+2 | Strength |
+0 | Dexterity |
+2 | Constitution |
-2 | Intelligence |
-2 | Wisdom |
-2 | Charisma |
+0 | Acrobatics |
-2 | Animal Handling |
-2 | Arcana |
+2 | Athletics |
+0 | Deception |
-2 | History |
+0 | Insight |
-2 | Intimidation |
-2 | Investigation |
+0 | Medicine |
-2 | Nature |
+0 | Perception |
-2 | Performance |
-2 | Persuasion |
-2 | Religion |
+0 | Sleight of Hands |
+0 | Stealth |
+0 | Survival |
Weapon | Attack | Damage |
---|---|---|
Broken Tusk Grandblade | 1d20+6 | 1d6+ slashing/bludgeoning |
BT SpAtk | STR DC | 2d6+7 slashing/bludgeoning |
Deep Bronze Shield | Shield Bash 1d20+6 | 1d6+4 bludgeoning |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Weapon Heavy, Sword Parry
While wielding this weapon your Strength score is set to 18. If your Strength is already equal to or greater than this, it has no effect.
As an action the wielder can cause the blade to grow, increasing in length and weight and allowing the wielder to make a single, massive strike. This attack affects a certain area (chosen by the wielder) and forces all creatures within the area to make a Dexerity saving throw with a DC = 8 + Proficiency modifier + Strength modifier or take 2d6 + Strength modifier + Fighter level slashing or bludgeoning damage.
Avalanche Smash: 15ft cone
Boulder Crush: 5ft cube. This blow deals double the normal damage.
Eruption Spin: 5ft circle
Fissure Cut: 30ft line. The line is 5ft wide. Rare
The Broken Tusk is a broken grandblade. It has a core of cold hammered iron and a 'blade' of solid stone.The blade has been broken in half; creating a shear, blunt point.
The blade is engraved with ancient dwarven runes and inlaid with obsidian. Razor-sharp shards of obsidian are embedded along the edge of the blade, forming a brutal, serrated edge.
The Obsidian inlay and runes glow with a ghostly, blue light.
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial Melee | 1d6+1 | Slashing | Heavy, Sword Parry
While wielding this weapon your Strength score is set to 18. If your Strength is already equal to or greater than this, it has no effect. As an action the wielder can cause the blade to grow, increasing in length and weight and allowing the wielder to make a single, massive strike. This attack affects a certain area (chosen by the wielder) and forces all creatures within the area to make a Dexerity saving throw with a DC = 8 + Proficiency modifier + Strength modifier or take 2d6 + Strength modifier + Fighter level slashing or bludgeoning damage. Avalanche Smash: 15ft cone Boulder Crush: 5ft cube. This blow deals double the normal damage. Eruption Spin: 5ft circle Fissure Cut: 30ft line. The line is 5ft wide. |
Dungeons & Darker Dungeons (Crow)
Armor AC = 12 + Dexterity modifier (maximum 2) + 1
Potential
When the wearer is targeted with a spell attack, reduce the roll by 1d4.
This armor grants advantage on Intimidation rolls against Beasts. Uncommon
This Hide Armor is lined with warm, soft wolf fur and trimmed with thick, rough Thrashwyrm fur. The outer covering is stony grey, scaled Thrashwyrm hide with blue and yellow streaks running down the back.
The helmet is made from a Thrashwyrm's imposing skull; decorated with small, sharp Thrashwyrm feather-blades.
The hide's lingering magic resistance provides limited protection against harmful effects.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Light | 12 + Dex (max. 2) + 1 | YES |
Armor Takes up +2 slots
Grants advantage on saves against magical effects Common
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Shield | +2 |
The statblocks of your class features
Fighter Level 1
You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Fighter level. Once you use this feature, you must finish a short or Long Rest before you can use it again.
Fighter Level 2
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.
Fighting Style
When a creature you can see attacks a target other than you that is within 5 feet of you, you can spend your reaction to force a reroll of one weapon attack that hits an adjacent ally. If you are wielding a shield, the enemy rerolls the attack with disadvantage. You must use the new result.
Fighter (Field Medic) Level 3
Beginning when you take this archetype at 3rd level you learn maneuvers that are fueled by special dice called Support Dice.
Support Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many of these maneuvers assist or protect allies and provide buffs to non-magical healing. You can only use one maneuver per attack. You learn two additional maneuvers of your choice at the 7th, 10th, and 15th levels. Every time you learn new maneuvers you can also replace one maneuver you know with a different one.
Support Dice. You have four support dice, which are d8.
A support die is expended when you use it. You regain all of your extended support dice when you finish a short or long rest. You gain support die at the 7th level, and additional support die at the 15th level.
Your support dice increase to a d10 at the 9th level and a d12 at the 17th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects.
The saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus + your Constitution or Intelligence modifier (your choice)
Grello's Support Maneuvers
Snap out of it! (Combat Support Maneuver)
On your turn, you can use a bonus action and expend one support die to rapidly treat a condition affecting one of your allies.
When you do so, an Ally within 5ft gains temporary hit points equal to the support die roll and is cured of one condition afflicting it. The condition can be blinded, deafened, paralyzed or poisoned.
At the 10th level it can also remove charm effects, petrification, curses, and effects reducing ability scores or maximum hit points.
Distracting Strike (Combat Support Maneuver)
When you hit a creature with a weapon attack, you can expend one support die to distract the creature, giving your allies an opening.
You add the support die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Fortify (Combat Support Maneuver)
On your turn, you can use a bonus action and expend one support die to provide emergency curatives and restoratives.
When you do so, an Ally within 5ft gains hit points equal to the support die roll + your Con or Int modifier.
Fighter (Field Medic) Level 3
Also at 3rd level, you gain proficiency in Healer’s kits. If you already have proficiency in Healer’s kits you double it. When you provide medical care during a short rest any subjects who regain hit points at the end of the short rest also regain your support dice in extra hit points. When you provide medical care during a long rest the subject's wounds heal one step without a check. During a long rest you can care for your fighter level in patients.
Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Som e concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.
Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach. Choose from Champion, Battle Master, Eldritch Knight, and Arcane Archer (Xan).
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Languages. Common, one extra language
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.