| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus |
| +4 | Strength | |
| +2 | Dexterity | |
| +2 | Constitution | |
| +1 | Intelligence | |
| +2 | Wisdom | |
| +1 | Charisma |
| +2 | Acrobatics | DEX | |
| +2 | Animal Handling | WIS | |
| +3 | Arcana | INT | |
| +4 | Athletics | STR | |
| +1 | Deception | CHA | |
| +3 | History | INT | |
| +4 | Insight | WIS | |
| +3 | Intimidation | CHA | |
| +1 | Investigation | INT |
| +2 | Medicine | WIS | |
| +1 | Nature | INT | |
| +4 | Perception | WIS | |
| +1 | Performance | CHA | |
| +3 | Persuasion | CHA | |
| +1 | Religion | INT | |
| +2 | Sleight of Hand | DEX | |
| +4 | Stealth | DEX | |
| +2 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Hand Crossbow | +4 | STR | 1d6+2 | Piercing | |
| Ammunition (Range 30/120; Bolt), Light, Loading | |||||
| Greatsword | +4 | STR | 2d6+2 | Slashing | |
| Heavy, Two-Handed (Weapon Mastery: Vex: Never let a missed attack go to waste again! The Graze property is triggered when your weapon misses an attack against a creature, dealing additional damage equal to the Ability Modifier used to make your Attack Roll. The damage of this attack will scale with your Ability Modifiers, meaning if your Ability Modifier increases, your damage increases as well.) | |||||
| Pike | +4 | STR | 1d10+2 | Piercing | |
| Heavy, Reach, Two-Handed (Weapon Mastery: Push: The Push property allows you to push a creature of large or smaller size up to 10 feet away in a straight line. Perfect for characters needing a little breathing room to pull off a ranged attack or disengage.) | |||||
| Maul | +4 | STR | 2d6+2 | Piercing | |
| Heavy, Two-Handed (Weapon Mastery: Maul: With a successful weapon attack, the Topple property allows you to force a creature to make a Constitution saving throw or fall-prone. If the creature fails the save, they take the Prone condition. Perfect for setting yourself up for advantage against your target.) | |||||
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.
Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.
(Pike, Greatsword, Maul)
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can’t do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.
At 1st level, you gain proficiency in your choice of two of the following skills: Deception, Insight, Intimidation, or Persuasion.
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
There is a well of infernal power within you that replenishes after you take a long rest. With this well, you can transfer hit points between yourself and other creatures. You can transfer a number of hit points equal to your illrigger level x 4.
As an action, you can touch a willing creature to either heal yourself by dealing necrotic damage to that creature or heal the creature by dealing necrotic damage to yourself. You can draw a number of hit points to transfer in this way from your pool, up to the maximum amount remaining in your pool.
You can also target an unwilling creature. When you do so, the target must make a Constitution save. On a success, they are unaffected and immune to this feature for the next 24 hours. On a failure, the creature is effected as though they were willing.
If you are at maximum hit points and drain hit points from a creature, you gain temporary hit points equal to the amount you drained. You can not give another creature temporary hit points in this way.
At 9th level, you can choose to remove a level of exhaustion by spending 4 points from your pool. Alternatively, you can spend 4 points to bestow a level of exhaustion on a creature.
At 13th level, when a creature is effected by your infernal conduit, you learn the emotional state and surface level thoughts of the creature. Additionally, you have advantage on Wisdom (Insight) checks made against the creature for the next hour.
You have Darkvision with a range of 60 feet.
You are the recipient of a legacy that grants you supernatural abilities. Choose a legacy from the Fiendish Legacies table. You gain the level 1 benefit of the chosen legacy.
When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy).
Infernal: You have Resistance to Fire damage. You also know the Fire Bolt cantrip. Level 3 Hellish Rebuke
You know the Thaumaturgy cantrip. When you cast it with this trait, the spell uses the same spellcasting ability you use for your Fiendish Legacy trait.
You gain proficiency in any combination of three skills or tools of your choice.
Repeatable. You can take this feat more than once.
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
This is the description for the table. You can put BBCode in here and also within the table data (see example further down the page)
| Name | Bob | Betty | Bill | Bertha | Ben | Brenda |
|---|---|---|---|---|---|---|
| Level | 4 | 2 | 5 | 6 | 1 | 3 |
| Flight Skill | 18 | 23 | 35 | 57 | 27 | 21 |
| Weapon | Laser Pistol | Self Defense | Laser Pistol | Taser Knuckles | Pocket Knife | Poisoned Chocolate Brownies |
Statblocks for your Trinkets, businesses, building, castles, empires.