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Aurelia

Fighter 5 Class & Level
Haunted One Background
Half-elf Race
Alignment

Strength 10
+0
Dexterity 16
+3
constitution 14
+2
intelligence 16
+3
wisdom 12
+1
charisma 13
+1
Total Hit Dice 45
Hit Die
1d10+2
+3 proficiency bonus
+3 Strength
+3 Dexterity
+5 Constitution
+3 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+6 Acrobatics
+1 Animal Handling
+3 Arcana
+3 Athletics
+1 Deception
+3 History
+1 Insight
+1 Intimidation
+6 Investigation
+1 Medicine
+3 Nature
+4 Perception
+1 Performance
+1 Persuasion
+3 Religion
+3 Sleight of Hands
+3 Stealth
+4 Survival
skills Common Elvish Infernal Deep Speech Dark Vision proficiencies

 
14
Armor Class
45
Hit Points
+3
Initiative
30
Speed
Attacks
SPELLCASTING
ABILITY-Intelligence
SPELL SAVE DC-14
SPELL ATTACK BONUS-4
Spellcasting
Light Crossbow & 20 bolts

Dungeoneer's Pack
Monster Hunter's Pack
Leather Armor
Bottle of Red Dragon Crush Wine
Equipment
I don't talk about the thing that
torments me. I'd rather not burden
others with my curse.
Personality Traits
I have a dark calling that puts
me above the law
Ideals
I keep my thoughts and discoveries in
a journal. My journal is my legacy.
Bonds
I talk to spirits that no one else
can see.
Flaws

Heroes Enabled

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

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. The pack also has 50 feet of hempen rope strapped to the side of it.

Cost: 12 GP Weight: 61 1/2 lbs


 

Dnd 5e SRD SRD

Leather Armor

Light Armor Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex Modifier

Cost: 10 gp Weight: 10 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


 

https://www.dndbeyond.com/equipment/crossbow-bolts

Crossbow bolt, 20

Ammunition Varies

Set of 20 Crossbow bolts. They are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

Cost: 1gp Weight: 1.5lb


 

DnD 5e SRD SRD

Longbow

Ranged Weapon Ammunition, Heavy, Two-Handed Common

Type Damage Damage Range Properties
Martial 1d8 Piercing 150/600 ft Ammunition, Heavy, Two-Handed

Cost: 50 gp Weight: 2 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


 

DnD 5e Curse of Strahd

Monster Hunter's Pack

Adventuring Gear Common

Includes a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and 3 torches.

Cost: 33gp Weight: 49lbs


 

Player's Handbook, Wizards of the Coast, p. 150

Arrows (20)

Ammunition Common

Cost: 1 GP (5 CP per arrow) Weight: 1 lb. / 0.5 kg (0.05 lb. / 0.025 kg per arrow)


 

Gulthia's Staff

Staff

Varies Requires Attunement

Made from the branch of a Gulthias tree, a Gulthias staff is a spongy, black length of wood.

Its evil makes beasts visibly uncomfortable while w/in 30ft. The staff has 10 charges and regains 1d6+4 of expended charges daily at dusk.
If burned or broken, its wood releases a terrible, inhuman scream that can be heard out to a range of 300 ft. All blights that can hear the scream immediately wither and die.
Vampiric Strike- Can be wielded as magic quarterstaff. On a hit, deals damage as a normal quarterstaff, and you can expend 1 charge to regain a number of hit points equal to the damage dealt by the weapon. Each time a charge is spent, red blood oozes from the staff’s pores and you must succeed on a DC 12 Wis saving throw or be afflicted with short-term madness.
Blight Bane-While you are attuned to the staff, blights and other evil plant creatures don’t regard you as hostile unless you harm them.

Type Damage Damage Range
None 1d6+4 Bludgeoning 30


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

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Half-Elf

Ability Score Increase +1Int., +1Str., +1Wis., +1Dex.
Size Medium
Speed 30ft.

Dark Vision: Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60ft. 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.   Skill Versitility: You gain proficiency in two skills of your choice.   Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Languages. Common, Elvish, and one extra language of your choice

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Thunderclap

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 5ft
Duration Instantaneous
Components S

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder damage.
At higher levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

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

Firebolt

0-level (Cantrip) Evocation

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

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).

Class(es): Artificer, Sorcerer, Wizard, 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)

Witch Bolt

1-level Evocation

Casting Time 1 Action
Range 30ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a twig from a tree that has been struck by lightning

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st

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

Ice Knife

1-level Conjuration

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components S, M
Materials A drop of water or piece of ice

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

Class(es): Druid, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

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


Created by

Dragaenfly3174.

Statblock Type

Character Sheet (Legacy)

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