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

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Addrick Battlehammer

Paladin 2 Class & Level
Pirate Background
Dwarf Race
Netural Alignment

Strength 17
+3
Dexterity 13
+1
constitution 13
+1
intelligence 12
+1
wisdom 10
+0
charisma 16
+3
Total Hit Dice 2
Hit Die
1d8+1
+0 proficiency bonus
+0 Strength
+0 Dexterity
+0 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+1 Acrobatics
+0 Animal Handling
+1 Arcana
+5 Athletics
+3 Deception
+1 History
+0 Insight
+5 Intimidation
+1 Investigation
+2 Medicine
+1 Nature
+2 Perception
+3 Performance
+3 Persuasion
+1 Religion
+1 Sleight of Hands
+1 Stealth
+1 Survival
skills

 
18
Armor Class
14
Hit Points
+1
Initiative
25
Speed
WeaponAttackDamage
The Edict Blade 1d20+6 1d8+4
The Edict Blade (2handed) 1d20+6 1d10+4
Scimitar 1d20+5 1d8+3
Javalin 1d20+5 1d8+3
Attacks
Heavy Armor
Medium Armor
Light Armor
Shields
Martial Weapons
Simple Weapons
Proficiences
To me, a tavern brawl is a nice way to get to know a new city.

I never pass up a friendly wager.
Personality Traits
Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good)
Ideals
Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine.
Bonds
My pride will probably lead to my destruction.
Flaws
Lay on Hands
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.

Divine Sense
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestia⁠l, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampi⁠re Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Stone Cutting
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Dwarven Resiliance
You have advantage on saving throws against poison, and you have resistance against poison damage

Darkvision
Accustomed to life underground, you have superior vision in dark and dim conditions. 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.

Background Feature (Pirate): Bad Reputation
No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.
Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Scimitar

Melee Weapon Common [Finesse, Light]

Type Damage Damage Range Properties
Martial 1d6 Slashing

Cost: 25 gp Weight: 3 lb


 

DnD 5e SRD SRD

Shield

Shield Common

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Type AC STR Req. Stealth Dis. Properties
Shield +2

Cost: 10 gp Weight: 6 lb


 

DnD 5e SRD SRD

Chain Mail Armor

Heavy Armor Common

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Type AC STR Req. Stealth Dis. Properties
Heavy 16 13+ YES

Cost: 75 gp Weight: 55 lb


 

DnD 5e SRD

Backpack

Adventuring Gear Common

A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear.   You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

Cost: 2gp Weight: 5lb


 

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

DnD 5e SRD SRD

Javelin

Melee Weapon Thrown Common

Type Damage Damage Range Properties
Simple 1d6 Piercing 30/120 ft Thrown

Cost: 5 sp Weight: 2 lb


 

The statblocks of your class features

Paladin


Hit Points

Hit Dice: d10 per Paladin level
Hit Points at first Level: 1d10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier

Proficiences

Armor: All armour, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Starting Equipment

You start with the following equipment in addition to the following equipment granted by your background   (a) a martial weapon and shield or (b) any simple weapon (a) five javelins or (b) any simple melee weapon (a) a perists pack or (b) an explorers pack chain mail and a holy symbol


Spellcasting

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Hill Dwarf PHB

Ability Score Increase +2 Con, +1 Wis
Size Medium
Speed 25 ft (not reduced by heavy armour)

Darkvision. 60 ft.

Dwarven Armor Training. You have proficiency with light and medium armor.

Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Tool Proficiency. Choose one of smith’s tools, brewer’s supplies, or mason’s tools.

Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Languages. Common, Dwarvish

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

K4kills.

Statblock Type

Character Sheet (Legacy)

Link/Embed