Albaz's Mechanics & Stats D&D 5th


Feats

Background: -
LV4: -
Lv6: (Fighter)
LV8: -
LV10: (Rouge)
LV12: -
LV16: -
Lv19: (Epic Boon)

Invocations/ Infusions

Feat: -
LV0 : -
LV0 : -
LV0 : -
LV0 : -
LV0 : -

Vision

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

Attunment

Slot 1:
Slot 2:
Slot 3:

Movement

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

Currency

Platinum Gold Silver Copper
0 0 0 0
Occupation Occupation
Income Lifestyle
+0 GpD -0GpD
Other Expenses/Income

GpD = Gold per Day

Location Item Stats
Head -
Amulet -
Cloak -
Clothes -
Armour -
Arms/Hands -
Ring/s -
Belt -
Boots -
Weapon -
Shield/Ammo/Offhand -
Sub-Weapon -
Quick Access -
Quick Access -
Quick Access -

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
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Special Items

Name Detail
Backpack A handy carrying case.2)
Bedroll Made for Sleeping.3)
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Misc / Junk Items

Item Detail
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Species Name:
description

Physical Appearance

  • Ability Score:
  • Lifespan:
  • Alignment:
  • Size:
  • Speed:
  • Languages:
  • Species trait 1
  • Species trait 2
  • Species Trait 3
  • Species Trait 4
  • Species Trait 5

Text

Text

As a beastheart, you gain the following class features, which are summarized on the Beastheart table

Hit Points

  • Hit Dice: 1d8 per beastheart level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per beastheart level after 1st

Proficiencies

  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, battleaxes, greataxes, longbows, nets, scimitars, shortswords
  • Tools: None
  • Saving Throws: Strength, Wisdom
  • Skills: Choose three from Animal Handling, Athletics, Intimidation, Nature, Perception, Stealth,

and Survival

Equipment
14, 1S / 240 Gold

  • Splint Armour, 150G
  • Steel Maul, 13G
  • Backpack, 2G
  • Bedroll, 1G
  • Traveler's Clothes, 1G
  • Tent, Two person, 2G
  • Tinder-Box, 5S
  • Waterskin, 2S
  • Coin Pouch, 2S
  • Soap x5, 10C
  • Hourglass, 25G
  • Shield, 10G
  • Cooking Ingredients, 9S, 21G
    • Fruits x10, 10C
    • Vegetable x10, 50C
    • Grains x10 (Rice & Oats), 10S
    • Meats x20 (Chicken, Beef, Special), 5G
    • Eggs x10, 10C
    • Cheeses x5, 5G
    • Spices x20, 20C
    • Wine x10, 10G

The saying 'Dinner and a Show' is something some cooks strive for. You have turned your cooking into entertainment with the meal being the finale' With the skills to bring smiles to peoples faces and bellies its hard for anyone to dislike you, But some people will. Skilled with hands and words although you may not be optimized for life in the wilderness you can make that life a little easier for members of your party.

Feature: Chef

Source: Tasha's Cauldron of Everything

Time and effort spent mastering the culinary arts has paid off. You gain the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with cook’s utensils if you don’t already have it.
  • As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
  • With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.
  • With access to a pleather of ingredients (200G worth) and cooking space you can re-create a Heroric Feast. This process takes 4 hours of uninterrupted work as well as success on 3 separate performance skill checks.
    The result is a magnificent feast suitable for creatures equal to 4 + proficiency bonus.
    The feast takes 1 hour to consume, and the beneficial effects don’t set in until this hour is over.

A creature that partakes of the feast gains several benefits. They make all Wisdom saving throws with advantage and Its hit point maximum also increases by 2d10 and it gains the HP so it was at max. These benefits last for 24 hours.

Ability Score Bonus (D&D 2024 Background)

  • +1 STAT

Skill Proficiencies

  • Performance

Languages And Tool Proficiency

  • Language
  • Cooks Utensils


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Companion
At 1st level, you gain a companion creature that accompanies you on your adventures, fghting, exploring, and living alongside you. You can choose any companion Listed in MCDM supplements.
Your supernatural connection to your companion binds their life to yours, allowing you to help your companion overcome even the most grievous injuries. If your companion has lost hit points or is dead, you can spend 1 minute meditating on your companion’s spirit, The companion then regains all their hit points and returns to life if they were dead, and you gain one level of exhaustion.
If the companion’s body was destroyed, they reform within 5 feet of you.

The first time you finish a long rest after you gain a level in this class, you can bond with a new companion of your choice, which arrives in an unoccupied space within 5 feet of you in a manner determined by the GM. If you already have a companion from this feature, they leave to be on their own when the new companion arrives.

Natural Language
From 1st level, you can comprehend and verbally communicate with your companion, as well as with all Beasts and Monstrosities This feature doesn’t allow you to communicate complex thoughts or questions, but you can make simple statements (such as showing other creatures you mean them no harm) or ask simple questions (such as the location of the nearest body of water, or if a specific individual with a unique look passed through the area recently) The knowledge and awareness of such creatures is limited by their intellect, and the GM determines if a particular creature is in a communicative mood.
While speaking with a Beast or Monstrosity using this feature, you can make Wisdom (Animal Handling) checks in place of Charisma checks to influence the creature


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Primal Exploits
Starting at 2nd level, you learn to channel your companion’s fury into extraordinary deeds called primal exploits, which are fueled by your companion’s ferocity.
You learn three primal exploits of your choice, detailed below. You learn two additional exploits of your choice at 10th and 17th level.
Whenever you gain a level in this class, you can choose one of the primal exploits you know and replace it with another primal exploit, for which you must have the appropriate beastheart level.

Some exploits are activated using your reaction Others are usable under specific circumstances but require no action. Some exploits are activated as part of the Attack action, in which case, you can use only one such exploit per turn.
All exploits require you to spend your companion’s ferocity to use them Your companion must be within 60 feet of you when you use an exploit, and must have ferocity at least equal to the exploit’s cost The companion loses ferocity equal to the cost when you use the exploit.

You can use an exploit even if your companion is unconscious, as long as they have the appropriate ferocity You can’t use an exploit while your companion has entered a rampage. Some exploits allow a companion to make a signature attack This signature attack can’t be modified with additional exploits or used as part of a ferocity action.

Exploit Save DC Primal Exploits
Some of your exploits require creatures to make a saving throw to resist the exploit’s efects The saving throw DC is calculated as follows:

  • Exploit save DC = 8 + your proficiency bonus + your Wisdom modifier

Saving throws for your exploits use your exploit save DC even if the action that triggers the saving throw is undertaken by your companion. Your exploit save DC also adjusts the DC of your companion’s ferocity actions (see Superior Ferocity below)

Superior Ferocity
Also at 2nd level, whenever your companion uses a ferocity action that requires a creature to make an ability check or saving throw, the companion can use your primal exploit save DC in place of the normal DC.


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Companion Bond
At 3rd level, you choose a specialized bond that you share with your companion Choose

  • Ferocious Bond
  • Hunter Bond
  • Infernal Bond
  • Primordial Bond
  • Protector Bond

Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Master Caregiver
Also at 3rd level, you gain proficiency in the Animal Handling skill If you already have proficiency in Animal Handling, your proficiency bonus is doubled for any ability check you make with the skill.

Infernal Bond
You and your companion share a deep connection with each other … and with the Seven Cities of Hell! It might be that you work in the service of a devil, that you both spent time imprisoned in Hell before clawing your way out together, or simply that you bonded with a fiendish companion born in the Lower Planes. Whatever the case, you are connected to the Seven Cities and can use your companion’s ferocity to unlock infernal magic.

Devil’s Understanding
Starting when you choose this bond at 3rd level, you can speak, read and write Infernal. Additionally, you gain proficiency in the Arcana or Religion skill (your choice) if you do not already have proficiency in those skills.

Infernal Exploits
At 3rd level, you gain one infernal exploit of your choice, which functions in the same manner as your primal exploits and uses your exploit save DC as applicable The exploit you choose must be one available at 3rd level You gain one additional infernal exploit at 11th level. Whenever you gain a level in this class, you can choose one of the infernal exploits you know and replace it with another infernal exploit, for which you must have the appropriate beastheart level.


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Feat: Skill Expert Source: Tasha's Cauldron of Everything
You have honed your proficiency with particular skills, granting you the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20. Charisma
  • You gain proficiency in one skill of your choice. Insight
  • Choose one skill in which you have proficiency Performance. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

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Beyond Instinct
At 5th level, thanks to your care, your companion’s tenacity and versatility grow You and your companion gain the following benefits:

  • Whenever your companion gains ferocity at the start of your turn, they gain an additional 1 ferocity
  • Your companion gains proficiency in saving throws with one ability score of your choice
  • Your companion gains proficiency in one of the following skills of your choice: Acrobatics, Animal Handling, Athletics, Intimidation, Investigation, Perception, Performance, Sleight of Hand, Stealth, or Survival
  • Your companion can use Wisdom in place of Intelligence when they make an ability check using the Investigation skill, and they can use Strength or Dexterity in place of Charisma when they make an ability check using the Intimidation or Performance skill

When you reach 10th level in this class you gain additional benefits.

  • The additional ferocity your companion gains increases to 3.
  • Your companion gains proficiency in another saving throw of your choice, and gains proficiency in another skill from the list above

When you reach 15th level in this class you gain additional benefits.

  • The additional Ferocity your companion gains increases to 5
  • Your companion gains proficiency in another saving throw of your choice, and gains proficiency in another skill from the list above

Improved Signature Attack
At 5th level, when your companion hits with their signature attack, the attack deals one additional weapon damage die.
This increases to two additional weapon damage dice at 11th level and three additional dice at 17th level.
Additionally, damage dealt by your companion’s attacks and ferocity actions counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.


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Faithful Companion
At 6th level, your supernatural connection to your companion grows, allowing you to coordinate faster and to work better as a team with all your allies.
You no longer need to use your bonus action to command your companion Instead, as long as you are not incapacitated, you can direct them to take an action simply with verbal or physical signs that require no action.
Additionally, when your companion enters a rampage when you are not incapacitated and they can see or hear you, they do not automatically move toward and attack the nearest creature. You instead choose where the companion moves on your turn and which creature they attack with their signature attack Rejuvenating Ferocity.

Also at 6th level, your companion can draw on their own fury to revitalize themselves during a battle. You can use a bonus action to spend any amount of your companion’s ferocity, with the companion regaining hit points equal to the ferocity spent.
You can use this feature a number of times equal to your Wisdom modifer (minimum once), regaining all uses when you finish a long rest.


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Hell’s Charmer
At 7th level, your companion can harness the supernatural charm of devils to work enchantment magic on other creatures.
As an action, choose one creature that can see you and your companion within 30 feet of you. That creature must make a Wisdom saving throw, doing so with advantage if you or your allies are fighting them. On a success, the creature knows you tried to charm them and becomes hostile toward you and your companion.
On a failure, the creature is charmed by you and your companion for 10 minutes, or until you or your allies do anything physically, mentally, or emotionally harmful to the creature The charmed creature is friendly to you When this effect ends, a charmed creature doesn’t remember what happened during the time they were charmed.
You can use this feature a number of times equal to your Wisdom modifier (minimum once) You regain all uses when you finish a long rest.


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Ability Score or Feat

Primal Strike
At 8th level, you gain the ability to infuse your weapon strikes with primal energy.
Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage to the target The damage type is determined by you when you gain this feature, and is chosen from the following list:

  • Acid
  • Cold
  • Fire
  • Lightning
  • Poison
  • Thunder

Each time you gain a level in this class, you can change the damage type for this feature to another type from the list. When you reach 14th level, the extra damage increases to 2d8


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Mystic Connection
At 9th level, your connection to your companion grants a natural talent The benefit of your Mystic Connection depends on your companion If you ever gain a new companion, your new companion’s Mystic Connection benefit replaces the old one

gain until you finish a long rest

Gelatinous Cube.

  • Your body becomes flexible and gelatinous.
  • As an action or bonus action, you absorb a Tiny object you hold into your body, so no one else can access it.
    As an action or bonus action, you can then excrete an absorbed object into one of your empty hands or have it fall at your feet.
    You can absorb up to four objects at a time. Any absorbed objects fall out of your body when you die
  • Additionally, when another creature within 5 feet of you hits you with a melee attack, you can use a reaction to deal 3d6 acid damage to the attacker You can’t use this benefit again until you finish a short or long rest.

Text [?]


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Fiendish Traits
At 11th level, your companion’s connection to Hell causes them to become more fiendish.
Choose one of the following traits for your companion:

  • Barbed Hide:
    Your companion grows barbs all over their body When a creature within 5 feet of your companion grapples them or hits them with a melee attack, that creature takes 1d10 piercing damage
  • Fiendish Immunities:
    Your companion’s skin, fur, or other coloring turns red, and the companion is immune to fire and poison damage and to the poisoned condition
  • Fiery Weapons:
    Your companion’s natural weapons, such as teeth or claws, become sheathed in black fire Whenever your companion hits with their signature attack, the attack deals an extra 1d6 fire damage.
  • Wings:
    Your companion sprouts leathery wings from their back and gains a flying speed of 40 feet If your companion already has wings, those wings take on a fiendish look and their flying speed increases to 40 feet.

Whenever you finish a long rest, you can replace your companion’s fiendish trait with another from this list


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Ability Score or Feat


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Loyal to the End
At 13th level, even harmful magic can’t shake you and your companion’s loyalty to each other and your friends You and your companion can’t be charmed or frightened.


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Keen Senses
At 14th level, your senses sharpen, becoming akin to those of a fearsome predator You have advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell Additionally, you can take the Search action as a bonus action.


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Fiendish Form
At 15th level, your companion can become a scale-covered child of Hell As a bonus action, you can spend 6 ferocity to transform your companion into a fiendish form for 1 minute.
While in this form, your companion undergoes the following changes:

  • They are a fiend
  • They have resistance to bludgeoning, piercing, and slashing damage
  • They have advantage on saving throws against spells and other magical effects

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Ability Score or Feat


Text [?]


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Summon the Wilds
At 18th level, you can call forth nearby creatures as a distracting swarm Depending on your location, this horde could consist of birds, fish, insects, rodents, or other similar creatures of your choice As an action, you call out to the creatures, which arrive immediately and occupy a 30-foot cube centered on a point within 120 feet of you that you can see The swarm persists for 1 minute.
On each of your turns, you can use a bonus action to move the swarm up to 30 feet in any direction. Each creature of your choice that starts their turn in the swarm’s area must succeed on a Wisdom saving throw against your exploit save DC or have disadvantage on ability checks, attack rolls, and saving throws, and a −5 penalty to their passive Wisdom (Perception) score, until the start of their next turn.
You can’t use this feature again until you finish a short or long rest.


Text [?]


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Unbreakable Friendship
At 20th level, your afection and friendship for your companion infuses the creature with primal energy, making them a paragon of their kind.
While you have at least 1 hit point and your companion can see or hear you, you and your companion gain the following benefits:

  • You automatically succeed on Wisdom (Animal Handling) checks made to prevent your companion from entering a rampage (You can choose to not make the check if you wish to have your companion enter a rampage on purpose )
  • If your companion is reduced to 0 hit points but not killed outright, they drop to 1 hit point instead.
  • Whenever you roll initiative, your companion gains 1d10 ferocity.

Albaz's Primal Exploits, Details & Mechanics

Type of Spell List you can access

Spell Slot Recovery

Spell Preperation

Spellcasting Scores, DC, Bonus

Ritual Casting

Spellcasting Focus

Ferocity
Companions are dangerous creatures Though often more docile than their wild counterparts, they aren’t fully domesticated Each companion’s ferocity is a measure of their tenacity and fury, and of how those things build in battle As a companion’s ferocity increases, they gain access to powerful new features, but they also become more difficult for a caregiver to control If a companion isn’t incapacitated at the start of their and their caregiver’s turn, their ferocity increases by 1d4 + the number of hostile creatures within 5 feet of the companion that they can see or hear For the purpose of building ferocity, a group of creatures that share a single stat block (such as a swarm of rats) count as one creature Ferocity builds round after round during combat, and there is no maximum to the level of ferocity a companion can gain

Rampage
After rolling to increase ferocity at the start of their turn, if a companion has 10 ferocity or more and is not incapacitated, they run the risk of entering a rampage The companion’s caregiver can make a Wisdom (Animal Handling) check (no action required) to try to stop the companion from entering a rampage To make the check, the caregiver must not be incapacitated, and the companion must be able to see or hear the caregiver The DC for the check equals 5 + the companion’s ferocity On a success, the companion acts normally on their turn On a failure, or if the caregiver doesn’t make the check, the companion enters a rampage When a companion enters a rampage, they immediately move up to their speed toward the nearest creature and attack that creature with their signature attack (see below), dealing extra damage equal to half their ferocity if the attack hits If at least one ally and one enemy are nearest and equidistant to the companion, the caregiver’s player rolls any die On an odd number, the companion attacks an ally On an even number, the companion attacks an enemy The caregiver’s player determines which specific ally or enemy the companion engages (and can choose their own character if they wish) A companion who can’t reach a creature to attack while in a rampage uses the Dash action to move as far as they can toward the nearest creature If a companion can’t sense any potential targets, they move as far as they can in a random direction determined by the GM, avoiding danger When a companion who has entered a rampage resolves their action or ends their turn, their ferocity drops to 0 and they are no longer in a rampage

Reducing Ferocity
To prevent a companion from entering a dangerous rampage, a caregiver has several options at their disposal for reducing the creature’s ferocity

Ferocity Actions
Each companion has three actions in their stat block that cost ferocity to use To use one of these ferocity actions, a companion must have a caregiver with a character level equal to the ferocity action’s level, and must spend the necessary amount of ferocity before they use the action If the companion doesn’t have enough ferocity to spend, they can’t use the action Ferocity actions always use the companion’s action, meaning they can’t be used as part of an opportunity attack Ferocity actions can’t be used while a companion is in a rampage

End of Combat
When a combat encounter involving a companion ends and the companion isn’t dying, the companion regains hit points equal to their ferocity, and their ferocity drops to 0 The GM determines when a combat encounter ends, typically at the point when creatures stop acting in initiative order

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Bold = Prepared Spell

Primal Exploits: 2nd Level You can take any of the following exploits when you gain this feature at 2nd level, or when you gain new exploits at 10th and 17th levels

Aid Us, Friend (3 Ferocity)
You can activate this exploit whenever you take the Attack action Before or after you attack, your companion can take the Help action as a bonus action

Bring Them Down (4 Ferocity).
When your companion hits a creature with their signature attack, you can use your reaction to command the companion to yank the target down The target must succeed on a Strength saving throw or fall prone

Drag Them (4 Ferocity).
When your companion hits a Large or smaller creature with their signature attack and both the companion and the target are standing on the ground, you can use your reaction to command your companion to move the target The target must make a Strength saving throw On a failure, the companion moves up to half their walking speed in any direction you choose and pulls the target with it

Feral Refexes (2 Ferocity).
When you or your companion is hit by an attack, you can use your reaction to increase the target’s AC by 2 against the triggering attack

Hurricane Blow (3 Ferocity).
You can activate this exploit whenever you take the Attack action The frst time you hit a creature with a weapon attack this turn, the attack deals its normal efects, and you can push the target up to 10 feet away from you

No Escape (1+ Ferocity).
At the start of your turn when your companion gains ferocity and doesn’t enter a rampage, you can spend up to your Wisdom modifer in

ferocity (minimum 1; no action required)
Until the start of your next turn, your speed or your companion’s speed (your choice) increases by 5 feet × the ferocity spent

Primal Pounce (3 Ferocity). When your companion hits a creature with their signature attack, you can use your reaction to command the companion to grapple the target The target must make a Dexterity saving throw On a failure, the companion grabs the target and the target is grappled (escape DC equal to your exploit save DC) The grapple also ends if your companion attacks a creature other than the target Quick Hide (2 Ferocity). You can activate this exploit whenever you take the Attack action The frst time you hit a creature with a weapon attack this turn, your companion can take the Hide action as a reaction if they are able to hide Thrash (4 Ferocity). When your companion hits a Large or smaller creature with a melee signature attack, you can use your reaction to command the companion to thrash the target from side to side, forcing them to make a Wisdom saving throw On a failure, the target has disadvantage on attack rolls, and attack rolls against the target have advantage, until the start of your next turn

Primal Exploits: 10th Level You can take any of the following exploits when you gain new exploits at 10th and 17th levels

Crushing Charge (8 Ferocity).
As an action, you move up to your speed in a straight line without provoking opportunity attacks You can move through other creatures’ spaces, but must end your move in an unoccupied space Each creature in a space you move through, except for your companion, must make a Strength saving throw On a failure, a creature takes 4d6 bludgeoning damage and is knocked prone On a success, the creature takes half as much damage and isn’t knocked prone
When you reach 17th level, the damage increases to 5d6

Expanding Fury (6 Ferocity).
When your companion uses a ferocity action that afects creatures within a specifc distance of the companion, you can use your reaction to expand that distance by 10 feet

Furious Vengeance (5 Ferocity).
When a creature hits you or your companion with a melee attack, you can use your reaction to deal 4d6 psychic damage to the attacker
When you reach 17th level, the damage increases to 5d6

Marked Prey (4 Ferocity).
When your companion uses a ferocity action that requires a creature to make a saving throw, you can use your reaction to impose disadvantage on the save

Primal Shout (6 Ferocity).
As an action, you let loose a menacing bellow Each creature of your choice that can hear you within 15 feet of you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn

Wrath of the Pack (4 Ferocity). When you hit a creature with an attack and that creature is within 5 feet of your companion, you can have your companion make a signature attack against the creature (no action required) On a hit, the attack deals its normal efects, and the target is knocked prone

Primal Exploits: 17th Level You can take any of the following exploits when you gain new exploits at 17th level Blood Sport (16 Ferocity). When you hit a Large or smaller creature with a melee weapon attack, you can also push the target up to 30 feet away from you and knock them prone If the target ends this move within 5 feet of your companion, the companion can make a signature attack against the target (no action required) On a hit, the attack deals its normal efects, and the target is pushed up to 30 feet away from your companion If the target ends this move within 5 feet of you, you can make a melee weapon attack against them (no action required) that deals an extra 4d6 damage if it hits Break the Earth (14 Ferocity). As an action, you open a 10-foot-radius pit in the ground, foor, or other surface within 60 feet of you The pit can be up to 50 feet deep, depending on the depth beneath the surface where it is opened Each creature standing in the area when the pit opens must make a Dexterity saving throw On a failure, a creature falls into the pit, taking 1d6 bludgeoning damage per 10 feet fallen and landing prone On a success, the creature moves to an unoccupied space of their choice at the edge of the pit A creature can climb the rough walls of the pit without an ability check Bury the Dead (16 Ferocity). When you and your companion are within 5 feet of a creature, you can use an action to cause a vicious whirlwind flled with debris and dirt to rise around the creature, which must make a Dexterity saving throw On a failure, the creature takes 8d6 bludgeoning damage, is knocked prone, and is restrained On a success, the target takes half as much damage and isn’t knocked prone or restrained A creature restrained this way can use an action to make a Strength (Athletics) check against your exploit save DC, freeing themself on a success Imbue Projectile (14 Ferocity). As an action, you make a ranged weapon attack Whether or not the attack hits, a wave of energy explodes from the weapon or ammunition used in the attack, centered on your target Each creature within 20 feet of the target (including the target and excluding your companion) must make a Dexterity saving throw, taking 10d6 force damage on a failed save, or half as much damage on a successful one Rend (12 Ferocity). As an action, choose a creature you can see within 5 feet of you and your companion You make a melee weapon attack against the target, and your companion makes a signature attack against the target (no actions required) If you both hit and deal damage to the target, the target is knocked prone and takes an additional 6d6 damage of a type dealt by either attack (your choice)

Spirit Form (14 Ferocity). As a bonus action, you make you and your companion incorporeal until the end of your next turn While incorporeal, you each have resistance to acid, cold, fre, lightning, and thunder damage, and to bludgeoning, piercing, and slashing damage from nonmagical attacks While incorporeal, you and your companion each gain a fying speed equal to your individual walking speed, and each of you can move through other creatures and objects as if they were difcult terrain Either of you takes 5 (1d10) force damage if you end your turn inside an object

Infernal Exploits: 3rd Level You can take one of the following exploits when you gain this feature at 3rd level or when you gain a new infernal exploit at 11th level

Drain Them (4 Ferocity).
When your companion hits another creature with their signature attack, you can use your reaction to have your companion regain hit points equal to half the damage dealt

Hellish Wound (4 Ferocity).
When your companion hits another creature other than a construct or an undead with their attack, you can have the attack deal a hellish wound to the creature (no action required) At the start of each of their turns, a target with a hellish wound loses 1d10 hit points for each hellish wound they have
All of a target’s hellish wounds close if they receive magical healing, or if any creature uses an action to staunch the wounds with a successful Wisdom (Medicine) check with a DC equal to your exploit save DC

Infernal Teleport (4 Ferocity).
As an action, you or your companion (your choice) are surrounded by swirling shadow and smoke The target teleports to an unoccupied space within 90 feet of their starting position

Wicked Deception (3 Ferocity).
As an action, choose a creature hostile to you that you can see within 30 feet of you That creature must succeed on a Wisdom saving throw or suddenly view you and your companion as friends until the end of your next turn While in this state, the creature is unable to attack or otherwise harm you or your companion This efect ends early if you or your companion attacks the afected creature Creatures immune to the charmed condition can’t be afected by this exploit

Infernal Exploits: 11th Level You can take one of the following exploits when you gain a new infernal exploit at 11th level Brimstone Teleport (8 Ferocity). As an action, you teleport to an unoccupied space that you can see within 30 feet of you Each creature within 5 feet of the space you leave and each creature within 5 feet of your destination space must make a Dexterity saving throw, taking 4d6 fre damage on a failed save, or half as much damage on a successful one You and your companion take no damage from this efect When you reach 17th level, the damage increases to 5d6 Chains from Hell (8 Ferocity). As an action, you manifest fery chains that attempt to wrap around up to three creatures of your choice that you can see within 30 feet of you Each target must make a Dexterity saving throw On a failure, a target takes 4d6 fre damage and is restrained until the end of your next turn On a success, a target takes half as much damage and isn’t restrained When you reach 17th level, the damage increases to 5d6 Dark of Hell (8 Ferocity). As an action, you cause your companion to radiate an aura of magical darkness in a 10-foot radius until the end of your next turn You and your companion can see within this darkness, which moves with your companion Infernal Flames (8 Ferocity). As an action, you cause a blast of fre to erupt from your companion Each creature within 20 feet of the companion must make a Dexterity saving throw, taking 4d10 fre damage on a failed save, or half as much damage on a successful one You and your companion take no damage from this efect When you reach 17th level, the damage increases to 5d10 Poison Rain (8 Ferocity). As an action, you cause toxic green rain to fall in a 20-foot cube centered on a point you can see within 60 feet of you Each creature in the area except for you and your companion must succeed on a Constitution saving throw or become poisoned until the end of your next turn

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)

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: 10 days ago
  • by Cinder