Grimm Ironbeard | Character Sheet (2018) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Grimm Ironbeard

Fighter / Eldritch Knight 8 Class & Level
Mercenary Background
Hill Dwarf Race
Chaotic Neutral Alignment

Strength 13
+1
Dexterity 10
+0
constitution 20
+5
intelligence 16
+3
wisdom 13
+1
charisma 8
-1
Total Hit Dice 7
Hit Die 1d10+5
3 proficiency bonus
14 Passive perception
4 Strength
0 Dexterity
8 Constitution
3 Intelligence
1 Wisdom
-1 Charisma
saving throws
0 Acrobatics
1 Animal Handling
3 Arcana
4 Athletics
-1 Deception
3 History
1 Insight
2 Intimidation
3 Investigation
1 Medicine
3 Nature
4 Perception
-1 Performance
-1 Persuasion
3 Religion
0 Sleight of Hands
0 Stealth
4 Survival
skills
20
AC
128
Hit Points
0
Initiative
25ft walking
Speed
Armor: All armor, shields Weapons: Simple weapons, martial weapons Tools: Brewer tools
Languages: Common, dwarven
(5cbfa0e0-43f1d4d8)
Proficiencies
WeaponAttackDamageType
Longsword (M) 1d20+5 1d8+2 1d10+3 Slashing
Shocking grasp 1d20+6 2d8 Lighting
Random roll 1d4 1d6 1d8 1d10 1d12 1d20 1d100 Attacks

Cantrips


Save Rate: 14
Shocking Grasp
Blade Ward

Level one


Shield
Burning hands
Absorb Elements

Level two


Warding wind
Snilloc's snowball swarm

Spellcasting
Masterwork long-sword, Adamantine chain (demon forged, 1/2 weight, slothful) Masterwork shield, Explores pack, brewing tools, dice, manacles, grappling hook, crowbar, traveling clothes, Owl-bear Matron Cloak, spell book x2, wagon, draft horse, winter clothing, winter blanket, Yeti skins x2, saber hide, healing potions (minor) 1d4+4, healing potion (major) 2d4+4 x1, Map of the north, Boots of the winter-lands (not identified, require attunement), Bag of holding (11003 GP and 107 PP in guild bank).
Fancy Clothing. vial antitoxin 50 gold. Giant slayer axe. Dimentonial shackles,,magical staff
Equipment
Brash and rude has no qualms about the rights of the dead and hates the gods.
Personality Traits
Our lot in life is to lay down our lives in the defense of others.
Ideals
Those who fight beside me are worth dying for.
Bonds
I have little respect for those who are not proven, warriors.
Flaws
Traits: Dark vision

Dwarven resilience
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advantage on saving throws against poison, and you have resistance against poison damage

Dwarven Toughness
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Your hit point maximum increases by 1, and it increases by 1 every time you gain a level

Fighting style
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Bastion.While wearing armor you gain +1 AC. 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

Second Wind
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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
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On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Weapon Bond
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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. You cannot be disarmed of that weapon unless you are incapacitated. If its on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport to your hand. You can have two bonded weapons but can summon only one at a time with your bounces action. If you attempt to bond the third weapon you must break the bone with one of your other weapons.

Warmagic
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You can use a action to cast a cantrip.

Tenacious
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Hardy and resilient this feat gains you the following. Constitution score by 1. When you roll a Hit Die to regain hit-points, the minimum number of the points you regain from you roll equal twice your Constitution modifier (minimum of 2). Your hit point maximum increases by an amount equal to twice your level and you gain this feat. Whenever you gain a level thereafter, your hit points maximum increases by an additional 2 hit points.

Shield Master
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  • If you take the attack action on your turn, you can use a bounce action to try to shove a creature within 5 feet of you with your shield.

  • If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.

  • If you are subjected to any effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.


Magic Wards
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You can use your action to give yourself or another willing creature within 30 feet of you a ward which grants the creature temporary hit points equal to 4x your proficiency bonus, and resistance to one type of damage you decided when you create the ward.
The ward last until it is depleted or you take a short or long rest.
Once you use this feature, you must finish a short or long rest to use it again.


Features & Traits

Created by

Rathie645.

Statblock Type

Character Sheet (2018)

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