STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (Adamantine scale mail, shield, improved defense)
101 (13d8)
30 ft.
Athletics +10, Perception +6, Religion +5, Survival +6
Constitution +6
Passive Perception 16
Common, Dwarvish
Garren can use a bonus action on his turn to regain 1d10 + 12 hit points, once per short rest.
Garren's attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Garren has disadvantage on Dexterity (Stealth) checks, but critical hits against him act as normal hits.
Garren can attack twice when he takes the Attack action on his turn.
Garren has advantage on initiative rolls.
Garren can reroll a saving throw that he fails, but must use the new roll, once per long rest.
+10 to hit, 1d8 (1d10) + 5 slashing damage, plus 1d8 fire damage.
+7 to hit, range 150/600 ft., 1d8 + 2 piercing damage.
Garren has a pool of [level × 5] healing power that replenishes on a long rest. As an action, he can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in his pool. Alternatively, he can expend 5 hit points to cure the target of one disease or neutralize one poison affecting it. He can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. He can also expend 40 hit points to remove the Crystalline Curse on a target. This feature has no effect on undead and constructs.
When a creature Garren can see attacks an ally within 5 feet of him, he can use his reaction to impose disadvantage on the attack roll.
17 (Studded leather)
91 (13d8)
30 ft.
Acrobatics +10, Performance +7, Persuasion +7, Sleight of Hand +15 ☑, Stealth +15 ☑
Dexterity +10
Passive Perception 10
Common
Remmy can take the Help action as a bonus action.
On Remmy's turn in combat, he can take the Dash, Disengage, or Hide action as a bonus action.
Remmy has thieves' tools and a musical instrument.
Remmy's proficiency bonus is doubled on Sleight of Hand and Stealth checks.
When Remmy uses his Helpful feature to aid an ally in attacking a creature, that target can be up to 30 feet away from Remmy, and he can deal an extra 2d6 damage to it the next time he hits it with an attack roll before the end of the current turn.
When Remmy is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. He doesn't benefit from this feature while incapacitated.
When Remmy takes the Help action, the creature who receives the help also gains a 1d6 bonus to the d20 roll. If that roll is an attack roll, the creature can instead add 1d6 to the damage if the attack hits.
+13 to hit, 1d8 + 8 magical piercing damage. When Remmy rolls a 1 on the sword's damage die (or two 1s on a critical hit), the fangs bite into him and he must expend one hit die. If all of his hit dice are spent, he instead rolls his highest hit die and take that much magical piercing damage. The spent hit dice can be regained as normal.
+10 to hit, 1d8 + 5 piercing damage.
+11 to hit, melee or thrown 20/60 ft., 1d4 + 6 piercing damage.
+11 to hit, range 80/320 ft., 1d8 + 6 piercing damage. Functions as silver for resistances, and ignores penalties from rust/acid attacks.
14 (Studded leather)
73 (13d8)
30 ft.
Athletics +4, Insight +10, Medicine +10, Nature +8, Perception +10, Persuasion +4
Wisdom +10
Passive Perception 20
Common, Celestial, Elvish, Sylvan
Paylyc knows 4 cantrips and 8 spells of up to 4rd level, and can cast spells using Wisdom as their spellcasting ability. They also know cure wounds, guidance, and thorn whip, which don't count toward their number of spells known.
Paylyc can add their Wisdom modifier to the damage they deal with any cantrip.
+7 to hit, 1d8 + 2 piercing damage.
+7 to hit, range 150/600 ft., 1d8 + 2 piercing damage.
20 (Plate armor, shield)
28 (4d10)
10 ft., fly 40 ft.
Arcana +4, Perception +3, Stealth +7 ☑
Passive Perception 13
Common, Elvish, Sylvan
Acorn has expertise on Stealth checks, and heavy armor doesn't impose disadvantage on them.
Acorn can use a bonus action on his turn to regain 1d10 + 4 hit points, once per short rest.
Acorn can take one additional action on his turn, once per short rest.
Acorn has advantage on saving throws to avoid falling off his mount. If he falls off his mount and descends no more than 10 feet, he can land on his feet if he's not incapacitated. Mounting or dismounting a creature costs him only 5 feet of movement.
When Acorn hits a creature with a melee weapon attack, he can mark them until the end of his next turn. This effect ends early if Acorn is incapacitated or dies. While within 5 feet of Acorn, a marked creature has disadvantage on attack rolls that don't target Acorn. In addition, if they deal damage to anyone other than Acorn, he can make a special melee weapon attack against them as a bonus action on his next turn. He has advantage on the attack roll, and if it hits, it deals an extra 4 damage.
When a creature Acorn can see attacks an ally within 5 feet of him, he can use his reaction to impose disadvantage on the attack roll.