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Albaz's Stats Page

Feats

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

Vision

Common Sight:1) Yes/No
Passive Perception: 00
Dark Vision: 00ft
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 Expences/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 -

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
-
-
-
-
-
-
-
-
-
-

Misc / Junk Items

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

Cook's Utensiles

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

  • a metal pot
  • knives
  • forks
  • a stirring spoon
  • a 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 1 extra hit point 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
  • DC 10 - Duplicate a meal
  • DC 15 - Spot poison or impurities in food
  • DC 15 - Create a gourmet meal
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

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.

Skill Proficiencies

  • Performance
  • Medicine

Tool Proficiencies

  • Cooks Utensils
  • Drum (Instrument)

Equipment (If Any)

  • Cooks Utensils
  • Drum
  • Component Pouch
  • Mess Kit

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.

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

  • 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: 1d6 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. Tat 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
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  • Last modified: 9 months ago
  • by Cinder