Jane N. Gret | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Jane N. Gret

3 Level (0/2700 XP for level-up) Pirate (Sailor) Background Tiefling Race / Species / Heritage Neutral Good Alignment
Eldritch Knight (Fighter)
Level 3
Hit Dice: 3/3
1d10+3 Class 1

STR
17
+3
DEX
15
+2
CON
16
+3
INT
15
+2
WIS
13
+1
CHA
11
+0
31
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
2 / 2
1st level spell slots
20 / 20
Crossbow Bolts
Spellcasting ...
+4 Attack mod
INT Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+5 Strength
+2 Dexterity
+5 Constitution
+2 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+4 Acrobatics DEX
+1 Animal Handling WIS
+2 Arcana INT
+5 Athletics STR
+0 Deception CHA
+2 History INT
+3 Insight WIS
+0 Intimidation CHA
+2 Investigation INT
skills
+1 Medicine WIS
+2 Nature INT
+3 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+2 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Cutlass +5 STR 1d6+3 slashing
 Finesse, light
Dagger +5 STR 1d4+3 piercing
 Finesse, light, thrown (range 20/60)
Light Crossbow +4 DEX 1d8+2 piercing
 Ammunition (Range 80/320), loading, two-handed
Attacks

Spell Book

Race Traits
  • Darkvision: See into dim light as if it were bright light and darkness as if it were dim light up to 60 feet. Grayscale.
  • Hellish Resistace: You have resistance to fire damage.
  • Infernal Legacy: Gain access to thaumaturgy. At 3rd level, you may cast Hellish Rebuke at second level once per long rest. (Cast with charisma modifier)


  • Class Features
  • Fighting Style: Two Weapon Fighting, when you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Second Wind: On your turn, bonus action to heal 1d10 + fighter level (3). Once per short or long rest.
  • Action Surge: Take one additional action. Once per short or long rest.
  • Martial Archetype: Eldritch Knight


  • Eldritch Knight Features
  • Spellcasting: Learn 2 (wizard) cantrips and 3 (wizard) spells of 1st level. Spellcasting modifier is intelligence. Spell save DC = 12. Spell atk modifier = +4.
  • Weapon Bond: Bond with up to 2 weapons. You can not be disarmed of this weapon unless you are incapacitated. You can use a bonus action to summon a weapon to your hand as long as it is on the same plane. (Cutlass & Dagger currently)

  • Features & Traits
    - Weapons: Cutlass (Scimitar), Dagger, Light Crossbow
  • Armor: Leather armor
  • Miscellanious: 50ft of silk rope, a set of common clothes, Explorer's Pack (Backpack, bedroll, mess kit, Tinderbox, 10 torches, 10 days of rations, waterskin, 50ft of hempen rope)

  • Equipment Copper: 0, Silver: 1, Electrum: 0, Gold: 60, Platinum: 0 Money
    Spell Save: 12
    Spell Atk Modifier: +4
    Cantrips:
    Lightning Lure, Shocking Grasp
    1st level spells:
    Magic Missile, Shield, Thunderwave
    Spellcasting
    Language: Common & Infernal


    Proficiencies:
  • Skills: Acrobatics, Athletics, Insight, Perception
  • Armor: All of em + shields
  • Weapons: Simple weapons, Martial weapons
  • Tools: Navigator's Tools, Vehicles (Water)
  • Saving Throws: Strength, Constitution

  • Languages & Proficiencies
    I tend to exaggerate stories for my own entertainment.

    Personality Traits
    Freedom.
    She wants to stop worrying about her old crew finding her.

    Ideals
    I underestimate danger.

    Flaws


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
    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.

    The statblocks of your Weapons, armor and other important/magical equipment

    DnD 5e SRD SRD

    Scimitar

    Melee Weapon Common [Finesse, Light]

    Type Damage Damage Range Properties
    Martial 1d6 Slashing

    Cost: 25 gp Weight: 3 lb


     

    DnD 5e SRD SRD

    Dagger

    Melee Weapon Finesse, Light, Thrown Common

    Type Damage Damage Range Properties
    Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

    Cost: 2 gp Weight: 1 lb


     

    Dnd 5e SRD SRD

    Leather Armor

    Light Armor Common

    The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

    Type AC STR Req. Stealth Dis. Properties
    Light 11 + Dex Modifier

    Cost: 10 gp Weight: 10 lb


     

    DnD 5e SRD SRD

    Crossbow, light

    Ranged Weapon Ammunition, Loading, Two-Handed Common

    Type Damage Damage Range Properties
    Simple 1d8 Piercing 80/320 ft Ammunition, Loading, Two-Handed

    Cost: 25 gp Weight: 5 lb


     

    The statblocks of your class features

    Fighter(Eldritch Knight)


    Hit Points

    Hit Dice: d10 per Fighter(Eldritch Knight) level
    Hit Points at first Level: 10 + Con
    Hit Points at Higher Levels: 1d10 ( or 6 ) + Con

    Proficiences

    Armor: All armors, shields
    Weapons: Simple weapon, martial weapon
    Tools: None
    Saving Throws: Strenght, Constitution
    Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

    Class Features

    Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.   • Archery You gain a +2 bonus to attack rolls you make with ranged weapons.   • Close Quarters Shooter (UA) When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.   • Defense While you are wearing armor, you gain a +1 bonus to AC.   • Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.   • Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.   • Mariner (UA) As long as you not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.   • Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.   • Tunnel Fighter (UA) As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.   • Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.   Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.   Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.   Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.   Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.


    Starting Equipment

    chain mail, longbow, and 20 arrows or leather, longbow, and 20 arrows
    a martial weapon and a shield or two martial weapons
    light crossbow and 20 bolts or two handaxes
    a dungeoneer's pack or an explorer's pack

     


    Spellcasting

    Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
    3rd 2 3 2 - - -
    4th 2 4 3 - - -
    5th 2 4 3 - - -
    6th 2 4 3 - - -
    7th 2 5 4 2 - -
    8th 2 6 4 2 - -
    9th 2 6 4 2 - -
    10th 3 7 4 3 - -
    11th 3 8 4 3 - -
    12th 3 8 4 3 - -
    13th 3 9 4 3 2 -
    14th 3 10 4 3 2 -
    15th 3 10 4 3 2 -
    16th 3 11 4 3 3 -
    17th 3 11 4 3 3 -
    18th 3 11 4 3 3 -
    19th 3 12 4 3 3 1
    20th 3 13 4 3 3 1
    Cantrips You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.   Spell Slots The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.   Spells Known of 1st Level and Higher You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.   The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.   The spells you learn at 8th, 14th, and 20th level can come from any school of magic.   Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.   Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
    Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
    Spell attack modifier = your proficiency bonus + your Intelligence modifier

     


    Subclass Options

    Weapon Bond At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.   Spellcasting When you reach 3rd level, you augment your martial prowess with the ability to cast spells.   War Magic Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.   Eldritch Strike At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.   Arcane Charge At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.   Improved War Magic Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Tiefling

    Ability Score Increase
    Size Medium
    Speed

    To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus—overlord of the Nine Hells—into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children’s children will always be held accountable.  

    INFERNAL BLOODLINE

    Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle’s, and some spiral upward like an antelopes’ horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors—black, red, white, silver, or gold—with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.  

    SELF-RELIANT AND SUSPICIOUS

    Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.   Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling’s companions demonstrate that they trust him or her, the tiefling learns to extend the same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life.  

    TIEFLING NAMES

    Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down through generations, that reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it’s a grim destiny.   Male Infernal Names:Akmenos, Amnon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos, Therai
    Female Infernal Names:Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta
    “Virtue” Names:Art, Carrion, Chant, Creed, Despair, Excellence, Fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerity, Torment, Weary
     

    TIEFLING TRAITS

    Tieflings share certain racial traits as a result of their infernal descent.   Ability Score Increase.Your Intelligence score increases by 1, and your Charisma score increases by 2.
    Age.Tieflings mature at the same rate as humans but live a few years longer.
    Alignment.Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
    Size.Tieflings are about the same size and build as humans. Your size is Medium.
    Speed.Your base walking speed is 30 feet.
    Darkvision.Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
    Hellish Resistance.You have resistance to fire damage.
    Infernal Legacy.You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.
    Languages.You can speak, read, and write Common and Infernal.
     

    Subrace

    TIEFLING (ASMODEUS)

      The tieflings connected to Nessus command the power of fire and darkness, guided by a keener than normal intellect, as befits those linked to Asmodeus himself. Such tieflings use the Ability Score Increase and Infernal Legacy traits in the Player’s Handbook.  

    TIEFLING (BAALZEBUB)

    The crumbling realm of Maladomini is ruled by Baalzebub, who excels at corrupting those whose minor sins can be transformed into acts of damntaion. Tielflings linked this this archdevil can corrupt others both physically and psychically.   Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.   Legacy of Maladomini. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the ray of sickness spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the crown of madness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.  

    TIEFLING (DISPATER)

    The great city of Dis occupies most of Hell’s second layer. It is a place where secrets are uncovered and shared with the highest bidder, making tieflings tied to Dispayer excellent spies and infiltrators.   Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.   Legacy of Dis. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.  

    TIEFLING (FIERNA)

    A master manipulator, Fierna grants tieflings tied to her forceful personalities.   Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.   Legacy of Phlegethos. You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the suggestion spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.  

    TIEFLING (GLASYA)

    Glasya, Hell's criminal mastermind, grants her tieflings magic that is useful for committing heists.   Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.   Legacy of Malbolge. You know the minor illusion cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.  

    TIEFLING (LEVISTUS)

    Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.   Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.   Legacy of Stygia. You know the ray of frost cantrip. When you reach 3rd level, you can cast the armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.  

    TIEFLING (MAMMON)

    The great miser Mammon loves coins above all else. Tieflings tied to him excel at gathering and safeguarding wealth.   Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.   Legacy of Minauros. You know the mage hand cantrip. When you reach 3rd level, you can cast the Tenser's floating disk spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the arcane lock spell once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.  

    TIEFLING (MEPHISTOPHELES)

    In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him. Tieflings linked to him master some arcane magic.   Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.   Legacy of Cania. You know the mage hand cantrip. When you reach 3rd level, you can cast the burning hands spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the flame blade spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.  

    TIEFLING (ZARIEL)

    Tieflings with a blood tie to Zariel are stronger than the typical tiefling and receive magical abilities that aid them in battle.   Ability Score Increase. Your Charisma score increases by 2, and your Strength score increases by 1.   Legacy of Avernus. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the searing smite spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the branding smite spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
     

    Sailor/Pirate

    You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new.   Discuss the nature of the ship you previously sailed with your DM. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely travelled? Is it still sailing, or is it missing and presumed lost with all hands?   What were your duties on board – boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run?

    Skill Proficiencies Athletics, Perception
    Tool Proficiencies Navigator's tools, vehicles (water)
    Equipment A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the centre (or you may roll for a random trinket on the Trinkets table in PHB chapter 5), a set of common clothes, and a belt pouch containing 10gp

    Features

    Feature: Ship's Passage:
    When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crew mate). Because you're calling in a favour, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.  

    Variant Sailor: Pirate

    You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. You've indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you've garnered a somewhat unsavoury reputation in many a port town.   If you decide that your sailing career involved piracy, you can choose the Bad Reputation feature below instead of the Ship's Passage feature.   Variant Feature: Bad Reputation
    If your character has a sailor background, you may select this background feature instead of Ship's Passage.   No matter where you go, people are afraid of you due to your reputation. When you are in a civilised settlement, you can get away with minor criminal offences, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.

    Suggested Characteristics

    Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments.

    Traits

    Roll a d8 1d8 Personality Trait
    1
    My friends know they can rely on me, no matter what.
    2
    I work hard so that I can play hard when the work is done.
    3
    I enjoy sailing into new ports and making new friends over a flagon of ale.
    4
    I stretch the truth for the sake of a good story.
    5
    To me, a tavern brawl is a nice way to get to know a new city.
    6
    I never pass up a friendly wager.
    7
    My language is as foul as an otyugh nest.
    8
    I like a job well done, especially if I can convince someone else to do it.

    Ideal

    Roll a d6 1d6 Ideal
    1
    Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good)
    2
    Fairness. We all do the work, so we all share in the rewards. (Lawful)
    3
    Freedom. The sea is freedom-the freedom to go anywhere and do anything. (Chaotic)
    4
    Mastery. I'm a predator, and the other ships on the sea are my prey. (Evil)
    5
    People. I'm committed to my crew mates, not to ideals. (Neutral)
    6
    Aspiration. Someday I'll own my own ship and chart my own destiny. (Any)

    Bond

    Roll a d6 1d6 Bond
    1
    I'm loyal to my captain first, everything else second.
    2
    The ship is most important – crew mates and captains come and go.
    3
    I'll always remember my first ship.
    4
    In a harbour town, I have a paramour whose eyes nearly stole me from the sea.
    5
    I was cheated out of my fair share of the profits, and I want to get my due.
    6
    Ruthless pirates murdered my captain and crew mates, plundered our ship, and left me to die. Vengeance will be mine.

    Flaw

    Roll a d6 1d6 Flaw
    1
    I follow orders, even if I think they're wrong.
    2
    I'll say anything to avoid having to do extra work.
    3
    Once someone questions my courage, I never back down no matter how dangerous the situation.
    4
    Once I start drinking, it's hard for me to stop.
    5
    Once I start drinking, it's hard for me to stop.
    6
    Once I start drinking, it's hard for me to stop.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Lightning Lure

    0-level (Cantrip) Evocation

    Casting Time 1 action
    Range 15 ft.
    Duration Instantanious
    Components V

    You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
    At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

    Class(es): Sorcerer, Warlock, Wizard

    Shocking Grasp

    0-level (Cantrip) Evocation

    Casting Time 1 action
    Range Touch
    Duration Instantaneous
    Components V, S

    Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
    At higher levels: The spell's damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th level ( 4d8 ).

    Class(es): Sorcerer, Wizard

    Level 1 Spells

    Basic Rules , pg. 257

    Magic Missile

    1-level Evocation

    Casting Time 1 action
    Range 120 ft
    Duration Instantaneous
    Components V, S

    Damage Type: Force   Saving Throws: None   Description: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

    At higher levels:
    When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

    Class(es): Sorcerer, Wizard

    Shield

    1-level Abjuration

    Casting Time 1 Reaction *
    Range Self
    Duration 1 Round
    Components V, S

    An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.   * - which you take when you are hit by an attack or targeted by the magic missile spell

    Class(es): Magic Ablity

    Player's Handbook

    Thunderwave

    1-level Evocation

    Casting Time 1 action
    Range Self (15ft cube)
    Duration Instantaneous
    Components Verbal, Somatic


    A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.   In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.   At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

    Class(es): Bard, Druid, Sorcerer, Wizard, Tempest Domain, Artillerist

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