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Runcible “Runny” Tinstew

4 Level (0/6500 XP for level-up) Hearthbound Guardian Background Mapach Race / Species / Heritage Chaotic Good Alignment
Fighter
Level 4
Hit Dice: 3/4
1d10+1 Class 1

STR
13
+1
DEX
15
+2
CON
12
+1
INT
10
+0
WIS
14
+2
CHA
8
-1
44
Hit Points
+2
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+2 Dexterity
+3 Constitution
+0 Intelligence
+2 Wisdom
-1 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+0 Arcana INT
+1 Athletics STR
-1 Deception CHA
+0 History INT
+4 Insight WIS
+1 Intimidation CHA
+0 Investigation INT
skills
+2 Medicine WIS
+0 Nature INT
+4 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+0 Religion INT
+4 Sleight of Hand DEX
+2 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Frying Pan +2 DEX 1d6+2 Bludgening
 Improvised Melee Weapon, Light, Finesse
Rolling pin +2 DEX 1d6+2 Bludgening
 Improvised Melee Weapon, Light, Versatile (1d8), Finesse
Cooking Knife +2 DEX 1d4+2 Piercing
 Simple Melee Weapon, Finesse, Thrown, Light
Cooking Knife +2 DEX 1d4+2 Piercing
 Simple Melee Weapon, Finesse, Thrown, Light
Attacks


Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money

  • Birdfolk

  • Mapach

  • Jerbeen




Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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

Homebrew

Haute Iron Half Plate

Armor (Medium)

Common

Shody. Shody armor fall apart, litterally. Whenever an enemy hits you and the d20 roll is a 20, a pierce of armor flies off and the base Amor Class provided by the shoddy armor decreases by 2. If you hold a shiled, it will be the first to fly out of hand. The effect lasts until you retrieve the lost pieces and use an action to fix it.

Custom-made by Renny, this armor is a patchwork of cast iron pots and pans. Unfortuneatly, the armor does have the tendency to fall about in the middle of fights, but with a little time it can be repared.

Type AC STR Req. Stealth Dis.
Medium 15 Yes

Cost: 75
Weight: 40

The statblocks of your class features

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. Mapachs are most comfortable under the cloak of night.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Intimidating Banter

At 3rd level, you are adept at integrating insults and barbs into your fighting style. So long as you are in combat, you may choose to use Strength or Dexterity to make Charisma ability checks.

Brutal Brawler


  • At 3rd level, your tavernside scuffles have honed your ability to deal damage with just about anything that’s handy. You have proficiency with improvised weapons, and treat any improvised weapon you handle as if it has the finesse quality.

  • Additionally, whenever you hit with an improvised weapon, you may spend a bonus action to break it over your opponent. Doing this destroys the weapon, but deals the maximum number each of the weapon’s damage dice could deal to the target. Any additional dice added to the attack’s damage roll are not affected by this ability.

  • At 10th level, the improvised weapons you wield become even more lethal in your hands. When you spend your bonus action to break an improvised weapon over your opponent, add an additional 2d6 to the weapon’s base damage dice.

  • At 18th level, you have advantage on attacks you make with improvised weapons.



 

Action Surge


  • Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

  • Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.



 

Chef

Time and effort spent mastering the culinary arts has paid off. You gain the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with cook’s utensils if you don’t already have it.
  • As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
  • With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.

 

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Mapach

Naturally curious, mapachs are a medium-sized racoon-like race. They are crafty, hearty, and tough, but their true strength lies in the potential they see when looking at the world around them. Mapachs have incredibly light hands and a great degree of fine motor control that doesn’t diminish with age. They are also adept at climbing and sneaking. This, combined with their love of trinkets, has earned them an undeserved reputation as thieves. While there are exceptions, most mapachs are quite good-natured, if a little eccentric.
ability score increase: WIZ +2, CON +1
age: 8-60
alignment: Chaotic Neutral
Size: Medium
speed: 30
Languages: Birdfolk and Mapach.
race features:
  • Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.
  • Age. Mapachs mature quickly, reaching adulthood around 8 years. Despite this they have fairly average lifespans, the oldest among them living just past 60 years.
  • Alignment. Mapachs don’t favor good over evil, with most choosing to remain neutral. They also lean towards the freedom of chaotic alignments.
  • Size. Mapachs stand between 4 and 5 feet tall, and encompass a variety of builds from svelt to wide, weighing between 90 and 160 pounds. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • 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. Mapachs are most comfortable under the cloak of night.
  • Expert Climbers. You have a climb speed of 20 feet.
  • Resilience. You have advantage on saving throws against poison and resistance against poison damage.
  • Scroungecraft.
  • You are proficient with tinker’s tools. Additionally, you have the ability to construct crude but functional versions of common items using materials present in your surroundings. You may spend 10 minutes to craft these materials into any tool or piece of adventuring gear worth 30 gold pieces or less. The item will be completely functional, even capable of passing for a disguise (if you crafted an article of clothing). Tools, along with any other item that would logically break on its first use (caltrops, arrows), will become useless afterward. Scroungecrafted items will otherwise last 1 hour before falling apart.
  • Depending on the materials available, a Game Master (GM) may rule that you cannot craft an item in this way. For example, a vial of acid might be easy to make if you happen to be near a nest of acidic beetle larvae, or bark can be bound into a makeshift flask, but it would be difficult to create a passable facsimile of silken robes from a pile of leaves.
  • Should you have access to the proper materials, you can spend 8 hours converting an item you have scroungecrafted in this way into a permanent version, so long as you start this process before the item falls apart. Items crafted in such a way will function exactly as a normal version of the item, and if you have proficiency in the tools used to craft them, they can even look professionally-crafted. Otherwise, they retain a rather rough, cobbled-together appearance.You can also use scroungecraft to repair broken equipment, provided you have the materials on hand. Though, how long your repairs hold together is up to the GM.
  • Skulker. You have advantage on Stealth checks made in dim light and darkness.

Resilient Opportunists

Mapachs are adept at surviving tough woodland conditions, and at intuiting the right course of action when faced with a problem. They are also inveterate opportunists. Some may consider them brash, but mapachs know that opportunities rarely present themselves and are quick to act on them. Mapachs are alert and have a keen awareness of their surroundings. Only the truly foolhardy among them are taken in by obvious traps.  

Canny Craftspeople

One of the traits mapachs are most well-known for is their ability to find a use for just about anything. This knack for creating functional or useful items out of debris, junk, or on-hand materials is known as “scroungecraft”, and is a cultural staple among mapachs. This activity is considered an art form among mapachs, on par with the high art of other peoples. Scroungecrafting demonstrates creativity, ingenuity, and resourcefulness, but is misunderstood by outsiders who see it as primitive or crude. Genius ideas created by mapach hands frequently began as scroungecraft prototypes. Many who have built such interesting or unique creations achieve celebrity status among mapachs, going on to showcase their skills in loosely-organized scroungecraft fairs.  

Hubs of Invention

Mapachs are often loners, but when they do establish communities with humblefolk or birdfolk, they have a habit of fostering innovation wherever they go. Mapach ingenuity was responsible for the contraption upon which Alderheart’s pulley system was based. The pulley system was so successful that birdfolk perches beyond Alderheart have adopted the technology.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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

Tinkerer's Tools

A set of tinker's tools is designed to enable you to repair many mundane objects. Though you can't manufacture much with tinker's tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail.
 

  • Components. Tinker's tools include a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue.

  • History. Tinker's tools include a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue.

  • Investigation. When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago.

  • Repair. You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flame hot enough to make the metal pliable.


 
ActivityDC
Temporarily Repair a Disabled Device10
Repair an item in half the time15
Improvise a temporary item using scraps20

Cooking Utensils

Adventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit.


  • Components. Cook's utensils include a metal pot, knives, forks, a stirring spoon, and a ladle.

  • History. Your knowledge of cooking techniques allows you to assess the social patterns involved in a culture's eating habits.

  • Medicine. When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction.

  • Survival. When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.

  • Prepare Meals. As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your cook's utensils and sufficient food.



 


ActivityDC
Create a Typical Meal10
Duplicate a Meal10
Spot Poison or Impurities in Food15
Create a Gourmet Meal15

Created by

tr0llbait.

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