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King Cornelius

Fighter-Champion 20 Class & Level
Soldier Background
Variant Human Race
Lawful Good Alignment

Strength 20
+5
Dexterity 13
+1
constitution 19
+4
intelligence 11
+0
wisdom 15
+2
charisma 13
+1
Total Hit Dice 20
Hit Die
1d10+4
+6 proficiency bonus
+11 Strength
+1 Dexterity
+11 Constitution
+0 Intelligence
+2 Wisdom
+1 Charisma
saving throws
+7 Acrobatics
+5 Animal Handling
+0 Arcana
+11 Athletics
+1 Deception
+0 History
+2 Insight
+7 Intimidation
+0 Investigation
+2 Medicine
+0 Nature
+8 Perception
+13 Performance
+1 Persuasion
+0 Religion
+4 Sleight of Hands
+4 Stealth
+8 Survival
skills ARMOR Heavy Armor, Light Armor, Medium Armor, Shields   WEAPONS Martial Weapons, Simple Weapons   TOOLS Dice Set, Navigator's Tools, Vehicles (Land)   LANGUAGES Common, Draconic, Giant proficiencies

 
22
Armor Class
208
Hit Points
+4
Initiative
30
Speed
Longsword 1d20+14 1d8+10 1d10+8
Shortsword 1d20+11 1d6+7
Handaxe 1d20+11 1d6+7
Unarmed Strike[roll1d20+11][6]
Attacks
ARMOR
Heavy Armor, Light Armor, Medium Armor, Shields

WEAPONS
Martial Weapons, Simple Weapons

TOOLS
Dice Set, Navigator's Tools, Vehicles (Land)

LANGUAGES
Common, Draconic, Giant
Proficiences
Longsword, +3
Longsword
3lb.
--
--
Martial, Versatile
--
Potion of Healing (Supreme)
Potion
1lb.
2
--
--
1 Charge, Healing, Consumable
Plate, +1
Heavy ArmorPlate
65lb.
--
--
AC 19, Str 15, Stealth
--
Potion of Healing (Superior)
Potion
2lb.
4
--
--
1 Charge, Healing, Consumable
Periapt of Wound Closure
Wondrous item
--
--
--
Healing, Warding, Jewelry
--
Potion of Healing (Greater)
Potion
5lb.
10
--
--
1 Charge, Healing, Consumable
--
Barding
GearAdventuring Gear
--
1
--
--
Warding
--
Cartographer's Tools
Gear
6lb.
1
15
--
Utility
--
Case, Map or Scroll
GearAdventuring Gear
1lb.
1
1
--
Container
--
Clothes, Fine
GearAdventuring Gear
12lb.
2
30
Social, Outerwear
--
Clothes, Traveler's
GearAdventuring Gear
4lb.
1
2
Social, Outerwear
--
Component Pouch
GearAdventuring Gear
2lb.
1
25
--
Utility, Container
--
Cook's Utensils
Gear
8lb.
1
1
--
Utility
--
Flask or Tankard
GearAdventuring Gear
1lb.
1
0.02
--
Container
Handaxe
Handaxe
2lb.
--
5
Simple, Light, Thrown, Range (20/60)
--
Horn
Gear
2lb.
1
3
--
Instrument
--
Hunting Trap
GearAdventuring Gear
25lb.
1
5
--
Damage, Utility
--
Ink (1 ounce bottle)
GearAdventuring Gear
--
1
10
--
Communication, Social, Utility, Consumable
--
Mess Kit
GearAdventuring Gear
1lb.
1
0.2
--
Social, Utility
--
Navigator's Tools
Gear
2lb.
1
25
--
Utility, Exploration
--
Rations (1 day)
GearAdventuring Gear
20lb.
10
5
--
Social, Utility, Consumable
--
Saddle, Military
GearAdventuring Gear
30lb.
1
20
--
Utility
--
Saddlebags
GearAdventuring Gear
16lb.
2
8
--
Utility, Container
Shield
ShieldShield
6lb.
--
10
+2 AC
Shortsword
Shortsword
2lb.
--
10
Martial, Finesse, Light
Shortsword
Shortsword
2lb.
--
10
Martial, Finesse, Light
--
Signet Ring
GearAdventuring Gear
--
1
5
--
Communication, Social, Utility
--
Spyglass
GearAdventuring Gear
1lb.
1
1000
--
Social, Utility, Exploration
--
Warhorse
Gear
--
1
400
--
Movement, Utility, Exploration
Equipment
I’m full of inspiring and cautionary tales from my
military experience relevant to almost every combat
situation
I’m always polite and respectful.
Personality Traits
Responsibility. I do what I must and obey just
authority.
Ideals
I fight for those who cannot fight for themselves.
Bonds
My hatred of my enemies is blind and unreasoning.
Flaws
CLASS FEATURES
Fighter Features
Hit PointsPHB, pg. 71
ProficienciesPHB, pg. 71
Acrobatics
Perception
Fighting StylePHB, pg. 72
You adopt a fighting style specialty.

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.

Second WindPHB, pg. 72
Once per short rest, you can use a bonus action to regain 1d10 + 20 HP.

Second Wind: 1 Bonus Action
/
Short Rest
Action Surgetwo uses per short restPHB, pg. 72
You can take one additional action on your turn. This can be used 2 times per short rest.

Action Surge: (No Action)
Uses:
/
Short Rest
Martial ArchetypePHB, pg. 72
Champion
Improved CriticalPHB
Your weapon attacks score a critical hit on a roll of 19 or 20.

Extra AttackPHB, pg. 72
You can attack four times whenever you take the Attack action on your turn.

Extra Attack: (No Action)
Remarkable AthletePHB
You can add +3 to any STR, DEX, or CON check you make that doesn’t already use your proficiency bonus and when you make a running long jump, you add +5 ft. to the distance.

Indomitablethree uses per long restPHB, pg. 72
You can reroll a saving throw that you fail - you must use the new roll. You can use this 3 times per long rest.

Indomitable: (No Action)
Uses:
/
Long Rest
Additional Fighting StylePHB
You can choose a second option from the Fighting Style class feature.

Defense
While you are wearing armor, you gain a +1 bonus to AC.

Superior CriticalPHB
Your weapon attacks score a critical hit on a roll of 18–20.

SurvivorPHB
At the start of each of your turns, you regain +10 HP if you have no more than half (and not 0) of your HP left.

RACIAL TRAITS
LanguagesBR, pg. 31
You can speak, read, and write Common and one extra language.

Giant
Ability Score IncreaseBR, pg. 31
Two different ability scores of your choice increase by 1.

Strength Score
Constitution Score
SkillsBR, pg. 31
You gain proficiency in one skill of your choice.

Performance
FeatBR, pg. 31
You gain one feat of your choice.

Prodigy
FEATS
Manage Feats
Heavy Armor MasterPHB, pg. 167
Increase your STR score by 1. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.

ProdigyXGtE, pg. 75
You gain one skill proficiency, one tool proficiency, and learn one language of your choice. You gain expertise (apply twice your proficiency bonus) with one chosen skill.

Draconic
Survival
Performance
Navigator's Tools
Features & Traits

Heroes Enabled

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

[block: +3 Longsword 3lb. -- -- Martial]
[block: Versatile -- Potion of Healing (Supreme) Potion 1lb. 2 -- -- 1 Charge]
[block: Consumable Plate]
[block: +1 Heavy ArmorPlate 65lb. -- -- AC 19]
[block: Stealth -- Potion of Healing (Superior) Potion 2lb. 4 -- -- 1 Charge]
[block: Consumable Periapt of Wound Closure Wondrous item -- -- -- Healing]
[block: Jewelry -- Potion of Healing (Greater) Potion 5lb. 10 -- -- 1 Charge]
[block: Consumable -- Barding GearAdventuring Gear -- 1 -- -- Warding -- Cartographer's Tools Gear 6lb. 1 15 -- Utility -- Case]
[block: Map or Scroll GearAdventuring Gear 1lb. 1 1 -- Container -- Clothes]
[block: Fine GearAdventuring Gear 12lb. 2 30 Social]
[block: Outerwear -- Clothes]
[block: Traveler's GearAdventuring Gear 4lb. 1 2 Social]
[block: Outerwear -- Component Pouch GearAdventuring Gear 2lb. 1 25 -- Utility]
[block: Container -- Cook's Utensils Gear 8lb. 1 1 -- Utility -- Flask or Tankard GearAdventuring Gear 1lb. 1 0.02 -- Container Handaxe Handaxe 2lb. -- 5 Simple]
[block: Range (20/60) -- Horn Gear 2lb. 1 3 -- Instrument -- Hunting Trap GearAdventuring Gear 25lb. 1 5 -- Damage]
[block: Utility -- Ink (1 ounce bottle) GearAdventuring Gear -- 1 10 -- Communication]
[block: Consumable -- Mess Kit GearAdventuring Gear 1lb. 1 0.2 -- Social]
[block: Utility -- Navigator's Tools Gear 2lb. 1 25 -- Utility]
[block: Exploration -- Rations (1 day) GearAdventuring Gear 20lb. 10 5 -- Social]
[block: Consumable -- Saddle]
[block: Military GearAdventuring Gear 30lb. 1 20 -- Utility -- Saddlebags GearAdventuring Gear 16lb. 2 8 -- Utility]
[block: Container Shield ShieldShield 6lb. -- 10 +2 AC Shortsword Shortsword 2lb. -- 10 Martial]
[block: Light Shortsword Shortsword 2lb. -- 10 Martial]
[block: Light -- Signet Ring GearAdventuring Gear -- 1 5 -- Communication]
[block: Utility -- Spyglass GearAdventuring Gear 1lb. 1 1000 -- Social]
[block: Exploration -- Warhorse Gear -- 1 400 -- Movement]

The statblocks of your class features

[block: Hit Points Hit Dice: 1d10 per fighter level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st   Proficiencies Armor: All armor]
[block: shields Weapons: Simple weapons]
[block: martial weapons Tools: None Saving Throws: Strength]
[block: Constitution Skills: Choose two skills from Acrobatics]
[block: and Survival   Equipment You start with the following equipment]
[block: in addition to the equipment granted by your background:   (a) chain mail or (b) leather armor]
[block: 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 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]
[block: even if you later get to choose again.   Archery You gain a +2 bonus to attack rolls you make with ranged weapons.   Defense While you are wearing armor]
[block: you gain a +1 bonus to AC.   Dueling When you are wielding a melee weapon in one hand and no other weapons]
[block: 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]
[block: 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]
[block: 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]
[block: 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]
[block: you must finish a short or long rest before you can use it again.   Action Surge Starting at 2nd level]
[block: you can take one additional action.   Once you use this feature]
[block: but only once on the same turn.   Martial Archetype At 3rd level]

Ferren Background


1d20 Background
1A nasty fight left you scarred.
2You were seduced by a devil. Gain 1 Corruption.
3You spent a few years in the wilderness. Gain a random wilderness profession.
4You killed someone in cold blood. Gain 1 Corruption.
5You fell in love with a human and had a child.
6You were raised by priestesses of the Moon Maiden.
7You stumbled into a hidden kingdom and remained there for 1d6 years.
8Someone important to you died; the loss haunts you still.
9Some rotten child mistook you for a cat and took you home. You only just escaped with your life.
10You earned a living working in one of your professions.
11You traveled extensively. You can speak one additional language.
12Someone discovered your true nature and mistook you for a skinchanger. You left everything behind to start over somewhere else.
13You received an education. You know how to read the Common Tongue.
14You helped defend your community from a beastmen attack.
15You found a scroll containing an incantation of a rank 0 spell (chosen by the GM).
16You unmasked a killer or a cultist at large in your community.
17You created a lasting piece of art. Add artist to your list of professions.
18You found a potion (of the GM’s choice).
19Someone important owes you a big favor.
20You came into money. Start the game with 2d6 cp.
[block: and 18th level.   Ability Score Improvement When you reach 4th level]

Sophont Stats and Bonuses

The Quality Bonus Table for Sophont


SophontRaceSummarySizeUBSLBSVITRFXPERMTPNRV
HumanFirstHeart40000000
HumanIreHeart521100-1-1
HumanUndaunted42100-11-1
HumanGearHeart400-21201
HumanBleakHeart400-10120
HumanVenuan4110001-1
VerinCheaDesert41120000
VerinFaeoMountain50001210
VerinLueaWater40200101
VerinFaechaTundra30010012
VerinSautheiForest41102000
VerinVodalkynSeer40001120
VerinManne-Kyn
VerinHarle-Kyn
SazashiKa5321-10-20
SazashiAen400-1231-2
SazashiHelyk500-1-2213
SazashiNasyk401122-1-2
SazashiRal-Mi52112-2-10
SazashiParisan5123-20-10
SazashiHiserabi3-10-23111
SazashiShejlt-Rajh500-2213-1
SazashiKhirmagne523100-2-1

Blighted Mutations


D10NameDescriptionEffect
1SpellFailureWhatever magical abilities you possess become difficult to utilize as your mind swims with odd thoughts whenever you attempt to use your supernatural powers.
When casting a spell Roll 1d10
on a 1 the spell fizzles; it counts as a use even as it has no effect.
2TumorSomewhere on your body there is a mass of flesh that keeps growing.An untreated tumor will kill a character in 2d6 weeks (average 7). ‘Treatment’ requires a DC 15 Heal check +1 for every time the tumor has been previously treated. After every treatment‘reset’ the tumor and roll an additional 2d6 (average 7 weeks) to determine how long the tumor can go untreated before killing the character.
3Extra EyeYou grow an additional eye—perhaps it is on your faceperhaps not—but wher-ever it grows it confuses your vision.You suffer -4 to mutation modifier Perception Checks.
4StupidityYou have increasing difficul-ty putting together coherent thoughts.You suffer-3 Mutation Modifier to Intelligence (to a minimum score of 4).
5FrenziedYou are liable to to fly into a frenzy over any pettiness: a spilled glassa woundor even an insult.When dropped to below 50% of your hitpointsyou enter a rage as per the barbarian class ability with none of the bonuses and all the limitations. You can not leave this state until regaining above 50% hp or there are no enemies present. Alternatelyif the character is already utilizing the ‘rage’ class feature when dropped below 50% hitpointsthey can choose to double the duration with all benefits/limitations at no additional cost or disadvantage.
6ImpulsiveYou have lost much of your impulse control and thus have developed a tendency to grab at whatever interests you.You suffer a -2 Mutation Modifier on Will Saves.
7Beast’s MawYour throat is growing thick and bestialmaking you una-ble to shape intelligible words.You are now mutecan only communicate verbally through grunts. While you can still approximate verbal components to cast spellsdoing so forc-es you to treat your caster level as one level lower for purposes of deter-mining duration and potency.
8Extreme HungerYou are always hungry and must eat incessantly or grow ill.If you have not eaten a meal equal to a day’s rations within the last 2 hoursyou gain the sickened conditionif not eaten within the last 4 hours you gain the nauseated condition.
9Misshapen HandsYour fat knobby fingers are full of rapidly-fused joints that make it difficult for you to use your hands.You suffer a -4 Mutation Modifier to Attack Rolls and skill checks that involve the use of your hands
10Misshapen BodyYour spine or limbs twist in ways they weren't supposed to.Your movement speed is reduced by 10 feet

Ferren Personality


3d6 Personality
3You are vicious and hateful.You lash out at everyone.
4-5You are an asshole. You make a mess and you don’t care who has to clean it up.
6-8You are lazy. You find it hard to make yourself do much of anything.
9-12You are inquisitive. Your curiosity often lands you in trouble.
13-15You are warm and pleasant. You make friends easily.
16-17You are aloof; disinterested in other people.
18You are loyal to your friends; and you support them in all they do.
[block: you can’t increase an ability score above 20 using this feature.   Using the optional feats rule]
[block: you can forgo taking this feature to take a feat of your choice instead.   Extra Attack Beginning at 5th level]
[block: 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]
[block: 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.   Extra Attack Beginning at 11th level]
[block: whenever you take the Attack action on your turn.   The number of attacks increases to four when you reach 20th level in this class.   Extra Attack At 20th level]
[block: whenever you take the Attack action on your turn.   Champion The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.   Improved Critical Beginning when you choose this archetype at 3rd level]
[block: your weapon attacks score a critical hit on a roll of 19 or 20.   Remarkable Athlete Starting at 7th level]
[block: or Constitution check you make that doesn’t already use your proficiency bonus.   In addition]
[block: the distance you can cover increases by a number of feet equal to your Strength modifier.   Additional Fighting Style At 10th level]
[block: you can choose a second option from the Fighting Style class feature.   Archery You gain a +2 bonus to attack rolls you make with ranged weapons.   Defense While you are wearing armor]
[block: you gain a +1 bonus to AC.   Dueling When you are wielding a melee weapon in one hand and no other weapons]
[block: 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]
[block: 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]
[block: 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]
[block: you can add your ability modifier to the damage of the second attack.   Superior Critical Starting at 15th level]
[block: your weapon attacks score a critical hit on a roll of 18–20.   Survivor At 18th level]

Statblocks for your familiars, mounts etc.

[block: Warhorse Large beast]
[block: unaligned   Armor Class17 Hit Points19(3d10+3) Speed60 ft.   STR 18(+4) DEX 12(+1) CON 13(+1) INT 2(-4) WIS 12(+1) CHA 7(-2)   SensesPassive Perception 11 Languages -- Challenge1/2 (100 XP)   Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn]
[block: the horse can make another attack with its hooves against it as a bonus action.   Actions Hooves. Melee Weapon Attack: +6 to hit]
[block: one target. Hit: 11 (2d6 + 4) bludgeoning damage.   ]

Statblocks for race/species of the character.

[block: Variant Human If your campaign uses the optional feat rules from the Player’s Handbook]
[block: 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.

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


Created by

Tindall46.

Statblock Type

Character Sheet (Legacy)

Link/Embed