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Auril Belwar

Fighter 1 Class & Level
Inquisitor Background
Leonin Race
Neutral Good Alignment

Strength 18
+4
Dexterity 14
+2
constitution 18
+4
intelligence 11
+0
wisdom 12
+1
charisma 10
+0
Total Hit Dice 1
Hit Die
1d10+4
+2 proficiency bonus
+6 Strength
+2 Dexterity
+6 Constitution
+0 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+1 Animal Handling
+0 Arcana
+4 Athletics
+0 Deception
+0 History
+1 Insight
+2 Intimidation
+2 Investigation
+1 Medicine
+0 Nature
+3 Perception
+0 Performance
+0 Persuasion
+2 Religion
+2 Sleight of Hands
+2 Stealth
+3 Survival
skills

 
15
Armor Class
14
Hit Points
+2
Initiative
35
Speed
WeaponAttackDamage
Longbow 1d20+4 1d8+2
Warhammer 1d20+6 1d8+4
Handaxe 1d20+6 1d6+4
Handaxe 1d20+6 1d6+4
Attacks
All armor and shields.
Simple and Martial weapons.
Thieve's tools and Cooking utensils.
Proficiences
Leather armor
Longbow and 20 arrows
Warhammer
Handaxe
Equipment
Second Wind
Superior Technique: Disarming Attack

Features & Traits

Heroes Enabled

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

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

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

Warhammer

Melee Weapon Versatile Common

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

Cost: 15 gp Weight: 2 lb


 

DnD 5e SRD SRD

Handaxe

Melee Weapon Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d6 Slashing 20/60 ft Light, Thrown

Cost: 5 gp Weight: 2 lb


 

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)


 

The statblocks of your class features

Fighter (lvl.1)


Hit Points

Hit Dice: d10 per Fighter (lvl.1) level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 10 + your Constitution modifier

Proficiences

Armor: All armor, 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

Overview & Creation

A human in clanging plate armor holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage. A dwarf in chainmail interposes his shield between the ogre’s club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses.   A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd’s delight—and his own tactical advantage. His opponent’s sword flares with blue light an instant before she sends lightning flashing forth to smite him.   All of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.  

Well-Rounded Specialists

Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.  

Trained for Danger

Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.   Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards—few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example.  

Creating a Fighter

As you build your fighter, think about two related elements of your character’s background: Where did you get your combat training, and what set you apart from the mundane warriors around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors.   You might have enjoyed formal training in a noble’s army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught—unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms, or perhaps you scrimped and saved for years to buy them. Your armaments are now among your most important possessions—the only things that stand between you and death’s embrace.


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.   Superior Technique:  You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.  

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.


Starting Equipment

  • (a) chain mail or (b) leather armor, longbow, 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

 

Superior Technique: Maneuver

Disarming Attack

When you hit a creature with a weapon attack, you can expend one superiority die (d6) to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding.
You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw (DC 14). On a failed save, it drops the object you choose. The object lands at its feet.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Leonin

Ability Score Increase Your Constitution score increases by 2, and your Strength score increases by 1.
Size Medium
Speed 35 feet

Age

Leonin mature and age at about the same rate as humans.  

Alignment

Leonin tend toward good alignments. Leonin who are focused on the pride lean toward lawful good.  

Size

Leonin are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium.   Here’s how to determine your height and weight randomly, starting with rolling a size modifier: Size modifier = 2d10   Height = 5 feet + 6 inches + your size modifier in inches   Weight in pounds = 180 + (2d6 × your size modifier)  

Speed

Your base walking speed is 35 feet.  

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.  

Claws

Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.  

Hunter’s Instincts

You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.  

Daunting Roar

As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. 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 Leonin.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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

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

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

Warhammer

Melee Weapon Versatile Common

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

Cost: 15 gp Weight: 2 lb


 

DnD 5e SRD SRD

Handaxe

Melee Weapon Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d6 Slashing 20/60 ft Light, Thrown

Cost: 5 gp Weight: 2 lb


 

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)


 

Created by

camilonavarro.

Statblock Type

Character Sheet (Legacy)

Link/Embed