Name
Age
Type
Height
Weight
Size
Race
Alignment
Languages
Background
Class Levels
Proficiency
Bagath
Humanoid
8'5"
370lbs
Medium
Bugbear
Lawful Neutral
Common, Govlin, Elvish
Hermit
Fighter 20 (10 hit dice USED)
Herbalism Kit
Theme (if I find one) :
HP
Initiative
Proficiency
Passive Perception
127
+7
+6
10
AC
Speed
Spell DC
Spell Modifier
Darkvision
20 (21 vs chaos)
30ft
60ft
Str* : 20
Dex : 14
Con* : 12
d20+12
d20+3
d20+8
Int : 14
Wis : 10
Cha : 8
d20+3
d20+1
d20-0
[DEX] Acrobatics : d20+5
[STR] Athletics: d20+11
[WIS] Animal Handling : d20+0
[INT] Arcana : d20+2
[CHA] Deception : d20-1
[INT] History : d20+8
[WIS] Insight : d20+0
[CHA] Intimidation: d20-1
[INT] Investigation : d20+2
[WIS] Medicine : d20+6
[INT] Nature : d20+2
[WIS] Perception : d20+0
[CHA] Performance : d20-1
[CHA] Persuasion : d20-1
[INT] Religion : d20+8
[DEX] Stealth : d20+8
[DEX] Sleight of Hand : d20+5
[WIS] Survival : d20+0
Halberd of Warning----------------
+1 Longsword-----------------
Oversized Weapon +4------------
etc
Attack Rolls
1d20+12
1d20+12
2d20dh1+15
Damage Rolls
1d10+5 (+2d6 vs chaos)
1d8+6 (+2d6 vs chaotic)
2d6+9p (+8d6 vs Chaos)
Additional Info
>4 Attacks/Attack Action
>Crit on 18-20
Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.
Fighting Style. Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Defense. While you are wearing armor, you gain a +1 bonus to AC
Second Wind (Bonus Action—1/Short Rest). You regain 1d10+20 hp. *
Action Surge (2/Short Rest). On your turn, you can take one additional action on top of your regular action. *
Extra Attack. You can attack four times, instead of once, whenever you take the Attack action on your turn
Indomitable (3/Long Rest). You can reroll a saving throw that you fail. If you do so, you must use the new roll. ***
Superior Critical. Your weapon attacks score a critical hit on a roll of 18–20
Survivor. At the start of each of your turns, you regain 6 hp if you have no more than half of your hp left. You don’t gain this benefit if you have 0 hp.
Polearm Master. You can keep your enemies at bay with reach weapons. You gain the following benefits:
When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
Sentinel. You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Alert. You can’t be surprised while you are conscious. Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.
Ritual Caster. You have learned a number of spells that you can cast as rituals. Wizard. Spellcasting ability: Intelligence
Spell Sniper. Prerequisite: The ability to cast at least one spell You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
Your ranged spell attacks ignore half cover and three-quarters cover.
You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Booming Blade
Alarm (Ritual)
Comprehend Languages (Ritual)
Identify (Ritual, 50gp)
Skywrite (Ritual, 100gp)
Leomund's Tiny Hut (Ritual, 150gp)
Rary's Telepathic Bond (Ritual, 250gp)
Equipment:
+1 Longsword (15gp)
LARGE Shield (10gp)
5 Handaxes (25gp)
Explorer's Pack (10gp)
Spyglass (1000gp)
7 Black Sap
Spellbook
Halberd of Warning. Uncommon. Requires Attunement. This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Immovable Rod. (uncommon) This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Cloak of protection (uncommon, attunement) You gain a +1 bonus to AC and saving throws while you wear this cloak.
Ring of Spell Storing. (Attunement). (DESTROYED) Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
-Jump, Counterspell, and Disguise Self
Cape of Mountebank (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.
Dwarven Plate. (DESTROYED) Very Rare. While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
Animated shield - Guess I got this now. (Attuned)
Oversized Knife - It's a +4 oversized greatsword, that deals an additional 8d6 damage to Chaos. It also seems to have an enchantment that allows it to transform into other, equally large weapons.