He Who Was
- Hit points · HP
- 76
- Armour class · AC
- 15
- Level
- 6
- Strength
- 10+0
- Dexterity
- 18+4
- Constitution
- 12+1
- Intelligence
- 16+3
- Wisdom
- 14+2
- Charisma
- 14+2
Attacks and skills 10
Jump
Jump up, down, and across. Your
Strength affects how far you can jump.
Strength affects how far you can jump.
4.5m
Bonus ActionMovement Speed 3
Rush Attack
Charge forward and attack the first enemy in your way, possibly pushing them
Off Balance.
9m
Action
Possible damage types
Piercing
Dash
Cover more distance this turn: double your
movement speed.
movement speed.
Action
Bane
Level 1 spell
Up to 3 creatures receive a -[1] penalty to
Attack Rolls and
Saving Throws.
Attack Rolls and
Saving Throws.
9m
Charisma saving throw
ActionLevel 1 spell slot
concentration
Confusion
Level 4 spell
18m
Wisdom saving throw
ActionLevel 4 spell slot
concentration
Darkness
Level 2 spell
Create a dark shroud that Heavily Obscures and
Blinds creatures within. Creatures cannot make ranged attacks into or out of it.
18m
ActionLevel 2 spell slot
concentration
Main Hand Attack
Make a melee attack with your equipped weapon.
Action
Shove
Try to push a target away. Your chances depend on your Athletics, and are higher if you're hidden or invisible.
1.5m
Bonus Action
Throw
Throw a character or item from the world or your inventory.
Action
Possible damage types
Bludgeoning
Acid
Cold
Fire
Lightning
Thunder
Fear
Level 3 spell
Hostile targets drop everything and become
Fearful: they have
Disadvantage on
Ability Checks and
Attack Rolls.
Disadvantage on
Ability Checks and
Attack Rolls.
Wisdom saving throw
ActionLevel 3 spell slot
concentration
Traits 6
Opportunity Attack
Automatically attack an enemy moving out of your reach.
Darkvision
You can see in the dark up to 12m.
Extra Attack
Can make an additional free attack after making an unarmed or weapon attack. If you gain the Extra Attack feature from more than one class, they don't add together.
Fey Ancestry
You have
Advantage on
Saving Throws against being Charmed, and magic can't put you to sleep.
Advantage on
Saving Throws against being Charmed, and magic can't put you to sleep.Misty Presence
After taking damage this character may turn
Invisible.
Darkness Rules
No game description available.
Initial conditions and difficulty effects 1
Burden of Time Aura
Beasts and Humanoids have
Disadvantage on
Saving Throws while within 3m of this creature. Elves are unaffected by this temporal magic.
Disadvantage on
Saving Throws while within 3m of this creature. Elves are unaffected by this temporal magic.1 internal effects have no display name.
Statistics and references
Parentheses show changes from Balanced. HP applies initial and difficulty effects to the game base value; combat scripts and conditional effects can change it.