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Bheldrak Krakhammer

Fighter 1 Class & Level
Soldier Background
Mtn Dwarf Race
Chaotic Neutral Alignment

Strength 16
+3
Dexterity 13
+1
constitution 16
+3
intelligence 11
+0
wisdom 9
-1
charisma 9
-1
Total Hit Dice 10
Hit Die
1d10+3
+2 proficiency bonus
+3 Strength
+1 Dexterity
+3 Constitution
+0 Intelligence
-1 Wisdom
-1 Charisma
saving throws
+1 Acrobatics
-1 Animal Handling
+0 Arcana
+3 Athletics
-1 Deception
+0 History
-1 Insight
-1 Intimidation
+0 Investigation
-1 Medicine
+0 Nature
-1 Perception
-1 Performance
-1 Persuasion
+0 Religion
+1 Sleight of Hands
+1 Stealth
-1 Survival
skills Great weapon fighting Reroll a 1 or 2 Second wind proficiencies

 
16
Armor Class
13
Hit Points
+1
Initiative
25
Speed
Attacks
Back pack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days rations, waterskin, 50' hempen rope
Equipment
I enjoy breaking stuff
I am full of inspiring and cautious tales from my military experience, relevant to most combat situations
Personality Traits
Independence- When people follow order blindly, they embrace a kind of tyranny.
Ideals
Those who fight beside me are worth dying for
Bonds
I'd rather eat my armor than admit I'm wrong
Flaws

Heroes Enabled

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

DnD 5e SRD SRD

Chain Mail Armor

Heavy Armor Common

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Type AC STR Req. Stealth Dis. Properties
Heavy 16 13+ YES

Cost: 75 gp Weight: 55 lb


 

DnD 5e SRD SRD

Greataxe

Melee Weapon Heavy, Two-Handed Common

Type Damage Damage Range Properties
Martial 1d12 Slashing Heavy, Two-Handed

Cost: 30 gp Weight: 7 lb


 

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

The statblocks of your class features

Soldier


Hit Points

Hit Dice: d10 per Soldier level
Hit Points at first Level: 10 + Constitution Modifier
Hit Points at Higher Levels: 1d10 + Constitution Modifier

Proficiences

Armor: Light armor, medium armor
Weapons: Simple plasma weapons
Tools:
Saving Throws: Strength, Constitution
Skills: Choose any 3 from: Acrobatics, Athletics, Computer Use, Investigation, Medicine, Perception, Piloting, Survival

Overview & Creation

A soldier is the mainstay of any army. Tough and versatile, soldiers can specialize in various types of ranged or melee combat.


Class Features

Squad Tactics

Beginning at level 1, the soldier knows how to work with other soldiers efficiently on the battlefield to take out much larger prey. If another Soldier is attacking the same enemy as you, you both gain advantage on attack rolls to hit that target.  

Action Surge

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.  

Career Path

Choses one of several career paths laid out for you: Squad Leader, Rifleman, Close-Quarters Specialist, Sharpshooter, Heavy Weapons Expert, Support.  

Squad Leader

Selfless and heroic, squad leaders abilities are all geared towards making their soldiers stronger.   Morale
Beginning at third level, you inspire those under your command with your intellect, cunning, and bravery. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Morale die, a d6.   Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Morale die, but must decide before the DM says whether the roll succeeds or fails. Once the Morale die is rolled, it is lost. A creature can have only one Morale die at a time.   You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.   Your Morale die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.   Expert Tactics
Beginning at 6th level, you may use a bonus action on your turn to give an advantage die to any creature you can see. It may use the advantage die anytime it rolls an attack or saving throw to roll a second d20, and take the higher roll.   At 10th level, the targeted creature rolls 3 d20s, and 4 at 15th level, taking the highest roll among them.   Intellectual Assistance
Beginning at 9th level, the soldiers under your command begin to benefit from your experience. Their proficiency modifiers become equal to your intelligence modifier.   Drone Strike
At 15th level, you gain the ability to call in a drone to strafe the area with small rockets as a bonus action. You select a 50-foot long, 10-foot wide area that you can see. During your next turn, the area is saturated in rocket fire from an overhead drone. Any creature caught in the blast radius must make a Dexterity saving throw DC 10+your level. A creature takes 10d8 10d8 fire damage on a failed save, or half as much on a successful one. You must complete a long rest before using this ability again.   Orbital Strike
At 18th level, you are able to enlist the help of an orbiting warship in your ground engagements. Once in between long rests, you choose 4 points you can see within 1 mile. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw DC 10+your level. The sphere spreads around corners. A creature takes 20d6 20d6 fire damage and 20d6 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one strike is affected only once.   The shots damage objects in the area and ignite flammable objects that aren't being worn or carried.  

Rifleman

You are versatile, and have many abilities to adapt to a changing battlefield situation. You are the mainstay of the army. You gain proficiency with the MC-DPW Rifle attachment. Your base speed increases to 40'/round.   Agile
At 3rd level, your high-intensity leg training, coupled with bio-enhancements have turned you into acrobatics machine. You gain a +3 bonus to your dexterity.   This bonus increases to +4 at 5th level, +5 at 10th level, and +8 at 15th level. The last increase reflects the abilities of the added power armor.   All-Out Attack
At 6th level, you are able to push your body and weapon to their limits. You are able to do this a number of times equal to your proficiency modifier - 1. As a bonus action, you gain an extra attack, and temporary hit points equal to your level + your constitution modifier, and gain a +2 bonus to your AC. You cannot use this ability again until after you finish a long rest.   The bonuses increase as follows.
Level 10 2 extra attacks, temporary hit points: your level + 2 * your constitution modifier, AC: +4
Level 15 3 extra attacks, temporary hit points: your level + 3 * your constitution modifier, AC: +6   Improved Burst
At 9th level, you have trained in using the burst fire features of your automatic weapons. When using the burst-fire ability of any weapon, you may decrease the box size by 5 feet (so a 10 foot box becomes a 5 foot box, etc.), down to a minimum of 5 feet.   All-Out Attack x 2
At 15th level, you can use your All-Out Attack ability twice before resting.   Coordinated Fire
At 18th level, you are able to wield two weapons at once. Any ability that affects the number of attacks you have, or modify your weapons in any way applies another time to the other weapon.  

Close-Quarters Specialist


You specialize in getting up close and personal to the enemy, and dealing large amounts of damage when you do. You gain proficiency with the plasma blade, the MC-DPW Shotgun attachment, and the MC-DPW SMG attachment.   Tactical Sense
At 3rd level, you gain a +1 to AC for each enemy you can see within 30 feet.   This bonus increases to +2 at 8th level, +3 at 12th level, and +4 at 15th level.   Close and Personal
At 6th level, your critical threat range increases by 1 for each enemy in sight (to a maximum of 3).   At 10th level, this increases to 2 per enemy (to a maximum of 5). At 15th level, this increases to 3 per enemy (to a maximum of 7).   Lightning Reflexes
At 9th level, the first attack of opportunity against you each turn misses.   Close Combat Specialist
At 15th level, anytime an enemy moves within 20 feet of you, you may make an attack of opportunity against that creature. You may make as many attacks of opportunity as a free action. These attacks are guaranteed to hit.   Run & Gun
At 18th level, you may use your move action to move adjacent to any enemy you can see within 100 feet. You may use this feature once every 3 rounds. Your critical hit damage is multiplied by three times the number of enemies you can see (to a maximum of x15).  

Sharpshooter

You specialize in long-range weaponry. You gain proficiency with the MC-DPW Sniper attachment. The range increment on the Sniper attachment increases to 1000/10000.   Squad Sight
You may fire at any enemy any ally can see.   Damn Good Ground
At 6th level, you gain advantage on your attack rolls to hit enemies at a lower elevation than you. Additionally, you have a +2 to AC against enemies at a lower elevation.   These bonuses increase to advantage +2 and +4 AC at 8th level, advantage +4 and +6 AC at 12th level, and advantage + 6 and +8 AC at 15th level.   Stunning Shot
At 9th level, you gain the ability to stun an enemy with this shot. The shot cannot confer a critical hit, and the target loses its standard action during its next turn.   Headshot
At 15th level, you may use your turn to confer a critical hit on one enemy within range that either you or your squad can see.   Headshot Master
At 18th level, whenever you hit an enemy, you automatically score a critical hit.  

Heavy Weapon Specialist

You are well versed in all manner of high-explosive weaponry. You gain proficiency with the MC-DPW SAW attachment, grenades, heavy armor, and energy shields. You also are issued a rocket launcher, an energy shield, and a grenade belt containing 5 grenades.   Shredder Rocket
At 3rd level, you are able to fire a shrapnel rocket that rips through enemy armor. You must complete a long rest after using this ability. You pick a 30-foot-radius sphere you can see within 100 feet. The sphere goes around walls. Enemies in that area take 2d4 damage. If those enemies take any damage in the next 3 rounds, they take an addition 1d6 damage. The rocket will also destroy any cover in it's blast radius.   The rocket damage and additional damage increase to 4d6 and 2d6 at 8th level, 8d6 and 3d6 at 12th level, and 10d6 and 4d6 at 15th level.   Suppression
At 6th level, you may use your standard action to lay down covering fire. You chose a 30 foot cube within the range of your MC-DPW SAW. Enemies in that cube are unable to move. If they do, they will take 8d6 piercing damage.   The cube size and damage increase to 40 feet and 10d6 at 10th level, 50 feet and 12d6 at 12th level, and 60 feet and 14d6 at 15th level.   Rapid Reaction
At 9th level, if you make an attack of opportunity and it hits, you may make another attack of opportunity against the same target.   You gain an additional attack of opportunity at levels 12 and 15.   Special Grenades
At 15th level, you gain the ability to modify your grenades. When using a grenade, you may select a fragmentation, plasma, or needle grenade.   Rocketeer
At 18th level, you gain the ability to fire a rocket as a bonus action. You may fire 3 rockets this way in between long rests.  

Support

If the Squad Leader is the brain of a squad, you are the spine. You support your allies with various abilities. You gain proficiency with the MC-DPW Rifle attachment, the healing drone, and special grenades. You are issued a healing drone and special grenades.   Smoke Grenade
At 3rd level, you may use your action to throw a smoke grenade. Pick a spot within 60 feet. You throw a grenade to that spot, covering a 20-foot-radius sphere in obscuring smoke. Creatures in the cloud gain a +4 to their AC, and a -4 to hit.   This bonus increases to +6/-2 at 8th level, +8/-0 at 12th level, and +10/0 at 15th level.   Covering Fire
At 6th level, whenever a creature within range of your weapon uses a standard action to prepare a spell or attack, you may make an attack of opportunity. You may do this once per turn.   You gain an addition opportunity attack at 8th, 12th, and 15th level.   Incredible Saves
At 9th level, once in between long rests, as a bonus action, you may choose a creature you can see. That creature automatically succeeds on its next saving throw.   At 12th level, you may choose 2 creatures. At 15th level, you may choose 3 creatures.   Revive
At 15th level, you may resurrect up to 3 fallen allies you can see in between long rests. They are brought back to life with 50% of their total health.   Mass Heal
At 18th level, you can the ability to overcharge the healing drone. You may heal up to 700HP, divided as you choose, among any number of creatures you can see within 60 feet. The creatures healed are also cured of all diseases and any effect making them blinded or deafened.


Starting Equipment

Basic Body Armor Mk. I
Ionized Blade Mk. I
Soldier's Pack
MC-DPW Mk. I


LevelRankProficiency BonusFeatures
1Private+2Squad Tactics, Action Surge
2Private First Class+2Career Path
3Lance Corporal+2Career Path Feature
4Corporal+2Ability Score Improvement
5Sergeant+3Extra Attack
6Staff Sergeant+3Career Path Feature
7Gunnery Sergeant+3Indomitable (one use)
8Master Sergeant+3Ability Score Improvement
9First Sergeant+4Career Path Feature
10Sergeant Major+4Power Armor Proficiency
11First Lieutenant+4Extra Attack (2)
12Second Lieutenant+4Ability Score Improvement
13Captain+5Indomitable (two uses)
14Major+5Ability Score Improvement
15Lieutenant Colonel+5Career Path Feature
16Colonel+5Ability Score Improvement
17Brigadier General+6Action Surge (two uses), Indomitable (three uses)
18Major General+6Career Path Feature
19Lieutenant General+6Ability Score Improvement
20General+6Extra Attack (3)

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Mountain Dward

Ability Score Increase +2 Con, +2 Str
Size Medium
Speed 25

Age
Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.
  Size
Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
  Speed
Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
  Darkvision
Accustomed to life underground, 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.
  Dwarven Resilience

You have advantage on saving throws against poison, and you have resistance against poison damage (explained in the “Combat” section).

  Dwarven Combat Training
You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
  Tool Proficiency
You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.
  Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
  As a mountain dwarf, you’re strong and hardy, accustomed to a difficult life in rugged terrain. You’re probably on the tall side (for a dwarf), and tend toward lighter coloration.
  Ability Score Increase

Your Strength score increases by 2.

  Dwarven Armor Training

You have proficiency with light and medium armor.

Information from dndbeyond.com

Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

Bheldrak Krakhammer.

Statblock Type

Character Sheet (Legacy)

Link/Embed