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Newt

8 Level (0/48000 XP for level-up) Gladiator Background Beasthide Shifter Race / Species / Heritage Neutral Alignment
Fighter
Level 8
Hit Dice: 8/8
1d10+5 Class 1

STR
18
+4
DEX
12
+1
CON
20
+5
INT
8
-1
WIS
10
+0
CHA
15
+2
97
Hit Points
+2
Initiative (DEX)
18
Armor Class (AC)
+3
Prof. Bonus
40
Speed (walk/run/fly)
13
Passive Perception
0 / 1
Second Wind
0 / 1
Action Surge
0 / 2
Superiority Die
0 / 1
Shifting
0 / 3
Rune Carving
0 / 3
Giant Might
Spellcasting ...
+5 Attack mod
CHA Ability
+2 Abi Mod
13 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
includes proficiency bonus/die +8 Strength
not proficient +2 Dexterity
includes proficiency bonus/die +9 Constitution
not proficient +0 Intelligence
not proficient +1 Wisdom
not proficient +3 Charisma
saving throws
includes proficiency bonus/die +5 Acrobatics DEX
not proficient +1 Animal Handling WIS
not proficient +0 Arcana INT
includes proficiency bonus/die +8 Athletics STR
not proficient +3 Deception CHA
not proficient +0 History INT
not proficient +1 Insight WIS
includes proficiency bonus/die +6 Intimidation CHA
not proficient +0 Investigation INT
skills
not proficient +1 Medicine WIS
not proficient +0 Nature INT
includes proficiency bonus/die +6 Perception WIS
includes proficiency bonus/die +6 Performance CHA
not proficient +3 Persuasion CHA
not proficient +0 Religion INT
not proficient +2 Sleight of Hand DEX
not proficient +2 Stealth DEX
not proficient +1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
includes +3 proficiency bonus Glaive (silver plated) +7 STR 1d10+4 Slashing
includes +3 proficiency bonus Light Crossbow +4 DEX 1d8+1 Piercing
includes +3 proficiency bonus 2 handed mace +8 STR 1d12+1+4 Bludgeoning
 Magic. Can forgo multi attack to deal 2d12 additional damage per attack not made
Attacks

Spell Book

Dark vision 60ft
By popular demand
Tumbler

Shifting (bonus action, 1 min, long rest)
- Gain temporary hitpoints: level + con + 1d6
- +1 bonus AC

Superior Technique (1 maneuver, 1d6 superiority die, short rest)
- DC 8 + PB + str or dex mod (15)
Martial Adept (2 maneuvers, 1d6 superiority die, short rest)

Maneuvers:
- Commanding Presence (add die roll to intimidation, performance or persuasion)
- Bait and switch (switch position with ally, add die roll to AC of either)
- Menacing Attack (frighten target, add die roll to damage, wisdom save)

Rune Carver (DC 8 + PB + CON (16), short rest):
- Cloud Rune (adv on Sleight of hand and Deception; redirect damage, reaction)
- Fire Rune (PB doubled for ability checks with tools; 2d6 fire damage, DC STR or restrained and 2d6 each turn, attack)
- Frost Rune (adv on Animal Handling; Intimidation, +2 for Str & Con ability & save, bonus, 10 min)
- Stone Rune (adv on Insight, 120ft dark vision; When creature ends within 30, Wis save or charmed for 1 min, reaction)
- Hill Rune (adv against poison, resistance vs poison; resistance to blud, pierce, slash for 1 min, bonus)
- Storm Rune (adv on Arcana, can't be surprised; enter state for 1 min, if creature within 60ft makes attack, save or ability, use reaction for adv or disadv)

Giant Might (bonus action, 1 min, long rest)
- Become large
- Adv on Str ability and save
- Once per turn, 1d6 extra damage

Runic Shield (reaction, max proficiency bonus times, long rest)
- If a creature within 60ft that I can see is hit by an attack roll, force attacker to reroll and use the new roll.

Mobile:
- +10ft movement
- dashing over difficult terrain does not cost extra movement
- Attacking someone causes me to not trigger opportunity attacks from that creature for the rest of my turn, hit or not

Amulet of Hare-Trigger
- Advantage on initiative rolls

Mark of the Sentinel:
  • Blade ward cantrip
  • Shield once per short rest
  • As an action, designate a ward. I can switch places with my ward if he get's attacked (reaction). I become the target of the attack.
  • 1d4 bonus to perception and insight to notice a threat. Also works for my ward

  • Dark One's Blessing
  • When I reduce a hostile creature to 0 hitpoints, I gain temporary hitpoints equal to cha + warlock level (3)

  • Features & Traits
    Costume
    Lute

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Spell slots regain on a short rest
    Warlock 1 only for spellcasting
    Spellcasting
    Common, Quori, Giant, Undercommon

    Disguise kit, Lute, Smith's tools

    Languages & Proficiencies
    I love a good insult, even one directed at me.

    Personality Traits
    I like seeing the smiles on people's faces when I perform. That's all that matters

    Ideals
    I will do anything to prove myself superior to my hated rival.

    Bonds
    I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.

    Flaws
    -fire rune-, -cloud rune-, -hill rune-
    Lost left middle finger -> disadvantage on sleight of hand
    ringing in ear, disadvantage on perception based on hearing
    Immune to being turned into a vampire
    Armor of resistance: At dawn, chose a damage type, become resistant for that day to that

    Notes


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
    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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    Level 0 Spells

    Player's Handbook p237

    Eldritch Blast

    0-level (Cantrip) Evocation

    Casting Time: 1 Action
    Range/Area: 120ft
    Components: V, S
    Duration: Instantaneous

    A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Force damage.

    At higher levels:

    The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

    Available for: Warlock

    SRD

    Toll the Dead

    0-level (Cantrip) Abjuration

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: VS
    Duration: instantaneous
    You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. 
    At higher levels: The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
    Available for: Cleric, Warlock, Wizard

    Level 1 Spells

    SRD

    Hellish REbuke

    1-level Evocation

    Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
    Range/Area: 60 feet
    Components: VS
    Duration: instantaneous
    You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
    Available for: Warlock

    SRD

    Hex

    1-level Enchantment

    Casting Time: 1 bonus action
    Range/Area: 90 feet
    Components: VSM
    Materials: A petrified eye of a newt, or focus
    Duration: Concentration, up to 1 hour
    You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.
    At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your Concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your conce⁠ntration on the spell for up to 24 hours.
    Available for: Warlock

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