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10 Level (3450 of 85000 XP for level-up) Urchin Background Gnome Race chaotic good Alignment
Bard (Lore) Class 1 5 Level
Barbarian Class 2 2 Level
Monk (Kensei) Class 3 3 Level

Strength 12
Dexterity 16
Constitution 12
Intelligence 8
Wisdom 10
Charisma 14
Hit Dice 9 of 10
Hit Die
Armor Class
9 of 9
Hit Points
Speed (walk/run/fly)
Spell Attack Modifier
Spell Save DC: CHA
Ki:1, Rage:1, Insp:1
Class Resources
+8 Expertise Bonus
+4 Proficiency Bonus
+2 Jack of all Trades
+1 Strength
+7 Dexterity
+1 Constitution
-1 Intelligence
+0 Wisdom
+6 Charisma
saving throws
+15 Acrobatics DEX
+5 Animal Handling WIS
+3 Arcana INT
+6 Athletics STR
+4 Deception CHA
+1 History INT
+2 Insight WIS
+4 Intimidation CHA
+1 Investigation INT
+2 Medicine WIS
+1 Nature INT
+2 Perception WIS
+6 Performance CHA
+6 Persuasion CHA
+1 Religion INT
+5 Sleight of Hand DEX
+7 Stealth DEX
+2 Survival WIS
  Name Roll Attr Dmg Dmg Type
Spear +3 DEX 2d6 piercing
Dagger +5 STR 1d4 piercing
 Finesse, light, thrown (range 20/60)
Crossbow, light +3 DEX 1d8 piercing
 Ammunition (range 80/320), loading, two-handed
Spellcasting notes go here.

Languages & Proficiences
More things
Even more things
All the things

Find a Crew.
Buy a ship.
Sail away.

Nothing can shake my optimistic attitude.
Personality Traits
Charity. I always try to help those in need, no matter what the personal cost. (Good)
Everything I do is for the common people.
I am suspicious of strangers and expect the worst of them.

Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Song of Rest
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Bard College
At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Features & Traits

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


Padded Armor

Light Armor Common

Padded armor consists of quilted layers of cloth and batting.

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

Cost: 5 gp Weight: 8 lb




Melee Weapon Light Common

Type Damage Damage Range Properties
Simple 1d4 Bludgeoning Light

Cost: 1 sp Weight: 2 lb


The statblocks of your class features


Hit Points

Hit Dice: d10 per Haemomancer level
Hit Points at first Level: 10 + Constitution Modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Haemomancer level after 1st


Armor: Light Armor
Weapons: Simple Weapons, Blood Weapons
Tools: Medicine Kit
Saving Throws: Constitution, Strength
Skills: Choose two from: Arcana, Intimidation, Medicine, Nature, Perception, Religion; you also gain proficiency in persuasion against Vampires

Overview & Creation

A sturdy dwarf woman charges through battle, crimson axes in each hand. She cuts through the enemy like butter, blood everywhere. They thirst for it. With every swing the dwarf appears stronger, unbridled by her weapons. As the battle comes to a close, her axes fall to the floor, splatters of blood. She kneels by a fallen enemy, and the blood drains from it's body. The dwarf walks away, unscathed beyond two scabbed palms.
A haemomancer has mastered the art of blood. Using the natural energy of life to control blood, she sculpts the world to her liking. They concentrate on either self-preservation via the stealing of others' blood or manipulation via control of the enemy's blood. They damage themselves in order to maximize damage on the enemy. The original hemomancers studied vampires and monks in order to develop their techniques. Since then, small groups have taught one another and the field of pseudo magic exists in small doses.
This is a dangerous foe, wielding their own blood as a weapon and armor, the haemomancer is born of evil rituals. While not necessarily evil themselves, it requires the fell influence of a vampire's magics to produce such a creature. They are permanently marked by undeath and cannot be touched by healing magic. These cursed individuals are rare, and all the deadlier for it.  

Creating a Haemomancer

Hemomancers are usually good. However, rogue hemomancers take on an evil alignment and will be hunted down by society. When creating a hemomancer, think about how your character developed their techniques. Did they study alongside a monastery of other hemomancers, or were they a vampire's plaything that escaped. Are they shunned from their society for practicing hemomancy? What drives you to the adventure? Are you wanting to spread the use of hemomancy? Were you driven from your home village for experimenting on animals? Were you drafted in the military for your deadly skill?
Quick Build
You can make a Hemomancer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose the Hermit or Outlander background.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A Dungeoneer's Pack --OR-- (b) An Explorer's Pack
  • Dagger
  • (a) 3 Glass Vials or (b) Medicine Kit

Statblocks for your familiars, mounts etc.



Large monstrosity, neutral evil
Armor Class 13 (natural armor)
Hit Points 26 4d10+4
Speed 50ft

16 +3
13 +1
13 +1
7 -2
11 0
8 -1

Senses darkvision 60 ft., passive Perception 14
Languages Goblin, Worg
Challenge 1/2 (100 XP)


Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 2d6+3 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.


A worg is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own Language and Goblin, and a few learn to speak Common as well.

Statblocks for race/species of the character.


Ability Score Increase Intelligence +2
Size Small
Speed 25 ft


You can see in dim light within 60 ft as if it were bright, and can see in darkness as if it were dim light. You cannot see color, only shades of grey.  


You can move through the space of any creature that is of a size larger than yours. This does not protect you from attacks of opportunity.  

Tether Cunning

You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Languages. Common, Gnomish

Statblocks for companions, followers and other allies.


Black Dragon, Adult

Huge dragon, chaotic evil
Armor Class 19 (natural armor)
Hit Points 195 17d12 + 85
Speed 40ft Fly: 80ft Swim: 40ft

23 +6
14 +2
21 +5
14 +2
13 +1
17 +3

Saving Throws Dex +7, Con +10, Wis +6, Cha +8
Skills Perception +11, Stealth +7
Damage Immunities acid
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
Languages Common, Daconic
Challenge 14 (11,500 XP)

Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.


Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 2d10 + 6 piercing damage plus 4 1d8 acid damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 2d6 + 6 slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 2d8 + 6 bludgeoning damage.

Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Acid Breath (Recharge 5-6). The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 12d8 acid damage on a failed save, or half as much damage on a successful one.


Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 2d6 + 6 bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.

Statblocks for your spells.

Level 0 Spells

Xanathar's Guide to Everything

Primal Savagery

0-level (Cantrip) Transmutation

Casting Time 1 action
Range Self
Duration Instantaneous
Components S

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes ll acid damage. After you make the attack, your teeth or fingernails return to normal.
At higher levels: The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Class(es): Druid

Level 1 Spells


1-level Enchantment

Casting Time 1 Action
Range 90ft
Duration 1 Minute
Components V, S, M
Materials a pinch of fine sand, rose petals, or a cricket

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).   Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.   Undead and creatures immune to being charmed aren't affected by this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Class(es): Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Paladin (Oath of Redemption), Rogue (Arcane Trickster), Warlock (The Archfey)

Beast Bond

1-level Divination

Casting Time 1 Action
Range Touch
Duration Concentration, Up to Ten Minutes
Components V, S, M
Materials a bit of fur wrapped in a cloth

You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.

Class(es): Druid, Ranger

Statblocks for your Trinkets, businesses, building, castles, empires.

Baldur's Gate 1 Magic Items for 5e

Flaming Arrow/Bolt

Ammunition Uncommon

This arrow is doused in oil and can be set to flame.   You can use a bonus action to set this arrow on fire, causing it to start shining a dim light in a 20 ft. radius. When the arrow is activated, it inflicts an extra 2 (1d4) fire damage to any target it hits and its movement is reduced by 5 until the beginning of your next turn. It will continue to inflict 1 fire damage at the beginning of each of the hit creature's turns until an action or bonus action is spend to remove it. The arrow burns out in 30 seconds.

Cost: 45 gp


Adamantine Shard

Adventuring Gear Heavy Very Rare

A tiny shard of a strange, ruby metal. It feels otherworldly to the touch... Floating rainbow pools cover its surface when the light touches it.

Weight: 5kg


Created by


Statblock Type

Character Sheet (2020)