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Hulgor

Fighter 3 Class & Level
heroic Lineage Background
Earth Genasi Race
CG Alignment

Strength 18
+4
Dexterity 12
+1
constitution 18
+4
intelligence 16
+3
wisdom 10
+0
charisma 8
-1
Total Hit Dice 3
Hit Die
1d10+4
+2 proficiency bonus
+6 Strength
+1 Dexterity
+6 Constitution
+3 Intelligence
+0 Wisdom
-1 Charisma
saving throws
+3 Acrobatics
+0 Animal Handling
+7 Arcana
+6 Athletics
-1 Deception
+5 History
+0 Insight
-1 Intimidation
+3 Investigation
+0 Medicine
+3 Nature
+0 Perception
-1 Performance
-1 Persuasion
+5 Religion
+1 Sleight of Hands
+1 Stealth
+0 Survival
skills Languages Common, Infernal, Primordial   Tools Vehicles (Land) proficiencies

 
19
Armor Class
34
Hit Points
+1
Initiative
30
Speed
WeaponAttackDamage
Longsword 1d20+6 1d8+4
Attacks
Armor
Heavy Armor, Light Armor, Medium Armor, Shields

Weapons
Martial Weapons, Simple Weapons

Proficiences
Chain Mail.
Longsword
Shield
Explorer pack
Pouch with 15 Gold pieces
Equipment
I am quiet in public and don't enjoy being noticed.
I am attracted to people who don't fawn over me right away
Personality Traits
Individuality. I am not my family's name and will make my own legend.
Aspiration. I want to make the people who believe in me proud.
Ideals
I wield the same weapon my ancestor used.
Bonds
I can only handle so much fawning before I explode in anger.
Flaws
Master Runes
When you choose this archetype at 3rd level, you learn
five master runes; Ild (fire), Kalt (frost), Ond (spirit), Stein
(Stone), and Vind (wind). While these names are known
to you as the basis for empowering your equipment, their
application continues to require diligent study, constant
trial, and repeated error to evoke the unique properties
from each variant invocation.


Runecraft
At 3rd level, you learn augmentations that utilize the
master runes to enhance your martial prowess. Their
effects are based on how you invoke them, generating
defensive properties to thwart your foes’ advance or deal
decisive blows.


Runescript
At 3rd level, you gain proficiency in the Arcana and
Religion skills. Additionally, you double your proficiency
bonus when making Intelligence checks that involve
identifying anything that's magical


Runic Augmentations. You learn three runic
augmentations of your choice, which are detailed under
“Runic Augmentations” below. Each augmentation is
specific to its master rune; for instance, if you learn the
Sokn augmentation of the Ild master rune, you don’t
gain the ability to use the Sokn augmentation with
other master runes unless you also learn that specific
combination.


Ritual Crafting. Each runic combination (such as Sokn-
Ild) must be inscribed and empowered into your equipment
over the course of 8 hours, which can be done during a
long rest. Each piece of equipment must be within your
reach throughout the ritual, at the conclusion of which, you
infuse a part of your being into the runes, causing them to
glow slightly with your own spiritual essence.
The rune’s power fades if it moves more than 100 feet
away from you and can’t be used by anyone other than you.


Augmentation Activation. During your turn, you
can activate a single runic augmentation by focusing
on the rune’s power. You can activate one of these
augmentations on your turn using your bonus action to
empower your attacks (Sokn), your reaction to entrench
your defenses (Vard), or your action to enhance your
skills (Hagr).
Activating a rune requires concentration (as if
concentrating on a spell), which lasts a number
of rounds equal to your proficiency bonus + your
Constitution modifier (minimum of 3) and you can end
your concentration at any time (no action required). You
gain the ability to concentrate on two runes at once at
10th level.

Saving Throws. Some of your runic augmentations
require your target to make a saving throw to resist the
effects. The saving throw DC is calculated as follows:
Runic save DC = 8 + proficiency bonus +
your Constitution modifier


Runic Augmentations
Below are the runic augmentations for each of the five
master runes. In the ancient tongues, the augmentation
can be said before or after the rune.

Sokn
Attack Augmentation
You can activate a rune with the Sokn augmentation as a
bonus action. A rune’s power only affects the weapon it is
inscribed on.

Ild. Once per turn, when you hit a creature with a
weapon attack, you burn the target. While this rune
is active, each creature you’ve burned takes 1d4 fire
damage at the start of its turn for each time you’ve burned
it, and it can then make a Constitution saving throw,
ending the effect of all such burns on itself on a success.
Alternatively, the burned creature, or a creature within 5
feet of it, can use an action to make a Wisdom (Medicine)
check against your runic save DC, ending the effect of all
burns on it on a success.

Kalt. When you hit a creature with a weapon attack, it
can't take reactions until the start of its next turn.

Ond. when you hit a creature with
a weapon attack, you deal an additional 1d4 necrotic
damage and you recover hit points equal to the necrotic
damage dealt.

Stein. When you hit a Large or smaller creature with
a weapon attack, it must make a Strength saving throw,
falling prone on a failed save.

Vind. When a creature hits you with a melee attack,
you can use your reaction to make a melee weapon attack
against that creature.

Vard
Defense Augmentation
You can activate a rune with the Vard augmentation as a
reaction. A rune’s power can only be used while wearing
the armor or holding the shield it is inscribed on.

Ild. When you are hit by a melee attack, the attacker
takes fire damage equal to your proficiency bonus.

Kalt. When you are hit by a melee attack, the damage
you take from the attack is reduced an amount equal to
your proficiency bonus.

Ond. You gain a bonus to saving throws made to resist
being frightened equal to your Constitution modifier.

Stein. You have advantage on saving throws made to
resist being moved against your will.

Vind. Ranged attacks made against you have
disadvantage as wind whips around you.

Hagr

Ability Augmentation
You can activate a rune with the Hagr augmentation as
an action. This rune must be inscribed on your body to be
activated.
Ild. You can add your Constitution modifier to your
Strength (Athletics) and Dexterity (Acrobatics) ability
checks.

Kalt. You ignore difficult terrain and can walk safely
across still or gently moving water.
Ond. When you receive healing from any source,
you also gain temporary hit points equal to 5 + your
proficiency bonus.

Stein. You have resistance to poison damage
and Constitution saving throws made to maintain
concentration.

Vind. Your movement speed increases by a number
of feet equal to 5 times your Constitution modifier
(minimum 5 feet).

Tal
Reckoning

Once you gain the Sentinel’s Reckoning feature at 10th
level, you can activate a rune with the Tal command word
as an action. This rune manifests in the air around you
when activated.

Ild. Each creature within a 5-foot-radius of you must
make a Dexterity saving throw, taking fire damage equal
to 2d6 × the number of runes you have active on a failed
save, or half as much damage on a successful one.

Kalt. An eruption of magical frost blasts from you in a
radius equal to 10 feet × the number of runes you have
active. All creatures of your choice within the area must
succeed on a Strength saving throw or be restrained for a
number of rounds equal to the number of active runes. At
the end of each of their turns, they can repeat the saving
throw to break free.

Ond. Life spirits swirl about you in a 5-foot-radius.
All creatures of your choice within that radius regain
hit points equal to 1d6 × the number of runes you have
active.

Stein. You release your runic power in an arc before
you, creating a cone of difficult terrain as jagged earth
erupts equal to 5 feet × the number of runes you have
active. When a creature enters this area for the first time
on a turn or starts its turn there, it takes 2d4 slashing
damage.

Vind. A furious cyclone whips up a strong wind around
you. All creatures within a 10-foot-radius must succeed
on a Strength saving throw or take 1d10 bludgeoning
damage, be pushed a number of feet equal to 5 × the
number of runes you have active (minimum of 5 feet), and
fall prone. On a success, a creature takes half as much
damage and isn’t knocked prone.

Racial Traits
Earth Walk
You can move across difficult terrain made of earth or stone without expending extra movement.

Merge with Stone
You can cast pass without trace (w/o material components) once per long rest. CON is your spellcasting ability.
Features & Traits

Heroes Enabled

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

The statblocks of your class features

Fighter (Cynkard)


Hit Points

Hit Dice: d10 per Fighter (Cynkard) level
Hit Points at first Level: 10 + Con Mod
Hit Points at Higher Levels: 1d10 + Con Mod

Proficiences

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Str, Con
Skills: Choose two: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival.

Class Features

Fighting Styles

Choose one of the following options. You can't choose the same style twice, even if you later get to choose again.   • Archery: You gain a +2 bonus on attack rolls you make with ranged weapons   • Defender: When wearing armor, you gain a +1 bonus to AC.   • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.   • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a weapon held in two hands, you can reroll the die and must use the new roll, even if it a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit   • Protection: When a creature you can see attacks a target other than you that is within 5 feet of you,you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.   • Two Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.  

Second Wind

You have a limited well of stamina you can draw upon 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.  

Action Surge

At 2nd level, you can push yourself beyond the normal limits for a moment. On your turn, you can take an additional action in addition to the normal one allotted to you. Once you use this feature, you must finish a short or long rest before you can use it again.   At 17th level, you can use this feature twice before a rest, but only once on the same turn.  

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose one of the below archetypes. This choice grants you features at 3rd, 7th, 10th, 15th, and 18th level.  

Ability Score Increase

At 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability.   Alternatively, you can choose to gain a single feat of your choice.  

Extra Attack

At 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. At 11th level, you can instead take three attacks, and at 20th level you may take 4 attacks.  

Indomitable

At 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and cannot use this feature again until you finish a long rest.   You can use this feature twice between long rests at 13th level, and three times at 17th level.


Starting Equipment

• Choose: chainmail; or leather armor, longbow, and 20 arrows   • Choose: a martial weapon and a shield; or two martial weapons   • Choose: a light crossbow and 20 bolts; or two handaxes   • Choose: a dungeoneer's pack; or an explorer's pack
 


Subclass Options

Brute

Battle Master

Cavalier

Champion

Samurai

Scout

Sharpshooter


LvlProficiency BonusFeatures
1st+2Fighting Style, Second Wind
2nd+2Action Surge (one use)
3rd+2Martial Archetype
4th+2Ability Score Improvement
5th+3Extra Attack
6th+3Ability Score Improvement
7th+3Martial Archetype feature
8th+3Ability Score Improvement
9th+4Indomitable (one use)
10th+4Martial Archetype feature
11th+4Extra Attack (2)
12th+4Ability Score Improvement
13th+5Indomitable (two uses)
14th+5Ability Score Improvement
15th+5Martial Archetype feature
16th+5Ability Score Improvement
17th+6Action surge (two uses), Indomitable (three uses)
18th+6Martial Archetype feature
19th+6Ability Score Improvement
20th+6Extra Attack (3)

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Earth Genasi

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

As an earth genasi, you are descended from the cruel and greedy dao, though you aren’t necessarily evil. You have inherited some measure of control over earth, reveling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action.   Elemental earth manifests differently from one individual to the next. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines.   Age Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.   Alignment Independent and self-reliant, genasi tend toward a neutral alignment.   Earth Walk You can move across difficult terrain made of earth or stone without expending extra movement.   Merge with Stone You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

Mawborn.

Statblock Type

Character Sheet (Legacy)

Link/Embed