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Sinfjotli

Pugilist 1 Class & Level
NORTHLANDS REAVER Background
TROLLKIN Race
CG Alignment

Strength 16
+3
Dexterity 10
+0
constitution 17
+3
intelligence 6
-2
wisdom 15
+2
charisma 8
-1
Total Hit Dice 1
Hit Die
1d8+3
+2 proficiency bonus
+5 Strength
+0 Dexterity
+5 Constitution
-2 Intelligence
+2 Wisdom
-1 Charisma
saving throws
+0 Acrobatics
+3 Animal Handling
-2 Arcana
+5 Athletics
-1 Deception
-2 History
+2 Insight
+1 Intimidation
-2 Investigation
+2 Medicine
-2 Nature
+4 Perception
-1 Performance
-1 Persuasion
-2 Religion
+0 Sleight of Hands
+0 Stealth
+4 Survival
skills

 
16
Armor Class
11
Hit Points
+0
Initiative
30
Speed
Handaxe 1d20+3 1d6+3
Fist 1d20+3 1d6+3
Attacks
Tools: Vehicles (water), Woodcarver’s Tools
Armor: Light armor
Weapons: Simple weapons, improvised weapons, whip,
hand crossbow
Languages: Giant, Northern Tongue

Proficiences
A plundered memento from a past raid,
a coil of hemp rope, a set of traveler’s clothes, and a
pouch containing 5 gp. Backpack,bedroll,mess kit,tinderbox,torch (10),rations (10),waterskin,hempen rope
Handaxe, Woodcarver’s Tools
Equipment
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.

Natural Weapons. You have large fangs and sharp
claws instead of fingernails and toenails. You can use
your claws or fangs to make unarmed strikes. If you hit
with them, claws deal 1d4 + Strength modifier slashing
damage, and fangs deal 1d4 + Strength modifier piercing
damage.

Inhuman Vigor. You concentrate regenerative power in
your blood to swiftly recover from wounds. As a bonus
action, you can expend one hit die to regain hit points as
if you finished a short rest. The number of hit dice you
can expend increases by one when you reach 6th level (2
hit dice), 12th level (3 hit dice), and 18th level (4 hit dice).
You must complete a long rest before using this ability
again. If you take acid or fire damage, you lose access to
this ability until you finish a short or long rest.

Legacy of Fear. You have proficiency in the
Intimidation skill.

Thick Hide. Your skin is knobby, thick, and tough,
granting you a +1 bonus to Armor Class.

Feature: Reaver’s Journey
Many sailors fear to sail far from charted water
and familiar shores. Some balk at steering into
the teeth of a gale in the dead of night. They
are not you. As long as you aren’t traveling at
a fast pace, you can’t lose your way under normal
conditions. Inclement weather, lack of tools, or magic
might impose penalties or steer you awry at the GMs
discretion. Additionally, if you don’t undertake any
other activity while traveling on a rowed vessel, you
can drive the rowers to push beyond their ordinary limits.
The rowers can crew the ship for 1 additional hour before
risking exhaustion.

Features & Traits

Heroes Enabled

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

[block: a coil of hemp rope]
[block: and a pouch containing 5 gp. Backpack]
[block: hempen rope Handaxe]

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Trollkin

Ability Score Increase +2 Con, +1 Str
Size Medium
Speed 30ft

Age. Trollkin reach maturity by the age of 15, and live 50 to 60 years.   Size. Trollkin stand over 6 feet tall and are more solidly built than humans, weighing around 200 pounds. Your size is Medium.   Alignment. Trollkin tend toward neutrality of one kind or another.   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.   Natural Weapons. You have large fangs and sharp claws instead of fingernails and toenails. You can use your claws or fangs to make unarmed strikes. If you hit with them, claws deal 1d4 + Strength modifier slashing damage, and fangs deal 1d4 + Strength modifier piercing damage.   Inhuman Vigor. You concentrate regenerative power in your blood to swiftly recover from wounds. As a bonus action, you can expend one hit die to regain hit points as if you finished a short rest. The number of hit dice you can expend increases by one when you reach 6th level (2 hit dice), 12th level (3 hit dice), and 18th level (4 hit dice). You must complete a long rest before using this ability again. If you take acid or fire damage, you lose access to this ability until you finish a short or long rest.   Legacy of Fear. You have proficiency in the Intimidation skill.   Thick hide. Your skin is knobby, thick, and tough, granting you a +1 bonus to Armor Class.

Languages. You can speak, read and write common. You can also speak Chok-Lok. Chok-lok is a language of high and low pitches whistles and clicks which is used by the Southern Steppes  to communicate over the long distances in the Southern Steppes.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

HolyBibble.

Statblock Type

Character Sheet (Legacy)

Link/Embed