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

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Oets

Barb/Druid 6/4 Class & Level
Gladiator Background
Goblin Race
Chaotic Angry Alignment

Strength 15
+2
Dexterity 14
+2
constitution 17
+3
intelligence 4
-3
wisdom 13
+1
charisma 14
+2
Total Hit Dice 6
Hit Die
1d12+3
+4 proficiency bonus
+6 Strength
+2 Dexterity
+7 Constitution
-3 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+6 Acrobatics
+5 Animal Handling
-3 Arcana
+6 Athletics
+2 Deception
-3 History
+1 Insight
+2 Intimidation
-3 Investigation
+1 Medicine
-3 Nature
+5 Perception
+6 Performance
+2 Persuasion
-3 Religion
+2 Sleight of Hands
+2 Stealth
+1 Survival
skills Animal Handling , Light Armour, Medium Armour, Shields , Simple Weapons , Martial Weapons , Spears , Athletics , Perception , Acrobatics , Performance , proficiencies

 
17
Armor Class
113
Hit Points
+2
Initiative
35
Speed
WeaponAtk BonusDamageRageTypeRangeNotes
Three-Skull Spear 1d20+6 1d6+4 1d6+6 Piercing20/60
Whip 1d20+6 1d4+4 1d4+6 Slashing
Retiarius' Net 1d20+6 5/15Restrained, 5HP, DC 10 STR
Javelin 1d20+6 1d6+4 1d6+6 Piercing30/120
MACE 1d20+6 1d6+4 1d6+6 Bludgeoning
Blue-Hued Club 1d20+7 1d4+5 1d4+7 Bludgeoning
BooyaArchspear 1d20+6 1d6+4+1d4 1d8+4+1d4 1d6+6+1d4 1d8+6+1d4 Piercing + LightningVesatile, once the charge is used the lightning damage bonus disappears
BooyaArchspear-shot 1d20+6 3d6 Lightning151 charge, uses this charge when used.
Blue-Hued Shillelagh 1d20+7 1d8+5 1d8+7 Booyagh
Attacks
Common/Goblin/ A few phrases of Gnoll/ Druidic / Sylvan / Beast Speech
Light/Medium Armour, Shields, Simple/ Martial Weapons, Spears

Proficiences
Beast Sense (Ritual)
Speak With Animals (Ritual)
Shillelag (Druid) -Cantrip-
Mould Earth (Druid) -Cantrip-
(Level 1) -3 Spell-Slots- / Can cast as Ritual w/o Spell Slots-
Purify Food/Drink, Absorb Elements, Detect Booyagh, Animal Messenger(2), Heat Metal(2)

Spellcasting
Explorer's Pack, Disguise Kit, Money Pouch, Admirer's Hair-lock, Costume, Necklace of the Merchant's Eye, Big Obsidian Stone, Black Velvet Mask of Stitches, Wolf Totem, Bear Totem, Waterbreathing Helmet, WINE bottle, Embroidered Silk Handkerchief, 7 Days of Rations
Equipment
Winning is everything, to fight is all there is. Only those poor souls buried 'neath the battlefield understand this.
He loves insults and insulting people too, it is one of his favourite hobbies.
Personality Traits
"Fortune and glory, little one. Fortune and glory." Gronnk told him those words after Oets' first battle in the arena.
Alternatively, Oets wants to be the strongest and most powerful goblin that ever was. He wants to be the King of the Goblins.
Ideals
His weapons are Oets' most prized possessions. They remind him of... Others. People he once knew, people he fought, people he lost against. Every weapon carries a different memory, from nostalgia to wonder to seething hatred.
Bonds
His stupidity, for one.
He will never take 'no' for an answer, willingly.
His rude talk caught the ire of a noble, who now hunts him for it.
Flaws
Fury of the Small, Darkvision, Nimble Escape, Grit, Unarmored Defence, RAGE, By Popular Demand, Reckless Attack, Danger Sense, Mounted Combattant, Extra Attack, (Probably Addiction), Lead Skin (+2 AC, Can't Swim),
*Druid: Spell-casting ( Wild Shape + / Circle o.t. Shepherd), Speech of the Woods, Spirit Totem (B-A: Summon Spirit),
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.

Cerg-Hogginson, Shadowy King of Boars CR: 1/2

Medium beast, unaligned
Armor Class: 11 (Natural Armour)
Hit Points: 12
Speed: 40 ft , burrow: 20 ft , swim: 20 ft , climb: 20 ft

STR

13 +1

DEX

11 +0

CON

12 +1

INT

10 +0

WIS

9 -1

CHA

5 -3

Saving Throws: Strength, Constitution
Skills: Charge: If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk Attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.   Relentless (Recharges after a Short or Long Rest): If the boar takes 7 damage or less that would reduce it to 0 Hit Points, it is reduced to 1 hit point instead.
Senses: Smell -probably-, Darkvision, Hearing
Languages: Common, Beast-Speak
Challenge Rating: 1/2

Charge: If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk Attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.   Relentless (Recharges after a Short or Long Rest): If the boar takes 7 damage or less that would reduce it to 0 Hit Points, it is reduced to 1 hit point instead.   Shadow Step: As a bonus action Cerg teleports him and his rider up to 30ft.

Actions

Tusk: Melee Weapon Attack: 1d20+3 +3 to hit, reach 5 ft., one target. Hit: 4 1d6+1 slashing damage.

Legendary Actions

being a hella cool boi

The Shadowy King of Boars, arisen from a vessel broken in the treasure-chambers of the Forbidden City. Mount and companion to Oets, Goblin-King in the making.

Suggested Environments

Plains, Forests, Mountains, Swamps, Urban, etc.

Statblocks for race/species of the character.

Goblin

Ability Score Increase +2 Dex, +1 Con
Size Small
Speed 30ft

Darkvision: 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.   Fury of the Small: When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a short or long rest.   Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns.

Languages. Common and Golbin

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Shillelagh

0-level (Cantrip) Transmutation

Casting Time 1 Bonus Action
Range Touch
Duration 1 Minute
Components V, S, M
Materials mistletoe, a shamrock leaf, and a club or quarterstaff

The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

Class(es): Druid, Cleric (Nature Domain)

Mold Earth

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30ft
Duration Instantaneous or 1 Hour
Components S

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Class(es): Druid, Sorcerer, Wizard, Cleric (Nature Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Level 1 Spells

Detect Magic

1-level Divination

Casting Time 1 Action
Range Self
Duration Concentration, Up to Ten Minutes
Components V, S

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.   The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Fighter (Monster Hunter), Rogue (Arcane Trickster)

Absorb Elements

1-level Abjuration

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

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.   * - which you take when you take acid, cold, fire, lightning, or thunder damage
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Class(es): Druid, Ranger, Sorcerer, Wizard

Purify Food and Drink

1-level Transmutation

Casting Time 1 Action
Range 10ft
Duration Instantaneous
Components V, S

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Class(es): Cleric, Druid, Paladin, Artificer (Alchemist), Sorcerer (Divine Soul)

Level 2 Spells

Animal Messenger

2-level Enchantment (ritual)

Casting Time 1 Action
Range 30ft
Duration 24 hours
Components V, S, M
Materials a morsel of food

By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.   When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.
At higher levels: If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.

Class(es): Bard, Druid, Ranger

Heat Metal

2-level Transmutation

Casting Time 1 Action
Range 60ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a piece of iron and a flame

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.   If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Class(es): Artificer, Bard, Druid, Cleric (Forge Domain)

Earthbind

2-level Transmutation

Casting Time 1 Action
Range 300 feet
Duration Concentration, up to 1 minute
Components V

Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.
 

Class(es): Druid, Sorcerer, Warlock, Wizard

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


Created by

OrgroBoi.

Statblock Type

Character Sheet (Legacy)

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