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Amlik Durin

1 Level (0 of 300 XP for level-up) Soldier Background Drow Race -- Alignment
Dark Knight Class 1 1 Level

Strength 15
+2
Dexterity 12
+1
Constitution 15
+2
Intelligence 13
+1
Wisdom 13
+1
Charisma 13
+1
14 of 14
Hit Points
+1
Initiative
14
Armor Class
+0
Spell Attack Modifier

Spell Save DC: NONE
Hit Dice: 1 of 1
Hit Die: 1d10 +2
30ft
Speed (walk/run/fly)
1
Pool of Darkness
+4 Expertise Bonus
+2 Proficiency Bonus
+4 Strength
+1 Dexterity
+4 Constitution
+1 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+1 Acrobatics DEX
+1 Animal Handling WIS
+1 Arcana INT
+4 Athletics STR
+1 Deception CHA
+1 History INT
+3 Insight WIS
+3 Intimidation CHA
+1 Investigation INT
skills
+1 Medicine WIS
+1 Nature INT
+3 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+1 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+3 Survival WIS
skills
  Name Roll Attr Dmg Dmg Type
Longsword +4 STR 1d8+2 slashing
 Versatile (1d10)
Shortbow +3 DEX 1d6+1 piercing
 Ammunition, (Range 80/320), Two-Handed

Drow

  • Superior Darkvision
  • Sunlight Sensitivity
  • Drow Magic
  • Fey Ancestry
  • Trance


Dark Knight

  • Fighting Style: Great Weapon Fighting
  • Darkside
    • Darkside save DC = 12
    • Empowerment: 1d4


Soldier

  • Feature: Military Rank

Features & Traits

Coins

  • 65 gold


Equipment

  • Insignia of rank
  • Trophy taken from a fallen enemy
  • A bone dice set or playing card set
  • Common clothes
  • Elven Chain Shirt
  • Longsword
  • Shield
  • Shortbow & 20 arrows
  • Explorer's Pack

Equipment
Weapons: Simple & Martial Weapons
Armor: Medium Armor, Heavy Armor, Shields

Languages: Common, Undercommon, Dark Sylvan
Tools: One type of gaming set, vehicles (land)
Languages & Proficiences
--
Personality Traits
--
Ideals
--
Bonds
--
Flaws
™ & © Wizards of the Coast
D & D 5e Character Sheet v1.6, made by Tillerz#3807 - Updated: 2021-04-06

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

The statblocks of your class features

Dark Knight

overview

The Dark Knight

Level Proficiency Features Pool of Darkness Empowerment
1 +2 Fighting Style, Darkside 1 1d4
2 +2 Chains of Agony 2 1d4
3 +2 Path of Darkness 3 1d4
4 +2 Ability Score Improvement 4 1d4
5 +3 Extra Attack 5 1d4
6 +3 Path of Darkness Improvement 6 1d4
7 +3 - 7 1d6
8 +3 Ability Score Improvement 8 1d6
9 +4 Aura of Judgement 9 1d6
10 +4 Path of Darkness Improvement 10 1d6
11 +4 Indestructible 11 1d6
12 +4 Ability Score Improvement 12 1d6
13 +5 - 13 1d8
14 +5 Path of Darkness Improvement 14 1d8
15 +5 Indestructible (2 uses) 15 1d8
16 +5 Ability Score Improvement 16 1d8
17 +6 Aura of Judgement Improvement 17 1d8
18 +6 Indestructible (3 uses) 18 1d8
19 +6 Ability Score Improvement 19 1d10
20 +6 Executioner's Calling 20 1d12
hit dice 1d12 per Dark Knight level
hit points at 1st level 12 + your Constitution modifier
hit points at higher levels 1d12 (or 7) + your Constitution modifier per Dark Knight level after 1st
armor proficiencies Medium Armor, Heavy Armor, Shields
weapon proficiencies Simple Weapons, Martial Weapons
tools None
saving throws Constitution and Strength
skills Choose two from Athletics, Animal Handling, Arcana, History, Insight, Intimidation, or Survival.
starting equipment
You start with the following equipment, in addition to the equipment granted by your background:
  • (a) Chain Mail or (b) a Chain Shirt
  • (a) a martial weapon and a Shield or (b) two martial weapons
  • (a) a shortbow and 20 arrows or (b) a light crossbow and 20 bolts
  • (a) a Dungeoneer’s Pack or (b) an Explorer’s pack
spellcasting
class features

Fighting Style

You adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can’t take the same Fighting Style option more than once, even if you get to choose again.   Close Quarters Shooter
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.   Defense
While you are wearing armor, you gain a +1 bonus to AC.   Great Weapon Fighting
When you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.   Gifted Brawler
You gain the Tavern Brawler feat instead of a fighting style.  

Darkside

At first level, you gain the ability to leverage your own vitality as currency to barter for the cursed power of the Dark Knight. This power manifests with a vocal command in the forgotten language of Dark Speech, this language cannot be learned or taught or understood through most means to include magical. Even inheriting the curse of the Dark Knight only allows you to learn a few words in the language but they hold immense power. Those that do not know the language and hear your speech will have their ears overcome by a sound of static while you speak them.   The amount of power you can leverage from the curse is finite and tied directly to your vitality which is represented by a Pool of Darkness. Your Dark Knight level determines how many points are in your Pool of Darkness, as shown in the Pool of Darkness column of the Dark Knight table. You can spend these points to fuel various Dark Knight features, words spoken in Dark Speech. You start knowing three such words: Suffer, Cruelty, Pursuit.   When you spend a point from your Pool of Darkness, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended points back into yourself. You must spend at least 30 minutes of the rest focusing on the object of your vengeance or the goal of your transformation.   Some of your Dark Knight features require your target or you to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:   Darkside save DC = 8 + your proficiency bonus + your Strength modifier   Whenever you use a feature that costs points from your pool of darkness you must also reduce your maximum hit points by an amount equal to your Dark Knight level for each point that you use. This hit point reduction lasts until you take a long rest.   Suffer
As a bonus action, spend 1 Pool of Darkness point to add the die shown in the Empowerment column of the Dark Knight table to your attack rolls for the next minute.   Cruelty
As a bonus action, spend 1 Pool of Darkness point to add the die shown in the Empowerment column of the Dark Knight table to your weapon damage rolls for the next minute.   Pursuit
When you use your movement, spend 1 Pool of Darkness point to ignore all difficult terrain and move up to twice your normal movement. During this movement, you gain a climb and swim speed equal to your normal movement speed if you do not have one. If you already have a climb or swim speed, it is doubled.  

Chains of Agony

At 2nd level, you have learned to harness your curse to bind a target with ethereal chains made from blood and ethereal agony. These black, spiked chains can spring forth from any part of your body, armor, or weapons if you are in contact with them.   These chains can reach a distance equal to your movement speed and are manifested as the word Restrain in Dark Speech.   Restrain
As an action, spend 1 Pool of Darkness point and a creature within range that you can see will be restrained by black chains. This creature will contest the restraint against your Darkside DC by using Strength or a Dexterity. On a fail, the target is restrained for up to one minute.   You can restrain a creature up to two sizes larger than you. You can use an action to pull the creature closer to you by half your movement speed unless it is two sizes smaller than you. A restrained creature can try to break the chains at the beginning of each of its turns with a strength check against your Darkside DC. If you are attacked while you have a creature restrained with this feature, then you must roll a concentration check and on a failed roll or the chains will break.  

Path of Darkness

Choose a path to manifest the curse of the Dark Knight, this describes the way that you harness your power and how you most effectively channel your suffering into strength. These are detailed at the end of the class description.   Your choice grants you features when you choose it at 3rd level, and again at 6th, 10th, and 14th level.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Aura of Judgement

At 9th level, you gain an overpowering aura that communicates your murderous intent, willpower to overcome, and your willingness to do whatever is necessary to those in the immediate area. When you enter combat, the air will chill, and wisps of darkness will flutter around the battlefield causing dismay and ruin to fall upon your foes.   At the beginning of your turn in combat roll the die in the Empowerment column as indicated for your level in the Dark Knight table. All hostile creatures within 15 feet of you will take Hellfire damage equal to your roll and you will gain temporary hit points equal to the damage done this way.   At 17th level, the range of your aura increases to 30 feet and hostile creatures within your aura have disadvantage on strength and constitution checks.   If you fall unconscious in battle your aura remains in effect while a battle rages on around you, the only way for it to end is for you to die.  

Indestructible

At 11th level, you gain knowledge of a single word in the Dark Speech that will allow you to persevere through any moment and any pain that befalls as it pales before the weight of the curse that you wield.   Indestructible
When damage dice are rolled against you, as a reaction you may spend 3 Pool of Darkness point to ignore all the of the damage. You can only use this feature once before taking a long rest.   You gain an additional use of this feature at 15th level and third use at 18th level.  

Executioner’s Calling

At 20th level, you have become the incarnation of darkness and suffering with power that is feared by all that cross your path. As an action, you invoke the full power of your curse and drag your opponent to the plane of suffering where your Dark Power emanates from by using the last word you will learn in the Dark Speech.   Death
As an action, choose a creature within 60 feet that you can see. You and that creature are transported to the realm of suffering for 1 minute or until you fall unconscious. While you are in this realm you gain a + 5 to hit, a +5 to damage, and your Darkside DC is increased by 5.   The realm that you are transported to is an impassable arena, a perfect dome 60 feet in diameter with a height that accommodates whatever size of creature that is pulled with you into the realm.
subclass options

Dark Path

Dark Paths are the ways in which your curse manifest, while all Dark Knights share some powers in common they are largely warriors that are influenced by their past and the goals that led them to become a Dark Knight. These paths are where a Dark Knight learns how to harness their powers through practice and through a strengthening bond with the plane of suffering that connects all creatures. While these are the more common manifestations there many throughout the world that could see variation or that might be completely unique.   The techniques and abilities of Dark Knights are only known through legend and story to most, the most learned scholars in the world still know little about them due to how Dark Knights are lone travelers on a mission throughout the world in most cases. Even those that are familiar with Dark Knights can tell you little about how they control their powers because the Dark Speech is impossible for any to discern unless they have been gifted with the forbidden knowledge.   Cruel Weapon Master

Cruel Weapon Master

The most well known of the Dark Knights, their weapons seem alive with chaos and agony. An ordinary-looking sword can transform into a cruel, black weapon with spikes, serrations, and hooks that serve no purpose other than to tear and destroy flesh when these Dark Knights begin a fight. The focus of this path is on weapon enhancements and changes that tilt the tides of battle in conventional warfare when the gap of skill or strength is too wide to bridge with willpower alone.  

Cruel Weapon

Beginning at 3rd level when you choose this path, you learn the words for Grow, Tear, and Shatter. These words all augment whatever weapon has to be in your hand at the time, the only requirement for them to take effect is that you are proficient with a weapon in hand.   Grow
As a bonus action, spend 1 Pool of Darkness point to increase the size of the weapon in your hands. The weapon enlarges, becoming a shadowy weapon of black steel and gains the reach property if it is a melee weapon or it is a ranged weapon then it gains a melee attack equal to its ranged attacking power. This enhancement lasts for 1 minute or until you fall unconscious.   Tear
As an action, spend 1 Pool of Darkness point to cover your weapons and armor in spikes and hooks of black metal. When you roll damage dice for your weapon you may add 1 to the roll of each die. This enhancement lasts for 1 minute or until you fall unconscious.   Shatter
In place of an attack, spend 1 Pool of Darkness point to destroy the weapon in your hand and deal force damage to your target. This attack takes the place of a weapon attack that you roll and consumes the weapon upon a successful hit. The attack is rolled normally but the damage dice are replaced by 4d4 that deal damage to every other creature within 10 feet.  

Ghostly Weapon

At 6th level your attacks become mystical and after images of them can be seen as if they are illusions, but the illusions are all too real if a foe tries to test them. Your weapon attacks are now magical and if your strike is powerful enough then it will deal additional damage.   When you roll an attack against a creature if you roll 5 higher than what you need to hit the creature then roll your empowerment die found in the Empowerment column of the Dark Knight table and add it to your damage roll.  

Brutal Blow

At 11th level, you have learned to channel your darkness into a compressed strike that is painful for you and doubly so for your enemies. You can expel an incredible amount of darkness from the strike of your weapon, whether it is ranged or melee.   When you successfully hit with a weapon attack you can expend 2 Pool of Darkness points to roll three times the normal amount of damage dice for your weapon.  

Mortal Reminder

At 17th level, you have learned a word in the Dark Speech that turns your weapon into an instrument of destruction as it drips with the concept of mortality and suffering. You empower your weapon by uttering the word for Mortality in Dark Speech. Mortality
As an action, you can spend 3 Pool of Darkness Points and your weapon morphs into a that of a legendary tool of destruction. For 1 minute any creature struck by your weapon takes damage as if it were vulnerable to it. If you score a critical hit during this time then the creature must roll a Constitution save against your Darkside DC and on a fail it instantly dies.
  The Tormentor

The Tormenter

The most feared of the Dark Knights, they have mastery over the black chains that entangle and bind their enemies. They understand fear, pain, and misery in ways that allow them to inflict near madness on their foes by creating a sense of helplessness. The focus of this path is on the Chains of Agony and using their power to bind, reposition, and torture the foe unlucky enough to become entangled within them. Your Chains of Agony feature now gains the ability to restrain creatures that are normally immune to the restrained condition.  

Chain Fighter

Beginning at 3rd level when you choose this path, you gain more precise control over the Chains of Agony feature and have the ability to summon the chains as weapons. If you choose to use your chains in this way, then they become a melee weapon with the versatile and reach properties. This is chosen instead of the normal Chains of Agony feature when you choose to use it. Chains of Agony (Versatile, Reach 10 feet) (2d4, 3d4)
Once summoned these weapons will persist for an hour or until you fall unconscious or dismiss them. This weapon deals magical, bludgeoning damage. Whenever you make an attack with this weapon you may choose to use it as the standard Chains of Agony feature. If you do, then the chains cease to function as a weapon and will need to be resummoned in their weapon form.  

Shared Agony

At 6th level, you have learned to channel pure pain through your Chains of Agony. When a creature is restrained by your Chains of Agony feature or if the chains are held in contact with their body they will experience your pain. Whenever you spend Pool of Darkness points and lowers your maximum hit points, they will experience that much damage as unavoidable force damage.  

Precise Chain Control

At 11th level, you have learned to exert your power of Darkness to strengthen your hold on a target so that you can constrict them or slam them into the environment. When you activate your Chains of Agony feature and it successfully restrains a creature, as a bonus action you may spend 2 Pool of Darkness points to either constrict the chains or swing the chains.   Constrict
If you choose to constrict the chains, then the creature will have disadvantage on strength checks until the end of their next turn.   Swing
If you choose to swing the chains, then check how far away the creature is from your location. Roll a strength contest against the creature that is restrained by your chains. If you succeed, then move the creature to another location that the chains can currently reach with terrific force that breaks the chains and deals 4d10 magical bludgeoning damage on impact.  

Chains of Sealing

At 17th level, you have perfected your restraining techniques and can now restrain creatures in a way that seals their soul in the plane of suffering. This is accomplished by using the Dark Speech word for Banish.   Banish
As an action, spend 3 Pool of Darkness points and choose a creature that is already restrained by your chains of Agony feature. That creature rolls a Charisma saving throw, on a failed save their soul is drug into the plane of suffering for one hour where their vitality is drained by the environment. Creatures that have less than 100 hit points will perish and be erased from existence from this exposure. Creatures that have more than 100 hit points will have their maximum hit point total lowered by 100 permanently when they return. This effect can be reversed by a wish spell.
   

Soldier

War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.   When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble's or merchant's private army, or a mercenary company.  

Specialty

During your time as a soldier, you had a specific role to play in your unit or army. Roll a d8 or choose from the options in the table below to determine your role:
d8Role
1Officer
2Scout
3Infantry
4Cavalry
5Healer
6Quartermaster
7Standard-bearer
8Support staff (cook, blacksmith, or the like)

Skill Proficiencies Athletics, Intimidation
Tool Proficiencies One type of gaming set, vehicles (land)
Equipment An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a bone dice set or playing card set, a set of common clothes, and a belt pouch containing 10 gp

Features

Military Rank

You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Suggested Characteristics

The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.

Traits

Dice 1d8 Personality Traits
1I'm always polite and respectful.
2I'm haunted by memories of war. I can't get the images of violence out of my mind.
3I've lost too many friends, and I'm slow to make new ones.
4I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
5I can stare down a hell hound without flinching.
6I enjoy being strong and like breaking things.
7I have a crude sense of humor.
8I face problems head-on. A simple, direct solution is the best path to success.

Ideal

Dice 1d6 Ideals
1Greater Good: Our lot is to lay down our lives in defense of others. (Good)
2Responsibility: I do what I must and obey just authority. (Lawful)
3Independence: When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
4Might: In life as in war, the stronger force wins. (Evil)
5Live and Let Live: Ideals aren't worth killing over or going to war for. (Neutral)
6Nation: My city, nation, or people are all that matter. (Any)

Bond

Dice 1d6 Bonds
1I would still lay down my life for the people I served with.
2Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
3My honor is my life.
4I'll never forget the crushing defeat my company suffered or the enemies who dealt it.
5Those who fight beside me are those worth dying for.
6I fight for those who cannot fight for themselves.

Flaw

Dice 1d6 Flaws
1The monstrous enemy we faced in battle still leaves me quivering with fear.
2I have little respect for anyone who is not a proven warrior.
3I made a terrible mistake in battle that cost many lives — and I would do anything to keep that mistake secret.
4My hatred of my enemies is blind and unreasoning.
5I obey the law, even if the law causes misery.
6I'd rather eat my armor than admit when I'm wrong.

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Elf

overview
ability score increase
+2 Dex
age
Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
alignment
Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.
Size
Medium
speed
Walking 30ft
Languages
You can speak, read, and write Common and Elvish.
race features
Darkvision
Accustomed to twilit forests and the night sky, 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.   Keen Senses
You have proficiency in the Perception skill.   Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.   Trance
Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
description
Elves are the oldest of the Elder Races that live in Isekai, it is said that they are charged with the safekeeping of the forests, animals, and nature as a whole.

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Created by

RiverFang.

Statblock Type

Character Sheet (2020)

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