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Lady Lyra Bloodmoon

10 Level (52820/85000 XP for level-up) Sage (Tudós) Background Human/Lycanthrope Race / Species / Heritage Chaotic Good Alignment
Artificer
Level 10
Hit Dice: 10/10
1d8+4 Class 1

STR
21
+5
DEX
18
+4
CON
18
+4
INT
25
+7
WIS
18
+4
CHA
19
+4
120
Hit Points
+6
Initiative (DEX)
20
Armor Class (AC)
+4
Prof. Bonus
35
Speed (walk/run/fly)
14
Passive Perception
4 / 4
Infusion
8 / 8
Saját Elixirek száma
3 / 3
Magic Item Attunement
Spellcasting ...
+20 Attack mod
INT Ability
+7 Abi Mod
36 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+8 Strength
+6 Dexterity
+15 Constitution
+20 Intelligence
+5 Wisdom
+12 Charisma
saving throws
+4 Acrobatics DEX
+4 Animal Handling WIS
+15 Arcana INT
+5 Athletics STR
+4 Deception CHA
+11 History INT
+8 Insight WIS
+4 Intimidation CHA
+11 Investigation INT
skills
+4 Medicine WIS
+11 Nature INT
+4 Perception WIS
+4 Performance CHA
+12 Persuasion CHA
+7 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
MagicBlade +18 INT 1d8+3+1d6 magic
Karmok +14 STR 1d6+3+5 slashing
Harapás +14 STR 1d8+3+5 piercing
Attacks

Spell Book

- Bloodmoon Engineer subclass (Artificer)


- Vérfarkas átváltozás: +2 AC, +10 ft speed, claw & bite attacks


- Immunitás: saját robbanásos elixírek, charm/fear/dominate/suggestion


- ADV Wis & Cha saves (Unyielding Will gyűrű)


- Fenrir’s Mark: kiemelt fogadtatás a birodalomban


- Elixírhasználat: 4/nap, saját fejlesztésű robbanásos és taktikai elixírek


- Spellcasting: INT alapú, Spell Save DC 17, Spell Attack Bonus +9





Features & Traits

Bag of Holding


3 db 1000gp értékű és 2 db 5000 gp értékű drágakő...


Farkas pecsét (nemzetközi kapcsolatoknál, kiemelt luxus fogadtatás)


Lunar Dominion Medál (holduralom medál) megakadályozza hogy Lycanthrope viselője átváltozáskor elveszítse a fejét...


Bloodmoon Medál - Leírás Lyra és Edrik fejlesztette ki - védelem robbanások ellen immunitás: Lyra robbanásos elixírjének hatásaival szemben. + ADC minden más DEX alapú robbanás ellen...


Unyielding Will Gyűrű - Fenrir és Edrik készítették Lyra védelmére - Immunitás ( Charm, Fear, Dominate, Suggestion) ADV Wis&Char ellen. A gyűrű érzékeli ha Lyra-t céllozzák és vörösen felízzik...


Furious charge Elixír 60 feet in line, minden ellenség akivel összeütközik STR save(DC18) felökleli sikertelenség esetén akár nála 5x nagyobb ellenséget is ami 1150 lbs, prone állapot, 4d8 sebzés, siker esetén sebzés feleződik.


Moonburst Vial (Robbanásos Elixír)


„A holdfény nem simogat – szétrobban.”



  • Típus: Elixír – akcióval dobható vagy aktiválható
  • Hatás:
  • 20 ft radius robbanás
  • Sebzés: 4d6 radiant + 2d6 fire
  • Save: Dex save DC 17 – siker esetén felezett sebzés
  • Különleges:
  • Célpontok, akik elbukják a mentést, disadvantage a következő körben minden Perception és Stealth próbára (vakító fény miatt)
  • Szövetségesek automatikusan sikeresnek számítanak a mentésben (Bloodmoon Medál miatt Lyra immunis)

Eclipse Shard (Robbanásos Elixír – kontrollált detonáció)


„A sötétség is robbanhat – ha elég okos vagy.”



  • Típus: Elixír – célzott detonáció, akár fal mögé is
  • Hatás:
  • 15 ft radius shadow burst
  • Sebzés: 5d8 necrotic + 1d8 force
  • Save: Con save DC 17 – sikertelen mentés esetén:
  • Blinded 1 körre
  • Disadvantage minden Wisdom save-re a következő körben
  • Különleges:
  • A robbanás átmegy mágikus akadályokon, ha Lyra látja a célpontot
  • Vérfarkas formában: Lyra bonus actionként teleportálhat a robbanás középpontjába (30 ft)

Lunar Veil Elixír (Taktikai Elixír – védelem és rejtés)


„Ha nem látnak, nem tudnak megállítani.”



  • Típus: Elixír – reakcióként vagy bonus actionként aktiválható
  • Hatás:
  • Lyra körül 10 ft sugarú holdköd jelenik meg
  • Tart: 1 perc vagy amíg Lyra nem támad
  • Hatások:
  • Lyra invisible minden nem mágikus érzékelés számára
  • +2 AC, ADV minden Dex save-re
  • Ha Lyra elmozdul, a köd vele mozog
  • Különleges:
  • Ha Lyra elixírt dob ki a ködből, a célpont disadvantage-tel dob mentést




Moonbind Elixír – Mozgáskorlátozás


„A holdfény nem csak világít – megköt.”



  • Hatás: 20 ft sugarú mező, ahol minden ellenség mozgása difficult terrain lesz
  • Save: STR save DC 17 – ha elbukják, speed 0 1 körre
  • Különleges: Ha Lyra vérfarkas formában van, a mező nem hat rá, és szabadon mozog benne

Fenrir’s Bastion – Csapatvédelem


„Ha nem tudod megvédeni őket, nem vagy méltó a vérvonalhoz.”



  • Hatás: 30 ft sugarú aura 1 percig
  • Minden szövetséges:
  • +2 AC
  • ADV minden mentésre charm/fear ellen
  • Ha eltalálják őket, Lyra reakcióval átveheti a sebzést (max 20 HP/kör)

Lunar Echo – Illúzió és megtévesztés


„Egy vérfarkas sosem csak egyedül támad.”



  • Hatás: Lyra körül 3 illúziós „holdfarkas” jelenik meg
  • Minden támadás ellen: Disadvantage, amíg legalább 1 illúzió él
  • Ha Lyra elixírt dob, az illúziók utánozzák, és a célpont nem tudja, melyik volt az igaziDisadvantage a mentésre



Bloodmoon Blade Infusion


„A penge nem csak vág – ragyog.”



  • Tárgy: Magic Blade
  • Hatás:
  • +1d6 radiant sebzés
  • +3 támadás és sebzés (már beépítve a fegyverbe)
  • Vérfarkas formában: a fegyver magikusnak számít, és Lyra +1 AC-t kap

Enhanced Defense


„A holdfény páncélként ölel.”



  • Tárgy: Páncél vagy pajzs
  • Hatás:
  • +1 AC
  • Kombinálható a Lunar Veil elixírrel vagy a Fenrir’s Bastion hatásaival

Radiant Weapon


„Ha eltalál, nem csak fáj – vakít.”



  • Tárgy: Bármely melee fegyver (Magic Blade)
  • Hatás:
  • Fény kibocsátása (30 ft bright, 30 ft dim)
  • Reakcióval: ha eltalálnak, Lyra vakíthatja a támadót (CON save DC 17)
  • Vakított célpont: disadvantage a következő támadásra

Spell-Refueling Ring


„A mágia nem fogy el – csak újratölt.”



  • Tárgy: Gyűrű (Unyielding Will gyűrűbe integrálva)
  • Hatás:
  • Naponta egyszer visszatölti egy 1st-level spell slotot
  • Különösen hasznos Shield, Absorb Elements vagy Faerie Fire újrahasználatához



Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 100000, Platinum: 0 Money

Common; Draconic; Elvish; Sylvan





Languages & Proficiencies

Lyra vakmerő, flörtölős és szarkasztikus – de a felszín alatt mélyen törődik a csapatával. Folyton piszkálódik, de az életét is odaadná azokért, akiket szeret.





Personality Traits

„A szabadság nem csak jog – ösztön.” Lyra hisz az egyéni döntések erejében, és abban, hogy a mágia és technológia együtt képes megváltoztatni a világot.





Ideals

A Fenrir vérvonal – Lyra büszke származására, és apja, Fenrir Bloodmoon gróf örökségét méltón akarja képviselni.





Bonds

Lyra nem ismeri a félelmet – és néha ez vakmerő döntésekhez vezet. Nehezen fogadja el, ha valaki megpróbálja korlátozni vagy irányítani.





Flaws

Lady Lyra Bloodmoon a Fenrir birodalom grófjának lánya, mágikus alkimista és vérfarkas. A Lunar Dominion medál segítségével teljes kontrollt gyakorol átváltozásai felett. Narvi iránti érzései egyre mélyülnek, és bár nem vallaná be, minden robbanása mögött ott van a szív dobbanása.





Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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Homebrew

Bloodmoon Engineer

A Bloodmoon Engineer az Artificer egy mágikusan robbanékony alfaja, amely a Fenrir vérvonal holdenergiáját és alkimista tudását ötvözi. Ezek a mérnökök elixírekből fegyvereket, detonációkat és mágikus védelmet készítenek, miközben vérfarkas ösztöneiket is bevetik a harcban. A subclass különleges elixíreket, robbanásos képességeket és holdalapú bónuszokat biztosít.

hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per level after 1st
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: Simple weapons, firearms (homebrew), magic blades
tools: Tinker’s tools, Alchemist’s supplies, one artisan’s tool of your choice
saving throws: Constitution, Intelligence
skills: Choose two from Arcana, History, Investigation, Nature, Perception
starting equipment:

- Magic blade (custom weapon, +1d6 radiant in Bloodmoon form) - Alchemist’s supplies - Leather armor - Explorer’s pack - 2 Bloodmoon elixírek (Moonburst Vial, Lunar Shell)




spellcasting:

Spellcasting Ability: Intelligence Spell Save DC = 8 + proficiency bonus + Intelligence modifier Spell Attack Bonus = proficiency bonus + Intelligence modifier Spell slots: as per Artificer progression Bloodmoon Engineers gain access to additional spells: - 3rd level: Thunderwave, Absorb Elements - 5th level: Shatter, Blur - 9th level: Fireball, Fly - 15th level: Wall of Force, Destructive Wave

class features:

3rd Level – Bloodmoon Arsenal

5th Level – Lunar Overdrive

9th Level – Fenrir’s Precision

15th Level – Eclipse Protocol

subclass options:

Bloodmoon Engineer (Artificer subclass)

Level

XPAbilities

3

900Subclass: Bloodmoon Arsenal, Explosive Elixír, Bloodmoon Blade Infusion

5

6,500Lunar Overdrive, Furious Charge upgrade, Moonlight Detonator

9

14,000Fenrir’s Precision, Bloodmoon Targeting Lens, Lunar Sync

15

64,000Eclipse Protocol, Bloodmoon Cataclysm, Fenrir’s Will

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Homebrew

Vérfarkas (Fenrir Birodalom) – Homebrew faj

A Fenrir vérvonal vérfarkasai mágikus kontrollal és ősi ösztönökkel rendelkeznek. A Lunar Dominion medál segítségével képesek megtartani tudatukat átváltozáskor, így a harcban és a társas kapcsolatokban is uralják farkasformájukat. A Fenrir birodalom elitjei közé tartoznak, gyakran alkimisták, mágusok vagy harcosok.

ability score increase: +2 Constitution, +1 Strength (vagy +1 Intelligence, ha mágikus vérvonalat választ)
age: Természetes úton halhatatlanok
alignment: Általában Kaotikus Jó vagy Semleges Jó. A Fenrir vérvonal tagjai hajlamosak az ösztönös döntésekre, de mélyen törődnek szeretteikkel.
Size: Medium
speed: 30ft vérfarkas formában +10ft
Languages: Common, Sylvan
parent race: Changeling
sub races:

race features:

- Darkvision 60 ft -

Damage Resistance: Slashing, Piercing, Bludgeoning from nonmagical weapons -

Advantage on saving throws against being frightened -

Transformation (Bonus Action, 2x/long rest): +2 AC, +10 ft speed, claw & bite attacks -

Claw Attack: 1d6 + STR slashing -

Bite Attack: 1d8 + STR piercing + DC15 CON save (disadvantage STR checks) -

Keen Senses: Advantage on Perception (hearing/smell) -

Moonbound Resilience: Advantage on Wisdom saves when the moon is visible -

Blood Alchemy Affinity: Elixírek hatása +1 körrel tovább tart -

Fenrir’s Mark: Advantage on Persuasion vs Fenrir faction NPCs

A Fenrir vérvonal vérfarkasai nem csupán vadállatok – mágikus intelligenciával, alkimista tudással és mély érzelmi kötődésekkel rendelkeznek. A Lunar Dominion medál lehetővé teszi számukra, hogy átváltozáskor is megőrizzék emberi tudatukat, így teljes kontrollal használhatják farkasformájukat. A Fenrir birodalom elitjeiként különleges elixírekkel, mágikus tárgyakkal és harci technikákkal rendelkeznek.

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Level 0 Spells

Homebrew

Fire Bolt

1-level Abjuration

Casting Time: 1 action
Range/Area: 30ft
Components: Verbal, Somatic
Duration: Instantaneous
Damage/Effect: Fire
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 10-foot-radius sphere, targets on that point take 3d6 fire damage. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Mage

PHB

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: Verbal, Somatic
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.   You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.   The hand can’t attack, activate magical items, or carry more than 10 pounds.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

PHB

Thorn Whip

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: Verbal, Somatic, Material
Materials: The stem of a plant with thorns
Duration: Instantaneous
Attack/Save: Melee
Damage/Effect: Piercing
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
At higher levels: This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Artificer, Druid

PHB

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 Minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: Two lodestones
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.   This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

Level 1 Spells

PHB

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

PHB

Faerie Fire

1-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: Verbal
Duration: Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).   Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.   Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
Available for: Artificer, Bard, Druid

PHB

Shield

1-level Abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Available for: Sorcerer, Wizard

XGE

Absorb Elements

1-level Abjuration

Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range/Area: Self
Components: Somatic
Duration: 1 round
Attack/Save: Melee
Damage/Effect: Variable
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Available for: Artificer, Druid, Ranger, Sorcerer, Wizard

Level 2 Spells

PHB

Mirror Image

2-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 minute
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.   Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.   If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.   A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.   A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Available for: Bard, Sorcerer, Warlock, Wizard

PHB

Heat Metal

2-level Transmutation

Casting Time: 1 action
Range/Area: 60 feet
Components: Verbal, Somatic, Material
Materials: A piece of iron and a flame
Duration: Concentration, up to 1 minute
Attack/Save: Saving Throw
Damage/Effect: Fire
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.   If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Available for: Artificer, Bard, Druid

PHB

Blur

2-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: Verbal
Duration: Concentration, up to 1 minute
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
Available for: Artificer, Sorcerer, Wizard

Level 3 Spells

PHB

Fireball

3-level Evocation

Casting Time: 1 action
Range/Area: 150 feet
Components: Verbal, Somatic, Material
Materials: A tiny ball of bat guano and sulfur
Duration: Instantaneous
Attack/Save: Saving Throw
Damage/Effect: Fire
A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Available for: Sorcerer, Wizard

PHB

Fly

3-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: A wing feather from any bird
Duration: Concentration, up to 10 minutes
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Available for: Artificer, Sorcerer, Warlock, Wizard

PHB

Dispel Magic

3-level Abjuration

Casting Time: 1 action
Range/Area: 120 feet
Components: Verbal, Somatic
Duration: Instantaneous
Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Level 4 Spells

Greater Invisibility

4-level Illusion

Casting Time 1 Action
Range Touch
Duration Concentration, up to 1 Minute
Components V, S

You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

Class(es): Bard, Sorcerer, Wizard, Druid (Circle of the Land (Underdark)), Fighter (Eldritch Knight), Paladin (Oath of Treachery), Ranger (Gloom Stalker), Rogue (Arcane Trickster), Warlock (The Archfey)

Wall of Fire

4-level Evocation

Casting Time 1 Action
Range 120ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a small piece of phosphorus

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.   When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.   One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Class(es): Druid, Sorcerer, Wizard, Artificer (Artillerist), Cleric (Forge Domain), Cleric (Light Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster), Warlock (The Celestial), Warlock (The Fiend)

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