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Ehren Distel

Firbolg Race
Daborak Soldier In Training Origin
Cleric WAR DOMAIN 2 Class & Level
NG Alignment
GLORY Deity
Steton Striders Faction
Strider Rank/Position
Loyalty
Company

Strength 18
+4
Dexterity 11
+0
constitution 15
+2
intelligence 11
+0
wisdom 16
+3
charisma 10
+0
Total Hit Dice 2d8
Hit Die
1dd8+2
+2 proficiency bonus
+4 Strength
+0 Dexterity
+2 Constitution
+0 Intelligence
+5 Wisdom
+2 Charisma
saving throws
+0 Acrobatics
+3 Animal Handling
+0 Arcana
+6 Athletics
+0 Deception
+0 History
+5 Insight
+2 Intimidation
+0 Investigation
+5 Martial
+5 Medicine
+0 Nature
+5 Perception
+0 Performance
+0 Persuasion
-2 Religion
+0 Sleight of Hands
+0 Stealth
+3 Survival
skills

 

MV

Prestige
1
Attunement Slots
16
Armor Class
17
Hit Points
+0
Initiative
30ft
Speed
Attacks
Common, Giant, Elven, Light, Medium, and Heavy Armor, Shields, Simple, and Martial Weapons, Insight, Martial, Medicine, Athletics, Perception, Intimidation,
Proficiences
Cantrips: Guidance, Mending, Spare the Dying
1st Level Prepared Spells: Bless, Ceremony, Cure Wounds, Healing Word, Purify Food and Drink.
Domain Spells: Divine Favor, Shield of Faith
Firbolg Racial Spells: Disguise Self, and Detect Magic once per long rest
Spellcasting
Peace (Fellers Blade greatsword), holy symbol of GLORY, warhammer, shield, spear, Huntmasters trap, chain mail, backpack, bedroll, messkit, 50ft of hemp rope, messkit, 10 days of rations, 10 torches, tinderbox, waterskin, quarterstaff, a Hunting Trap, necklace of claws and teeth, a set of Traveler's Clothes, Brewer's Supplies, harp, and a Belt Pouch containing 10gp, x3 Potion of Healing, Antitoxin, Bullseye Lantern,
Equipment
Steton Striders
Faction
The Mad Man
Stat Array
Huntmaster’s Trap
Hunting Trap
When you use your action or bonus action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on the pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or spike driven into the ground. A creature that steps on the plate must succeed on a DC 15 Dexterity saving throw or take 1d4 Piercing damage and stop moving. At the beginning of each subsequent turn, until a successful DC 15 Medicine check is made or they are healed in any way, they take an additional 1d4 bleed damage as the trap had cut into their limb. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 2 piercing damage to the trapped creature.
When a creature breaks out of this trap, it resets itself to the closed position. A creature can spend 1 minute to disengage the Hunting Trap for later use.

FadeSteel Feller's Blade - +1 Greatsword - This heavily worn out greatsword is a pass down tradition among the Striders. To wield one of these weapons is to walk the path left behind by hunters before! This weapon deals 2 additional damage to any creature that is one or more size categories larger than the wielder.

Soldier in Training (Daborak Background): You gain proficiency with a martial weapon of your choice. If you already possess all martial weapon proficiencies, you may instead choose one weapon or unarmed strikes and gain a +1 to damage rolls with them (Greatsword).

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

Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.

Firbolg Magic. You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.

Speech of Beast and Leaf. You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Bonus Proficiency
At 1st level, you gain proficiency with martial weapons and heavy armor.

War Priest
From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Guided Strike
Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Class/Racial Features & Traits

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

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

ArbitraryLibrarian.

Statblock Type

Verum Character Sheet

Link/Embed