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Raishin'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

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 Yellow Stone Prayer Beads A gift from another Goliath, Most Goliath tribes are rooted in their religions belief and so carry some sort of trinket that represents that. Raishin had none and so was gifted this necklace of beads.
Cloak Travel Cloak A Simple sturdy cloak made for a smaller body, its more of a scarf on Raishin but something is better than nothing.
Clothes Worn Clothes Less clothes and more covering material. These simple yellow coverings made hastily by a goliath tribe that Raisin was staying at. The yellow colour coming from a dye used for religious purpose to show other Goliaths she is tribeless.
Armor -
Arms/Hands -
Ring/s -
Belt Rope Belt A simple belt made of rope, But its purpose and design hold great meaning. Many tribeless Goliath wear thick dyed rope as a way to hold their souls to earth, So the Gods know they are not ready to be taken. A Goliath with no tribe and no rope tends to be one who has given up on life.
Boots -
Weapon Kanabo Of Calamity
Shield/Ammo/Offhand -
Sub-Weapon -
Tatoo (Torso) Giant's Strength (Stone) Strength score = 23 A Detailed work of art and magic, derived from the giant's magic increasing the wearers strength dramatically, has room for improvement.
Tatoo (Arms) Blood Fury Markings

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
Tinderbox
Torch x10
Rations x10
Rope 50ft
Metal Staff
Hunting Trap x3
-
-
-
-

Special Items

Name Detail
Bedroll
Waterskin
Raishin's Notebook
Carpenter's Tools
Backpack
Coin Pouch
Flute
-
-
-

Misc / Junk Items

Item Detail
Fine Animal Pelts 4
-
-
-
-
-
-
-
-
-

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

Stats
Options: Standard Array
Source Strength Dexterity Constitution Intelligence Wisdom Charisma
Base Points:(Base 00) - - - - - -
Racial Bonus: - - - - - -
Background Bonus: - - - - - -
Other Bonus: - - - - - -
Total Points: 00(+0) 00(+0) 00(+0) 00(+0) 00(+0) 00(+0)
Acrobatics
(Dex)
+0 Medicine
(Wis)
+0
Animal Handling
(Wis)
+0 Nature
(Int)
+0
Arcana
(Int)
+0 Perception
(Wis)
+0
Athletics
(Str)
+0 Performance
(Cha)
+0
Deception
(Cha)
+0 Persuasion
(Cha)
+0
History
(Int)
+0 Religion
(Int)
+0
Insight
(Wis)
+0 Sleight of Hand
(Dex)
+0
Intimidation
(Cha)
+0 Stealth
(Dex)
+0
Investigation
(Int)
+0 Survival
(Wis)
+0

Bold Stat = Proficiency in Skill

Lore introduction.

  • Hit dice:
    • 1 D12 per Dragon Level
  • Saving Throw Proficiencies:
    • Constitution
    • Charisma
  • Skill Proficiencies:
    • (Choose 2) Acrobatics, Animal Handling, Arcana, Athletics, History, Intimidation, Nature, Perception, Survival
    • TEXT
    • TEXT
  • Equipment Proficiencies:
    • Simple Weapons
    • Light Armour

Starting equipment: 100 Gold

Background: Feature & Details

Short Description of Background

Origin Feat: FEAT


Ability Score Bonus (D&D 2024 Background)

  • +1 STAT

Skill Proficiencies

  • Skill

Languages And Tool Proficiency

  • Language
  • Tool


Breath Weapon [?]
You have regained your breath weapon, the devastating signature of draconic might. You can take an action to exhale a blast of destructive energy. Your draconic ancestry determines the size, shape, and damage type of your breath weapon.
When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw is equal 8 + your proficiency bonus + your Constitution modifier. A creature in the area of your breath weapon takes 2d6 damage on a failed save, or half as much damage on a successful one. The damage increases to 3d6 at 3rd level and every 2 levels thereafter, to a maximum of 11d6 at 19th level. Once you use your breath weapon, you can’t use it again until you complete a short or long rest

Draconic Surge [?]
When you make claw attacks, you can surge to attack again. If you use the Attack action to attack only with your claws on your turn, you can make one claws or bite attack as a bonus action. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

Evolution (1) [?]

Evolution (2) [?]
Ravager Arcatype
At 1st level, you gain an additional lesser evolution of your choice.

Draconic Proficiencies [?]
At 1st level, you gain proficiency with martial weapons, medium armor, heavy armor, and shields. You gain proficiency in your choice of Acrobatics, Athletics, or Intimidation.


Draconic Gift (1) [?]

Draconic Gift (2) [?]


Draconic Fighting Style [?]
At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

  • FIGHTING STYLE

Evolution (00) [?]


Feat: FEAT [?]

SKILL [?]


SKILL [?]

Draconic Gift (3) [?]


Additional Draconic Gift [?]
At 6th level, you gain an additional draconic gift of your choice. The gift must have the Draconic Ravager Archetype as a prerequisite, and you must meet all of the gift’s other prerequisites.

Evolution (00) [?]


SKILL [?]

SKILL [?]


SKILL [?]

SKILL [?]


SKILL [?]

SKILL [?]


Additional Fighting Style [?]
At 10th level, you can choose a second option from the Fighting Style class feature.

Evolution (00) [?]


SKILL [?]

SKILL [?]


Second Additional Evolution [?]
At 12th level, you gain an additional lesser evolution of your choice. You can advance one of your existing evolutions instead, but you must meet the level requirements of that advancement to do so.

SKILL [?]


SKILL [?]

SKILL [?]


Natural Strike [?]
At 14th level, your natural weapons deal an additional die of damage (2d6 instead of 1d6, for example) of the same type dealt by the natural weapon. At 20th level, your natural weapons deal two additional dice of damage (3d6 instead of 2d6, for example).

SKILL [?]


SKILL [?]

Evolution (00) [?]


SKILL [?]

SKILL [?]


SKILL [?]

SKILL [?]


SKILL [?]

Evolution (00) [?]


SKILL [?]

Epic Boon: EPIC BOON [?]


SKILL [?]

Evolution (00) [?]


Type of Spell List you can access

Spell Slot Recovery

Spell Slots
1st 0/0 2nd 0/0 3rd 0/0
4th 0/0 5th 0/0 6th 0/0
7th 0/0 8th 0/0 9th 0/0
Total Cantrips 0
Total Spells 0

Spell Preparation

Spellcasting Scores, DC, Bonus

Ritual Casting

Spellcasting Focus

Cantrip Level 1 Level 2 Level 3 Level 4
- - - - -
- - - - -
- - - - -
- - - - -
- - - - -
Level 5 Level 6 Level 7 Level 8 Level 9
- - - - -
- - - - -
- - - - -
- - - - -
- - - - -

Bold = Prepared Spell


1)
Standard eye sight
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