- Advantage — spend before the roll
- Re-roll — spend after the roll
- +1d12 damage on a hit
- +1d8 on a DC check
- Max 1 point per roll
Other proficiencies & languages
Half cover is +2 and three-quarters cover is +5 to AC and Dexterity saves. Take Cover doesn't stack with cover: a bonus action, incoming ranged attacks have disadvantage until your next attack, and firing ends it. Kneeling or prone alone is not cover.
Armor and shield are on the Gear tab.
Level 1 HP is the Calling's hit die maximum plus Constitution. Later levels add the average (rounded up) plus Constitution. Ability mods, proficiency, saves, skills, initiative, passive Perception, and spell DC / attack fill in on their own. Type any calculated box to override it; double-click to clear.
Personality
Feats
From your picks (PHB reference)
Gear
Weapons
Explosives
Armor
Ammo
Holsters
Equipment
Adds a line to the Equipment notes (not an inventory item).
Adds a kit-swap line to the Equipment notes.
Instruments
Calling focus · any instrument you ownConditions
Nothing from the DM right now.
No spell slots. This Calling doesn't use a spellbook. Tong Hatchet Man and Way of Kung Fu cast with Breath Coins, not these slots.
Wild spark (hex misfire) · d6
Stores
Join a table and the DM opens the store with tonight's stock. Buying spends ES from this character.
Table log
Your ES, HP, items, DM messages, and chat. Filters stay on this device.
Join a table to open the map.