Albaz's Stats Page

Feats

Feat: Background
Feat: LV4
Feat: LV8
Feat: LV12
Feat: LV16

Vision

Common Sight:1) Yes
Passive Perception: 00
Dark Vision: 00ft
True Sight: 0ft
Tremor Sense: 0ft
Blind Sight: 0ft

Attunment

Slot 1:
Slot 2:
Slot 3:

Movement

Walking 30ft
Swimming 00ft
Climbing 00ft
Flying 00ft

Currency

Platinum Gold Silver Copper
0 0 0 0
Occupation Cook (Qualified Worker)
Income Lifestyle
+2 GpD -2 GpD
Other Expences/Income
Treasure Hunting +

GpD = Gold per Day

Location Item Stats
Head -
Amulet -
Cloak -
Clothes Traveler's Clothes This set of clothes could consist of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.
Armour -
Arms/Hands -
Ring/s -
Belt -
Boots -
Weapon -
Shield/Ammo/Offhand -
Sub-Weapon -

Carrying Capacity
Strength x 15 = Carrying Capacity
Strength x 30 = Lift,Push,Pull Capacity

Carry Capacity Lift, Push, Pull Capacity Equipped Load
000ibs 000Ibs 000Ibs

Consumables & Useful Items

Item Name Details
-
-
-
-
-
-
-
-
-
-

Special Items

Name Detail
Backpack A handy carrying case.2)
Bedroll Made for Sleeping.3)
-
-
-
-
-
-
-
-

Misc / Junk Items

Item Detail
-
-
-
-
-
-
-
-
-
-

Cook's Utensils

Adventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit.

Cook's utensils include

  • Metal pot
  • Knives
  • Forks
  • Stirring spoon
  • Ladle

History:

  • Your knowledge of cooking techniques allows you to assess the social patterns involved in a culture's eating habits.

Medicine:

  • When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction.

Survival:

  • When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.

Prepare Meals:

  • As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain extra hit points per Hit Die spent during a short rest, provided you have access to your cook's utensils and sufficient food.
  • DC 10 - Create a typical meal (+2 Hp per Hit dice)
  • DC 10 - Duplicate a meal
  • DC 15 - Spot poison or impurities in food
  • DC 15 - Create a gourmet meal (+5 Hp per Hit dice)
  • DC 20 - Create a Superb meal (+10 Hp per Hit dice spent)
Attack Hit Damage
Weapon Attack +00 1d6+0
Unarmed Attack +00 1d4+0
Core Saves
STR +0 DEX +0 CON +0
INT +0 WIS +0 CHA +0
Spell Slots
1st 0 2nd 0 3rd 0
4th 0 5th 0 6th 0
7th 0 8th 0 9th 0
Skill Saves
Acrobatics +0
Medicine +0
Animal Handling +0
Nature +0
Arcana +0
Perception +0
Athletics +0
Performance +0
Deception +0
Persuasion +0
History +0
Religion +0
Insight +0
Sleight of Hand +0
Intimidation +0
Stealth +0
Investigation +0
Survival +0
Passive Ability Stat Source
Ability Name Stat Source
Ability Name Stat Source
Ability Name Stat Source
Ability Name Stat Source
Ability Name Stat Source
Ability Name Stat Source
Ability Name Stat Source
Ability Name Stat Source
Ability Name Stat Source
Ability Name Stat Source
Active Ability Description Action Usage/Recovery Source
Name Stat Action/Bonus/Reaction 1 per rest Racial
Name Stat Action/Bonus/Reaction 1 per rest Racial
Name Stat Action/Bonus/Reaction 1 per rest Racial
Name Stat Action/Bonus/Reaction 1 per rest Racial
Name Stat Action/Bonus/Reaction 1 per rest Racial
Name Stat Action/Bonus/Reaction 1 per rest Racial
Name Stat Action/Bonus/Reaction 1 per rest Racial
Name Stat Action/Bonus/Reaction 1 per rest Racial
Name Stat Action/Bonus/Reaction 1 per rest Racial
Name Stat Action/Bonus/Reaction 1 per rest Racial

A handy place for you to write notes as if your character was writing.
For Reference or Lore fill it how you want.

In combat, a companion shares a turn with their caregiver, and acts during the caregiver’s turn
A companion can move and use their own reaction and bonus action independently But they can take only the Dash, Disengage, or Dodge actions unless their caregiver uses a bonus action to command the companion to take a different action, including any of the actions noted in the companion’s stat block
A companion must be able to see or hear their caregiver to receive a command A companion can also take other actions if their caregiver is incapacitated, or if the companion enters a rampage (as discussed below)

  • 16, 8, 16, 5, 10, 8
  • Gelatinous Cube Companion
  • Large Ooze, Unaligned
  • Armor Class 11 plus PB (natural armor)
  • Hit Points 8 + 8 times caregiver’s level (the cube has a number of d8 Hit Dice equal to their caregiver’s level)
  • Speed 30 f.
  • STR DEX CON INT WIS CHA
  • 16 (+3) 8 (−1) 16 (+3) 5 (−3) 10 (+0) 8 (−1)
  • Saving Throws Con +3 plus PB
  • Skills Stealth −1 plus PB
  • Damage Immunities acid
  • Condition Immunities blinded, deafened, prone
  • Senses blindsight 60 f. (blind beyond this radius), passive Perception 10
  • Proficiency Bonus (PB) equals the caregiver’s bonus

Flowing Form. Te cube’s caregiver can enter a space occupied by the cube without becoming engulfed. While in the same space as the cube, the caregiver can atack and interact with creatures engulfed by the cube without harming or taking damage from the cube.

Transparent. Even when the cube is in plain sight, it takes a successful DC 10 plus PB Wisdom (Perception) check to spot a cube that has neither moved nor atacked. A creature that tries to enter the cube’s space while unaware of the cube takes 3 (1d6) acid damage and can’t enter the space.

ACTIONS
Pseudopod (Signature Atack).
Melee Weapon Atack: +3 plus PB to hit, reach 5 f., one target. Hit: 2d64) plus PB acid damage.

  • 1st Level: Burning Acid (2 Ferocity): The gelatinous cube makes a signature attack with a reach of 10 feet. On a hit, the attack deals an extra PB damage, and a target that takes damage from the attack can’t regain hit points until the start of your next turn.
  • 3rd Level: Slime Shower (5 Ferocity): The cube spins rapidly, raining a shower of sticky, acidic slime around them. Each creature within 5 feet of the cube must succeed on a DC 10 plus PB Dexterity saving throw or take 1d6 acid damage and have their speed reduced to 0 until the start of the cube’s next turn. Te cube’s caregiver automatically succeeds on this saving throw.
  • 5th Level: Engulf (8 Ferocity): The cube attempts to pull a Large or smaller creature within 5 feet of them into their body. That creature must make a DC 10 plus PB Dexterity saving

throw. On a failure, the target enters the cube’s space without provoking opportunity atacks, takes PBd6 acid damage, and is engulfed. On a success, a creature takes half as much damage, doesn’t move, and isn’t engulfed. An engulfed creature can’t breathe, is restrained, and takes PBd6 acid damage at the start of each of the cube’s turns. When the cube moves, the engulfed creature moves with them. An engulfed creature can try to escape by taking an action to make a DC 10 plus PB Strength check. On a success, the creature escapes and enters a space of their choice within 5 feet of the cube. Te cube can engulf one Large creature or up to four Medium or smaller creatures at a time


1)
Standard eye sight
2)
A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
3)
You never know where you’re going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.
4)
This changes with level up
  • character/albaz/stats.txt
  • Last modified: 4 months ago
  • by Cinder