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Sísifo

Fighter 6 Class & Level
Background
Human Race
Alignment

Strength 16
+3
Dexterity 18
+4
constitution 13
+1
intelligence 8
-1
wisdom 13
+1
charisma 13
+1
Total Hit Dice 3
Hit Die
1d8+1
+3 proficiency bonus
+6 Strength
+4 Dexterity
+4 Constitution
-1 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+7 Acrobatics
+1 Animal Handling
-1 Arcana
+6 Athletics
+1 Deception
-1 History
+1 Insight
+1 Intimidation
-1 Investigation
+1 Medicine
-1 Nature
+1 Perception
+1 Performance
+1 Persuasion
-1 Religion
+4 Sleight of Hands
+4 Stealth
+1 Survival
skills Acrobatics | Athletics proficiencies

 
17
Armor Class
44
Hit Points
+4
Initiative
30
Speed
WeaponAttackDamage
Longsword 1d20+7 1d8
Attacks
Spell | Attack/DC | Damage
Cantrips
Sword burst | DC DEX 10 | 2d6
Booming blade | - | 1d8 + 2d8

1st
Id insinuation | DC WIS 10 | 1d12
Spellcasting

Heroes Enabled

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

DnD 5e SRD

Longsword

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Martial 1d8 / 1d10 Slashing Versatile

Cost: 15 gp Weight: 3 lb


 

DnD 5e SRD

Longsword

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Martial 1d8 / 1d10 Slashing Versatile

Cost: 15 gp Weight: 3 lb


 

DnD 5e SRD

Breastplate Armor, +1

Adventuring Gear Common

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

Cost: 400 gp Weight: 20 lb


 

Dexterity gloves

Armor

Varies

DEX +1

Type AC STR Req. Stealth Dis.
No


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

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Human

Ability Score Increase Two different ability scores of your choice increase by 1.
Size Medium
Speed 30ft.

Skills. You gain proficiency in one skill of your choice.   Feat.You gain one feat of your choice.

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

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Sword Burst

0-level (Cantrip) Conjuration

Casting Time 1 Action
Range 5ft
Duration Instantaneous
Components V

You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.
At higher levels: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Class(es): Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Booming Blade

0-level (Cantrip) Abjuration

Casting Time 1 Action
Range 5ft
Duration 1 Round
Components V, M
Materials A weapon

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
At higher levels: This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Class(es): Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Level 1 Spells

Comprehend Languages

1-level Divination (ritual)

Casting Time 1 Action
Range Self
Duration 1 Hour
Components V, S, M
Materials a pinch of soot and salt

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.   This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

Class(es): Bard, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Unearthed Arcana

Id Insinuation

1-level Enchantment

Casting Time 1 Action
Range 60 ft
Duration Concentration, 1 Minute
Components V, S

You unleash a torrent of conflicting desires in the mind of one creature you can see within range, impairing its ability to make decisions. The target must succeed on a Wisdom saving throw or be incapacitated. At the end of each of its turns, it takes 1d12 psychic damage, and it can then make another Wisdom saving throw. On a success, the spell ends on the target.

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

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


Created by

alairr3.

Statblock Type

Character Sheet (Legacy)

Link/Embed