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Firn

Eldrich Knight 5 Class & Level
Damaran Background
Human Race
Lawful Alignment

Strength 14
+2
Dexterity 14
+2
constitution 18
+4
intelligence 16
+3
wisdom 10
+0
charisma 6
-2
Total Hit Dice
Hit Die
1d10+4
+3 proficiency bonus
+2 Strength
+2 Dexterity
+3 Constitution
+3 Intelligence
+0 Wisdom
-2 Charisma
saving throws
+2 Acrobatics
+0 Animal Handling
+3 Arcana
+5 Athletics
-2 Deception
+3 History
+3 Insight
-2 Intimidation
+3 Investigation
+0 Medicine
+3 Nature
+3 Perception
-2 Performance
-2 Persuasion
+3 Religion
+2 Sleight of Hands
+2 Stealth
+0 Survival
skills

 
19
Armor Class
52
Hit Points
+0
Initiative
30
Speed
Short Sword 1d20+2 1d6+2
Shield of Hurling 1d20+2 1d6+2
Attacks
All armors, shields, simple weapon, martial weapon
Proficiences
Cantrips:
Mage hand
Chill Touch

Level 1:
Protection from good and evil
Shield
Thunderwave


Spellcasting
Dungeoneer's Pack | Adventuring Gear Common | Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin, 50 feet of hempen rope.

(1) Healing potion
Equipment
I can stare down a hell hound without flinching.
Confident in the abilities of himself and his party, making him come off cocky and arrogant.
Personality Traits
Responsibility. I do what I must and obey just authority. (Lawful)
Ideals
Those who fight beside me are those worth dying for
Bonds
I made a terrible mistake in battle cost many lives—and I would do anything to keep that mistake secret.
Flaws
bluntly say what other people are hinting at or hiding.
Features & Traits

Heroes Enabled

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

The Zepplin Effect

Shield of Hurling

Armor

Rare Requires Attunement

While holding this shield, you have a +1 bonus to your AC. This bonus is in addition to the shield's normal bonus to AC.As an action on your turn, you make a ranged weapon attack with the shield as if it were a simple weapon with the thrown property with a normal range of 20 feet and a long range of 60 feet. If you are proficient with shields or simple ranged weapons, you are proficient in attacks made with this shield. If you can make multiple attacks on your turn, you can throw the shield in place of one of the attacks you can normally make. It deals 1d6 plus your Strength modifier bludgeoning damage on a hit and returns to your hand at the start of your next turn, regardless of whether it hits or misses. If you don't have a hand free, the shield lands at your feet. You cannot benefit from the shield until it returns to you.

Type AC STR Req. Stealth Dis.
+3 N/A Yes
Type Damage Damage Range
None 1d6+ strength Mod. Bludgeoning 20/60ft


DnD 5e SRD SRD

Scale Mail Armor

Medium Armor Common

This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

Type AC STR Req. Stealth Dis. Properties
Medium 14 + Dex Modifier (max 2) YES

Cost: 50 gp Weight: 45 lb


 

DnD 5e SRD SRD

Shortsword

Melee Weapon Finesse, Light Common

Type Damage Damage Range Properties
Martial 1d6 Piercing Finesse, Light

Cost: 10 gp Weight: 2 lb


 

The statblocks of your class features

Fighter(Eldritch Knight)


Hit Points

Hit Dice: d10 per Fighter(Eldritch Knight) level
Hit Points at first Level: 10 + Con
Hit Points at Higher Levels: 1d10 ( or 6 ) + Con

Proficiences

Armor: All armors, shields
Weapons: Simple weapon, martial weapon
Tools: None
Saving Throws: Strenght, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

Class Features

Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.   • Archery You gain a +2 bonus to attack rolls you make with ranged weapons.   • Close Quarters Shooter (UA) When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.   • Defense While you are wearing armor, you gain a +1 bonus to AC.   • Dueling When you are 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 melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.   • Mariner (UA) As long as you not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.   • 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.   • Tunnel Fighter (UA) As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.   • 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 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.   Ability Score Improvement When you reach 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 you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   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.   Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.


Starting Equipment

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

 


Spellcasting

Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
Cantrips You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.   Spell Slots The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.   Spells Known of 1st Level and Higher You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.   The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.   The spells you learn at 8th, 14th, and 20th level can come from any school of magic.   Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.   Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

 


Subclass Options

Weapon Bond At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.   Spellcasting When you reach 3rd level, you augment your martial prowess with the ability to cast spells.   War Magic Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.   Eldritch Strike At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.   Arcane Charge At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.   Improved War Magic Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Firn's level up cheat sheet

This is a custom cheat sheet for the perks and abilities acquired at every level. This combines the XP, spellcasting, class and sub class abilities and anything else I feel like throwing on here.


LevelXPClass AbilitiesSub-class AbilitiesCantrips KnownSpells Known1st LVL2nd LVL3rd LVL4th LVLTotal spell slotsSpellbook
56,500Extra Attack (2 attacks)243---5MageHand,ChillTouch,Protection from G/E,Shield,Thunderwave
614,000Ability Score Improvement243---5N/A
723,000War Magic (bonus attack)2542--8N/A
834,000Ability Score Improvement2642--8N/A
948,000Indomitable2642--8N/A
1064,000Eldritch Strike3743--10N/A
1185,000Extra Attack (3 attacks)3843--10N/A
12100,000Ability Score Improvement3843--10N/A
13120,000Indomitable (2 rerolls)39432-12N/A
14140,000Ability Score Improvement310432-12N/A
15165,000Arcane Charge310432-12N/A
16195,000Ability Score Improvement311433-13N/A
17225,000Action Surge, Indomitable ( 3 rerolls)311433-13N/A
18265,000Improved War Magic311433-13N/A
19305,000Ability Score Improvement312433114N/A
20355,000Extra Attack (4 attacks)313433114N/A

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Human

Ability Score Increase
Size Medium
Speed

HUMAN TRAITS

It’s hard to make generalizations about humans, but your human character has these traits.   Ability Score Increase.Your ability scores each increase by 1.
Age.Humans reach adulthood in their late teens and live less than a century.
Alignment.Humans tend toward no particular alignment. The best and the worst are found among them.
Size.Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed.Your base walking speed is 30 feet.
Languages.You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
 

HUMAN VARIANT

If your campaign uses the optional feat rules from the Player’s Handbook, your Dungeon Master might allow these variant traits, all of which replace the human’s Ability Score Increase trait.   Ability Score Increase.Two different ability scores of your choice increase by 1.
Skills.You gain proficiency in one skill of your choice.
Feat.You gain one feat of your choice.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 Action
Range 30ft
Duration 1 Minute
Components V, S

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.

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

Chill Touch

0-level (Cantrip) Necromancy

Casting Time 1 Action
Range 120ft
Duration Instantaneous
Components V, S

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.   If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Class(es): Sorcerer, Warlock, Wizard, Cleric (Death Domain), Druid (Circle of Spores), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Level 1 Spells

Protection From Evil and Good

1-level Abjuration

Casting Time 1 Action
Range Touch
Duration Up to Ten Minutes
Components holy water or powdered silver and iron, which the spell consumes

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.   The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Class(es): Cleric, Paladin, Warlock, Wizard, Fighter (Eldritch Knight), Fighter (Monster Hunter), Ranger (Horizon Walker), Ranger (Monster Slayer), Rogue (Arcane Trickster), Sorcerer (Divine Soul)

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 Self
Duration 1 Round
Components V, S

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

Class(es): Sorcerer, Wizard, Artificer (Artillerist), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Hexblade)

Thunderwave

1-level Evocation

Casting Time 1 Action
Range Self (15ft cube)
Duration Instantaneous
Components V, S

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: 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.

Class(es): Bard, Druid, Sorcerer, Wizard, Artificer (Artillerist), Cleric (Tempest Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster)

Alarm

1-level Abjuration (ritual)

Casting Time 1 Minute
Range 30ft
Duration 8 hours
Components V, S, M
Materials a tiny bell and a piece of fine silver wire

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.   A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.   An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Class(es): Artificer, Ranger, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

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


Created by

kidzait.

Statblock Type

Character Sheet (Legacy)

Link/Embed