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Gorzag the Relentless

Fighter 5 Class & Level
Soldier Background
Hobgoblin Race
Lawful Neutral Alignment

Strength 17
+3
Dexterity 12
+1
constitution 16
+3
intelligence 9
-1
wisdom 10
+0
charisma 13
+1
Total Hit Dice 5
Hit Die
1d10+3
+3 proficiency bonus
+6 Strength
+1 Dexterity
+6 Constitution
-1 Intelligence
+0 Wisdom
+1 Charisma
saving throws
+1 Acrobatics
+0 Animal Handling
-1 Arcana
+5 Athletics
+1 Deception
-1 History
+2 Insight
+3 Intimidation
-1 Investigation
+0 Medicine
-1 Nature
+2 Perception
+1 Performance
+1 Persuasion
-1 Religion
+1 Sleight of Hands
+1 Stealth
+0 Survival
skills Athletics, Insight, Intimidation, Perception proficiencies

 
18
Armor Class
49
Hit Points
+1
Initiative
30
Speed
WeaponAttackDamage
Warhammer of Warning (Advantage on Initiative Rolls) 1d20+6 1d8+3
Unarmed 1d20+6 4
Crossbow, Light (80/320) 1d20+4 1d8+1
Attacks
Smith's Tools

Proficiences
Backpack, Bedroll, Chain Mail, Clothes (Common), Crossbow bolts (20), Light Crossbow, Dice Set, Mess kit, Rations (1 day) x12, Rope (Hempen, 50ft), Shield, Tinderbox, Torch, Warhammer, Waterskin,
Equipment
I can stare down a Hellhound without flinching.
I'm haunted by memories of war. I can't get the images of violence out of my mind.
Personality Traits
Live and let live. Ideals aren't worth killing over or going to war.
Ideals
I'll never forget the crushing defeat my company suffer or the enemies who dealt it.
Bonds
I'd rather eat my own armor than admit when I'm wrong.
Flaws
Ability Score Improvement
+2 to strength

Features & Traits

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

Shield

Shield Common

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

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

Cost: 10 gp Weight: 6 lb


 

DnD 5e SRD SRD

Crossbow, light

Ranged Weapon Ammunition, Loading, Two-Handed Common

Type Damage Damage Range Properties
Simple 1d8 Piercing 80/320 ft Ammunition, Loading, Two-Handed

Cost: 25 gp Weight: 5 lb


 

DnD 5e SRD SRD

Warhammer

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Martial 1d8 / 1d10 Bludgeoning Versatile

Cost: 15 gp Weight: 2 lb


 

PHB, page 150. Available in the SRD.

Crossbow Bolts (20)

Ammunition Varies

Cost: 1 gp Weight: 1.5 lbs


 

The statblocks of your class features

Fighter


Hit Points

Hit Dice: d10 per Fighter level
Hit Points at first Level: 1d10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier

Proficiences

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

Starting Equipment

You start with the following equipment in addition to the equipment granted by your background   (a) chain mail or (b) leather armour, longbow and 20 arrows (a) a martial weapon and shield or (b) two martial weapons (a) a light crossbow and 20 bolts or (b) two handaxes (a) a dungeoneers pack or (b) explorers pack

Fighter: Battle Master


Hit Points

Hit Dice: d10 per Fighter: Battle Master level
Hit Points at first Level: 10 + CON modifier
Hit Points at Higher Levels: 1d10 + your CON modifier per fighter level after 1st.

Proficiences

Armor: All armor, shields
Weapons: All simple and 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

Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.


Class Features

Combat Superiority When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.   Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.   Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th 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 Strength or Dexterity modifier (your choice)   Student of War At 3rd level, you gain proficiency with one type of artisan's tools of your choice.   Know Your Enemy Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:  

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels, if any
  • Fighter class levels, if any
  Improved Combat Superiority At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.   Relentless Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.    

Fighting Styles

At first level, choose one of the following options.
  • Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
  • 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.
  • 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

At first level, 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 second level, 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

  1. (a) chain mail or (b) leather armor, longbow, and 20 arrows
  2. (a) a martial weapon and a shield or (b) two martial weapons
  3. (a) a light crossbow and 20 bolts or (b) two handaxes
  4. (a) a dungeoneer's pack or (b) an explorer's pack
  Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.


LevelProficiency BonusFeatures
1+2Fighting Style, Second Wind
2+2Action Surge (1x)
3+2Martial Archetype
4+2Ability Score Improvement
5+3Extra Attack (x1)
6+3Ability Score Improvement
7+3Martial Archetype Feature
8+3Ability Score Improvement
9+4Indomitable (x1)
10+4Martial Archetype Feature
11+4Extra Attack (x2)
12+4Ability Score Improvement
13+5Indomitable (x2)
14+5Ability Score Improvement
15+5Martial Archetype Feature
16+5Ability Score Improvement
17+6Action Surge (x2), Indomitable (x3)
18+6Martial Archetype Improvement
19+6Ability Score Improvement
20+6Extra Attack (x3)

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Hobgoblin

Ability Score Increase +2 Con, +1 Int
Size Medium
Speed Your base walking speed is 30 feet.

This stat block is a work in progress.   Age – Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs.   Alignment – Hobgoblins are the most lawful of the greenskins, forming societies that function more like a mercenary company than a traditional tribe.   Darkvision – 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.   Martial Training – You are proficient with one exotic weapon of your choice and one exotic light armor of your choice.     Saving Face – Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short or long rest.

Languages. You can speak, read, and write Common and Orclin.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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

Explorer's Pack

Adventuring Gear Common

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Cost: 10 gp Weight: 59 lb


 

Created by

Vikinglion.

Statblock Type

Character Sheet (Legacy)

Link/Embed