Drannox Dragonslayer | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Drannox Dragonslayer

Fighter (Rune Knight) 7 Class & Level
Clan Crafter Background
Goliath Race
LN Alignment

Strength 17
+3
Dexterity 14
+2
constitution 16
+3
intelligence 13
+1
wisdom 11
+0
charisma 10
+0
Total Hit Dice 6
Hit Die
1d10+3
+3 proficiency bonus
+6 Strength
+2 Dexterity
+6 Constitution
+1 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+0 Animal Handling
+1 Arcana
+6 Athletics
+0 Deception
+4 History
+3 Insight
+6 Intimidation
+1 Investigation
+0 Medicine
+1 Nature
+0 Perception
+0 Performance
+0 Persuasion
+1 Religion
+2 Sleight of Hands
+2 Stealth
+3 Survival
skills

 
16
Armor Class
76
Hit Points
+2
Initiative
30
Speed
Boomeraxe (20/60) 1d20+6 1d8+3 1d10+3
Longsword +1 1d20+7 1d8+4 1d10+4
Fist 1d20+6 1d6+3 1d8+3
1d4 bludgeoning damage to grappled creature at the start of my turn
Multiattack (2)
Attacks
Common, Dwarvish, Giant

Blacksmith's Tools (+7)
Proficiences
Runes Known
DC 14
-Stone Rune: While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest

-Fire Rune: While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.

-Hill Rune: This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.
In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Runic Shield
-You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Giant's Might
-You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
-If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
-You have advantage on Strength checks and Strength saving throws.
-Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
-You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Big Step
-5d10 damage if enlarged w/ Enlarge/Reduce

Spellcasting
Blacksmith's Tools, a maker's mark chisel of the Battlehammer clan, a set of traveler's clothes, a backpack, bedroll, mess kit, tinderbox, 10 torches, 26 days of rations, waterskin, 50 ft rope, leather apron and gloves, Cyanwrath's skull, 5 baby blue dragon scales, breastplate, gut knife, traveling cloak, big scarf, flat cap and matching scarf, lizardfolk amulet, ornate dagger, 5 white dragon teeth

3 myrkul rings

potion of lesser healing

Bag of Holding (full until we dump money)

170 PP 65 Gp 9 Sp
5000 Gp 18600 Sp
21 300 GP sapphires
Equipment
I seek to hone my craft and fuse the traditions of cultures to create unique gear.
Personality Traits
I work hard to be the best there is at my craft.
Ideals
I owe much to the many people who have trained me.

Thuunlakalaga clan member.

Bonds
My drive to improve myself can be self-destructive.
Flaws
Stone's Endurance
-When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. You can use this trait a number of times per long rest equal to your proficiency bonus.

Powerful Build
-You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Mountain Born
-You have resistance to cold damage. You're also acclimated to high altitude, including elevations above 20,000 feet.

Respect of the Stout Folk
-As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your companions) the finest accommodations and assistance.

Unarmed Fighting Style

Second Wind
-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
-On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.

Grappler
-Advantage on attack rolls against creatures I have grappled.
-You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

Sharpshooter
-Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
-Your ranged weapon attacks ignore half cover and three-quarters cover.
-Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Features & Traits

Heroes Enabled

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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

RealLifeLoreNerd.

Statblock Type

Character Sheet (Legacy)

Link/Embed