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Grello

Fighter 3 Class & Level
Disgrace Background
Human Race
NG Alignment

Strength 18
+4
Dexterity 10
+0
constitution 11
+0
intelligence 6
-2
wisdom 7
-2
charisma 6
-2
Total Hit Dice 3
Hit Die
1d10+0
+2 proficiency bonus
+2 Strength
+0 Dexterity
+2 Constitution
-2 Intelligence
-2 Wisdom
-2 Charisma
saving throws
+0 Acrobatics
-2 Animal Handling
-2 Arcana
+2 Athletics
+0 Deception
-2 History
+0 Insight
-2 Intimidation
-2 Investigation
+0 Medicine
-2 Nature
+0 Perception
-2 Performance
-2 Persuasion
-2 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills Healer's Kit (+2) Carpenter's Tools (+2) proficiencies

 
14
Armor Class
22
Hit Points
+0
Initiative
30
Speed
WeaponAttackDamage
Broken Tusk Grandblade 1d20+6 1d6+ slashing/bludgeoning
BT SpAtkSTR DC 2d6+7 slashing/bludgeoning
Deep Bronze ShieldShield Bash 1d20+6 1d6+4 bludgeoning
Attacks
All armor types, Shields
Simple and Martial weapons

Carpenter's tools, Healer's kit
Proficiences
Sounds rather frightening... :/ Do I have to? Can I... like, not?
Spellcasting
Thrashwyrm Hide Armor
Deep Bronze Shield
The Broken Tusk
Mess kit, Bedroll, Healer's kit
Tinderbox, Torches x10
Equipment
Disgraceful
Personality Traits
Zombies are the worst.
Ideals
The newcomers to Barovia who saved my village have earnt my lifelong respect and devotion. I want to make them proud.
Bonds
A sickly, useless coward who barely survived childhood.
Flaws
Awkward, crooked smile. Fidgets a lot. Wants to protect the village.
Features & Traits

Heroes Enabled

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

Broken Tusk

Weapon Heavy, Sword Parry
While wielding this weapon your Strength score is set to 18. If your Strength is already equal to or greater than this, it has no effect.
As an action the wielder can cause the blade to grow, increasing in length and weight and allowing the wielder to make a single, massive strike. This attack affects a certain area (chosen by the wielder) and forces all creatures within the area to make a Dexerity saving throw with a DC = 8 + Proficiency modifier + Strength modifier or take 2d6 + Strength modifier + Fighter level slashing or bludgeoning damage.
Avalanche Smash: 15ft cone
Boulder Crush: 5ft cube. This blow deals double the normal damage.
Eruption Spin: 5ft circle
Fissure Cut: 30ft line. The line is 5ft wide. Rare

The Broken Tusk is a broken grandblade. It has a core of cold hammered iron and a 'blade' of solid stone.The blade has been broken in half; creating a shear, blunt point.
The blade is engraved with ancient dwarven runes and inlaid with obsidian. Razor-sharp shards of obsidian are embedded along the edge of the blade, forming a brutal, serrated edge.
The Obsidian inlay and runes glow with a ghostly, blue light.

Type Damage Damage Range Properties
Martial Melee 1d6+1 Slashing Heavy, Sword Parry
While wielding this weapon your Strength score is set to 18. If your Strength is already equal to or greater than this, it has no effect.
As an action the wielder can cause the blade to grow, increasing in length and weight and allowing the wielder to make a single, massive strike. This attack affects a certain area (chosen by the wielder) and forces all creatures within the area to make a Dexerity saving throw with a DC = 8 + Proficiency modifier + Strength modifier or take 2d6 + Strength modifier + Fighter level slashing or bludgeoning damage.
Avalanche Smash: 15ft cone
Boulder Crush: 5ft cube. This blow deals double the normal damage.
Eruption Spin: 5ft circle
Fissure Cut: 30ft line. The line is 5ft wide.


 

Dungeons & Darker Dungeons (Crow)

Thrashwyrm Hide Armor

Armor AC = 12 + Dexterity modifier (maximum 2) + 1
Potential
When the wearer is targeted with a spell attack, reduce the roll by 1d4.
This armor grants advantage on Intimidation rolls against Beasts. Uncommon

This Hide Armor is lined with warm, soft wolf fur and trimmed with thick, rough Thrashwyrm fur. The outer covering is stony grey, scaled Thrashwyrm hide with blue and yellow streaks running down the back.
The helmet is made from a Thrashwyrm's imposing skull; decorated with small, sharp Thrashwyrm feather-blades.
The hide's lingering magic resistance provides limited protection against harmful effects.

Type AC STR Req. Stealth Dis. Properties
Light 12 + Dex (max. 2) + 1 YES


 

Deep Bronze Shield

Armor Takes up +2 slots
Grants advantage on saves against magical effects Common

Type AC STR Req. Stealth Dis. Properties
Shield +2


 

The statblocks of your class features

Second Wind

Fighter Level 1

You have a limited well of stamina that you can draw on 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

Fighter Level 2

Starting at 2nd Level, 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. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Protection (Fighting Style)

Fighting Style

When a creature you can see attacks a target other than you that is within 5 feet of you, you can spend your reaction to force a reroll of one weapon attack that hits an adjacent ally. If you are wielding a shield, the enemy rerolls the attack with disadvantage. You must use the new result.

Combat Support

Fighter (Field Medic) Level 3

Beginning when you take this archetype at 3rd level you learn maneuvers that are fueled by special dice called Support Dice.
Support Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many of these maneuvers assist or protect allies and provide buffs to non-magical healing. You can only use one maneuver per attack. You learn two additional maneuvers of your choice at the 7th, 10th, and 15th levels. Every time you learn new maneuvers you can also replace one maneuver you know with a different one.
Support Dice. You have four support dice, which are d8.
A support die is expended when you use it. You regain all of your extended support dice when you finish a short or long rest. You gain support die at the 7th level, and additional support die at the 15th level.
Your support dice increase to a d10 at the 9th level and a d12 at the 17th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects.
The saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus + your Constitution or Intelligence modifier (your choice)

Grello's Support Maneuvers
Snap out of it! (Combat Support Maneuver)
On your turn, you can use a bonus action and expend one support die to rapidly treat a condition affecting one of your allies.
When you do so, an Ally within 5ft gains temporary hit points equal to the support die roll and is cured of one condition afflicting it. The condition can be blinded, deafened, paralyzed or poisoned.
At the 10th level it can also remove charm effects, petrification, curses, and effects reducing ability scores or maximum hit points.

Distracting Strike (Combat Support Maneuver)
When you hit a creature with a weapon attack, you can expend one support die to distract the creature, giving your allies an opening.
You add the support die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Fortify (Combat Support Maneuver)
On your turn, you can use a bonus action and expend one support die to provide emergency curatives and restoratives.
When you do so, an Ally within 5ft gains hit points equal to the support die roll + your Con or Int modifier.

Medical Knowledge

Fighter (Field Medic) Level 3

Also at 3rd level, you gain proficiency in Healer’s kits. If you already have proficiency in Healer’s kits you double it. When you provide medical care during a short rest any subjects who regain hit points at the end of the short rest also regain your support dice in extra hit points. When you provide medical care during a long rest the subject's wounds heal one step without a check. During a long rest you can care for your fighter level in patients.

Fighter


Hit Points

Hit Dice: d10 per Fighter level
Hit Points at first Level: 10 + Con mod
Hit Points at Higher Levels: 6 + Con mod

Proficiences

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

Overview & Creation

Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Som e concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.


Class Features

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options: Archery, Defense, Dueling, Great Weapon Fighting, Protection, Two-Weapon Fighting.

Second Wind

You have a limited well of stamina that you can draw on 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

Starting at 2nd level, 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. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.


Starting Equipment

  • (a) chain mail or (b) leather, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

 


Subclass Options

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach. Choose from Champion, Battle Master, Eldritch Knight, and Arcane Archer (Xan).

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Human

Ability Score Increase All ability scores increase by 1
Size Medium
Speed 30 ft

Languages. Common, one extra language

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

chameleonwren.

Statblock Type

Character Sheet (Legacy)

Link/Embed