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Maxirin Harvery in Dungeons & Dragons 5e

Maxirin Harvery

Warlock (Celestial) 1 Class & Level
Outlander Background
Firbolg Race
Neutral Good Alignment

Strength 10
+0
Dexterity 12
+1
constitution 14
+2
intelligence 10
+0
wisdom 18
+4
charisma 13
+1
Total Hit Dice 1
Hit Die
1d8+2
+2 proficiency bonus
+0 Strength
+1 Dexterity
+2 Constitution
+2 Intelligence
+6 Wisdom
+1 Charisma
saving throws
+1 Acrobatics
+4 Animal Handling
+0 Arcana
+2 Athletics
+1 Deception
+0 History
+4 Insight
+1 Intimidation
+0 Investigation
+4 Medicine
+2 Nature
+4 Perception
+1 Performance
+3 Persuasion
+0 Religion
+1 Sleight of Hands
+1 Stealth
+6 Survival
skills

 
13
Armor Class
10
Hit Points
+1
Initiative
30
Speed
Quarterstaff 1d20+3 1d6
Quarterstaff 2H[roll 1d20+3] 1d8
Attacks
Armour: Light Armour
Weapon: Simple Weapons

Proficiences
Wisdom
Spellcasting
I watch over my friends as if they were a litter of newborn pups.
Personality Traits
Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good)
Ideals
I feel a constant need to help all, and will quickly follow any chance to bring happiness.
Bonds
I sometimes become over invested in the lives of others, to the point of self deprication
Flaws
For the maps and geography we have an excellent memory. The general layout of terrain, settlements and also all other features which are around you can be available to recall them always. This outlander background 5e has other feature in addition, you have a capability to find fresh water and food for your own and also up to five other peoples each of the day and provided that the land offers berries, water, small game and so forth.
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.

Bubba 'Bubba Boots' Harvery

Tiny Pseudodragon Friend , Chaotic Good

Armor Class 14
Hit Points 6
Speed 30ft Fly: 30ft

STR
9 -1
DEX
12 +1
CON
15 +2
INT
9 -1
WIS
8 -1
CHA
14 +2

Saving Throws Intelligence, Wisdom
Damage Vulnerabilities None
Damage Resistances None
Damage Immunities None
Condition Immunities None
Senses Passive perception: 9
Languages Draconic, Understand Common, Understands elvish, understands giant
Challenge How dare you ask how tough my friend is, he shouldn't stand for this abuse


Ideals

Coin

Bonds

Coin

Flaws

Coin. I’m deathly afraid of cats.

Suggested Environments

In a coin purse or in a place where he is valued or loved.


Charisma, 12 DC, +4 attack bonus

At will: Firebolt


Actions

Claws Melee weapon attack +1 to hit, 5ft, 1 target, 5 slashing damage (1d8+1) 1d8+1


 

Statblocks for race/species of the character.

Firbolg

Ability Score Increase +1 Str, +2 Wis
Size Medium
Speed 30 ft

Firbolg tribes cloister in remote forest strongholds, preferring to spend their days in quiet harmony with the woods. When provoked, firbolgs demonstrate formidable skills with weapons and druidic magic.  

Humble Guardians

Firbolgs love nothing more than a peaceful day spent among the trees of an old forest. They see forests as sacred places, representing the heart of the world and monuments to the durability of life.   In their role as caretakers, firbolgs live off the land while striving to remain in balance with nature. Their methods reflect common sense and remarkable resourcefulness. During a bountiful summer, they store away excess nuts, fruit, and berries. When winter arrives, they scatter everything they can spare to ensure the animals of the wood survive until springtime.   In a firbolg’s eyes, there is no greater fault than greed. The firbolgs believe that the world remains healthiest when each creature takes only what it needs. Material goods, especially precious gems and gold, have little appeal to them. What use are such things when winter lingers and food runs short?  

Natural Druids

Firbolgs have a talent for druidic magic. Their cultural reverence for nature, combined with their strong and insightful minds, makes learning such magic an instinctive part of their development. Almost every firbolg learns a few spells, typically those used to mask their presence, and many go on to master nature magic.   Firbolgs who become druids serve as stronghold leaders. With every action the tribe takes, the druids weigh not only the group’s needs, but the effect each action will have on the forest and the rest of the natural world. Firbolg tribes would rather go hungry than strain the land during a famine.  

Hidden Shepherds

As caretakers of the land, firbolgs prefer to remain out of sight and out of mind. They don’t try to dominate nature, but rather seek to ensure that it prospers and survives according to its own laws.   Firbolgs use their magic to keep their presence in a forest secret. This approach allows them to avoid the politics and struggles of elves, humans, and orcs. Such events concern the firbolgs only when the events affect the forest.   Even in the face of an intrusion, firbolgs prefer a subtle, gentle approach to prevent damage to their territory. They employ their magic to make the forest an unappealing place to explore by temporarily diverting springs, driving away game, stealing critical tools, and altering trails to leave hunting or lumber parties hopelessly lost. The firbolgs’ presence is marked by an absence of animals and a strange quiet, as if the forest wishes to avoid attracting attention to itself. The faster travelers decide to move on, the better.   If these tactics fail, the firbolgs take more direct action. Their observations of a settlement determine what happens next. If the outsiders seem peaceful, the firbolgs approach and gently ask them to leave, even offering food and other supplies to aid their departure. If those who insist on remaining respect nature, take only what they need, and live in harmony with the wood, firbolgs explore the possibility of friendship with them, as long as the outsiders vow to safeguard the forest. If the settlers clearly display evil intentions, however, the firbolgs martial their strength and magic for a single overwhelming attack.  

Outcast Adventurers

As guardians of the wood, few firbolgs would dream of leaving their homes or attempting to fit into human society. An exiled firbolg, or one whose clan has been destroyed, might not have a choice in the matter. Most adventuring firbolgs fall into this latter category.   Outcast firbolgs can never return home. They committed some unforgivable deed, usually something that put their homeland at risk, such as starting a forest fire or killing a rare or beautiful wild creature. These firbolgs are loners who wander the world in hope of finding a new place to call home.   Orphaned firbolgs are those whose clans or homelands have been destroyed. They become crusaders for nature, seeking to avenge their loss and prevent the further destruction of the natural world.   A few rare firbolgs are entrusted by their clan with an important mission that takes them beyond their homes. These firbolgs feel like pilgrims in a strange land, and usually they wish only to complete their quests and return home as quickly as possible.   The Firbolg Adventurers table can serve as inspiration for determining why a firbolg character leaves home.   Firbolg Adventurers   d8 Reason for Adventuring 1 Outcast for murder 2 Outcast for severely damaging home territory 3 Clan slain by invading humanoids 4 Clan slain by a dragon or demon 5 Separated from the tribe and lost 6 Homeland destroyed by natural disaster 7 Personal quest ordained by omens 8 Dispatched on a quest by tribe leaders  

Firbolg Names

Firbolg adopt elven names when they must deal with outsiders, although the concept of names strikes them as strange. They know the animals and plants of the forest without formal names, and instead identify the forest’s children by their deeds, habits, and other actions.   By the same token, their tribe names merely refer to their homes. When dealing with other races, firbolgs refer to their lands by whatever name the surrounding folk use, as a matter of tact and hospitality, but among their own kind they simply call it “home.”   Sometimes firbolgs adopt the nicknames or titles outsiders give them under the assumption that those who need names can call them whatever they wish.  

Firbolg Traits

Your firbolg character has the following racial traits.   Age As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.   Alignment As people who follow the rhythm of nature and see themselves as its caretakers, firbolg are typically neutral good. Evil firbolg are rare and are usually the sworn enemies of the rest of their kind.   Size Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium.   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.   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.   Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.   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.

Languages. You can speak, read, and write Common, Elvish, and Giant.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Page: 158 from Xanathar's Guide To Everything

Infestation

0-level (Cantrip) Conjuration

Casting Time 1 Action
Range 30 feet
Duration Instantaneous
Components V, S, M
Materials a living flea

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1., north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
 
At higher levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

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

PHB, page 237 SRD

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time 1 action
Range 120 feet
Duration Instantaneous
Components V, S

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
 
 
At higher levels: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. you can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Class(es): Warlock

SRD

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 30ft
Duration 1 minute
Components V, S

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.  
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.  
The hand can't attack, activate magical items, or carry more than 10 pounds.

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

Level 1 Spells

Healing Elixir

1-level Conjuration

Casting Time 1 minute
Range Self
Duration 24 hours
Components V, S, M
Materials alchemist’s supplies

You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it’s consumed, at which point the vial vanishes. As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points.

Class(es): Warlock, Wizard

SRD

Bless

1-level Enchantment

Casting Time 1 action
Range 30ft
Duration Up to 1 minute
Components V, S, M
Materials A sprinkling of holy water

You bless up to three creatures of your choice within range. Whenever a target makes an Attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the Attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Class(es): Cleric, Paladin

PHB, page 248 SRD

Guiding Bolt

1-level Evocation

Casting Time 1 action
Range 120ft
Duration 1 round
Components V, S

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Class(es): Cleric

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


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