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
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
History:
Medicine:
Survival:
Prepare Meals:
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)
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.
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