer w hose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.”
Statblocks for your Trinkets, businesses, building, castles, empires.
Wondrous Item Uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Weight: 15lb