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hoger

guerrero 5 Class & Level
Background
semiorco Race
Alignment

Strength 17
+3
Dexterity 15
+2
constitution 16
+3
intelligence 15
+2
wisdom 11
+0
charisma 14
+2
Total Hit Dice 10
Hit Die
1d10+3
+3 proficiency bonus
+3 Strength
+2 Dexterity
+3 Constitution
+2 Intelligence
+0 Wisdom
+2 Charisma
saving throws
+2 Acrobatics
+0 Animal Handling
+2 Arcana
+3 Athletics
+2 Deception
+2 History
+0 Insight
+2 Intimidation
+2 Investigation
+0 Medicine
+2 Nature
+0 Perception
+2 Performance
+2 Persuasion
+2 Religion
+2 Sleight of Hands
+4 Stealth
+0 Survival
skills

 
18
Armor Class
55
Hit Points
+2
Initiative
30
Speed
Attacks
11524
Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Half Plate Armor

Medium Armor Common

Type AC STR Req. Stealth Dis. Properties
Medium 15 + Dex Modifier (max 2) YES

Cost: 750 gp Weight: 40 lb


 

DnD 5e SRD SRD

Greatsword

Melee Weapon Heavy, Two-Handed Common

Type Damage Damage Range Properties
Martial 2d6 Slashing Heavy, Two-Handed

Cost: 50 gp Weight: 6 lb


 

DnD 5e SRD SRD

Greatsword

Melee Weapon Heavy, Two-Handed Common

Type Damage Damage Range Properties
Martial 2d6 Slashing Heavy, Two-Handed

Cost: 50 gp Weight: 6 lb


 

Potion of Healing

Potion Common

You regain 2d4+2 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.

Weight: .5lbs


 

Explorer's Pack

Adventuring Gear Common

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Cost: 10 gp Weight: 59 lb


 

The statblocks of your class features

Fighter


Hit Points

Hit Dice: d10 per Fighter 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: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Starting Equipment

You start with the following equipment in addition to the equipment granted by your background   (a) chain mail or (b) leather armour, longbow and 20 arrows (a) a martial weapon and shield or (b) two martial weapons (a) a light crossbow and 20 bolts or (b) two handaxes (a) a dungeoneers pack or (b) explorers pack

Eldritch Knight


Hit Points

Hit Dice: d10 per Eldritch Knight level
Hit Points at first Level: See Fighter
Hit Points at Higher Levels: See Fighter

Proficiences

Armor: See Fighter
Weapons: See Fighter
Tools: See Fighter
Saving Throws: See Fighter
Skills: See Fighter

Starting Equipment

See Fighter


Subclass Options

Spellcasting

Fighter LevelCantripsSpells1st2nd3rd4th
3rd232
4th243
7th2542
8th2642
10th3743
11th3843
13th39432
14th310432
16th311433
19th3124331
20th3134331
 

Cantrips

You start with 2 cantrips from the wizard spell list. At level 10 you gain a 3rd cantrip known.  

Spell Slots

The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.  

Spells Known

You know three 1st level wizard spells of your choice, two must come from the evocation and abjuration spell schools. The third spell can be from any Wizard school of magic.   The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots.   The spells you learn at 8th, 14th, and 20th level can come from any school of magic.   Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level.  

Spellcasting Ability

Intelligence is your spellcasting ability for your Eldritch Knight spells. You use your Intelligence whenever a spell refers to your spellcasting ability.   Spell save DC = 8 + proficiency bonus + Intelligence mod   Spell attack mod = proficiency bonus + Intelligence mod  

Weapon Bond

Over the course of 1 hour short rest, you can bond a weapon to you. Once bonded, you cannot be disarmed unless you are incapacitated and if the weapon is on the same plane of existence, you can summon it to your hand as a bonus action. You can bond up to two weapons at once.  

War Magic

At level 7, you can use your action to cast a cantrip and make one weapon attack as a bonus action.  

Eldritch Strike

At level 10, any creature you hit with a weapon attack has disadvantage on its next save it makes against a spell you cast before the end of your next turn.  

Arcane Charge

At level 15, you can teleport up to 30 feet to a space you can see when using your Action Surge. The teleport can take place before or after the Action Surge.  

Improved War Magic

At level 18, you can make one weapon attack as a bonus action whenever you use your action to cast a spell.
 

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Half-Orc

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

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.   Menacing: Proficiency in Intimidation.   Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.   Savage Attacks: W en you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Languages. Common and Orc

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

mancuello.

Statblock Type

Character Sheet (Legacy)

Link/Embed