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Azaknoth Ziegraal

Fighter 3 Class & Level
Guild Trader Background
Mammon Tiefling Race
Neutral Alignment

Strength 17
+3
Dexterity 13
+1
constitution 14
+2
intelligence 15
+2
wisdom 11
+0
charisma 15
+2
Total Hit Dice 3
Hit Die
1d10+2
+2 proficiency bonus
+5 Strength
+1 Dexterity
+4 Constitution
+2 Intelligence
+0 Wisdom
+2 Charisma
saving throws
+1 Acrobatics
+0 Animal Handling
+2 Arcana
+5 Athletics
+2 Deception
+2 History
+2 Insight
+4 Intimidation
+4 Investigation
+0 Medicine
+2 Nature
+2 Perception
+2 Performance
+4 Persuasion
+2 Religion
+1 Sleight of Hands
+1 Stealth
+0 Survival
skills + land vehicles   + languages: Common, Infernal, Dwarvish   + All armor, shields   + simple and martial weapons proficiencies

 
18
Armor Class
28
Hit Points
+1
Initiative
30 ft.
Speed
WeaponAttackDamage
Battleaxe 1d20+5 1d8+5
Fire Bolt 1d20+4[roll1d10
Attacks
Arcana, Athletics, Insight, Intimidation, Investigation, Persuasion
Proficiences
Spellcasting Ability - Intelligence
Spell Save DC - 12
Spell Attack Bonus - +4

Spells:
+ Cantrips - Booming Blade, Fire Bolt, Mage Hand
+ 1st - Shield, Thunderwave, Feather Fall
Spellcasting
+ battleaxe, handaxe x2
+ shield, chain mail (AC 16)
+ Dungeoneer's Pack: 50 ft. hemp rope, crowbar, hammer, 8 pitons, 10 torches
+ Defender Greatsword (5 charges) - Shield of Faith (1 charge), Shield (1 charge)
Equipment
+ I'm sarcastic to a fault. Sometimes the things people say and do are just so... mockable.
+
Personality Traits
+ Independence
Ideals
+ My mother leads a merchant's guild elsewhere. We're not on the best of terms, but we're civil.
+ My father, unfortunately, is Mammon. Yes, THE, Mammon. I can't remember a time when he wasn't trying to have me sign a soul-binding contract. Another annoying effect of my heritage: I find myself the target of devilish cults a little too often thanks to my strong devilish blood.
Bonds
- Greed.
Flaws
Guild Membership (PHB 133)
Fighting Style: Dueling (PHB 72)
Second Wind (PHB 72)
Action Surge (PHB 72)
Weapon Bond (PHB 75): battleaxe, handaxe
Race Spells (Once per long rest): Tenser's Floating Disc, Arcane Lock
Features & Traits

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Level 0 Spells

Player's Handbook 5e

Fire Bolt

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 ft.
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
At higher levels: This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Available for: Sorcerer, Wizard, Artificer

Sword Coast Adventurer's Guide

Booming Blade

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 5 ft.
Components: V, M
Materials: a weapon
Duration: 1 round
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.
Available for: Sorcerer, Warlock, Wizard

Player's Handbook 5e

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30 ft.
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.   You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.   The hand can't attack, activate magic items, or carry more than 10 pounds.
Available for: Bard, Sorcerer, Warlock, Wizard, Artificer
]

Level 1 Spells

Player's Handbook 5e

Shield

1-level Abjuration

Casting Time: 1 reaction (which you take when you are hit by an attack or targeted by the magic missile spell)
Range/Area: Self
Components: V, S
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Available for: Sorcerer, Wizard

Player's Handbook 5e

Thunderwave

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15 ft. cube)
Components: V, S
Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.   In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Available for: Bard, Sorcerer, Druid, Wizard

Player's Handbook 5e

Feather Fall

1-level Transmutation

Casting Time: 1 reaction (which you take when you or a creature within 60 feet of you falls)
Range/Area: 60 ft.
Components: V, S, M
Materials: a small feather or piece of down
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Available for: Bard, Sorcerer, Wizard, Artificer
]

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