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Durge

4 Level (2700/6500 XP for level-up) Soldier Background Tiefling (Bloodline of Zariel) Race / Species / Heritage Lawfull Evil Alignment
Cavalier Fighter
Level 4
Hit Dice: 4/4
1d10+1 Class 1

STR
17
+3
DEX
9
-1
CON
12
+1
INT
10
+0
WIS
11
+0
CHA
18
+4
32
Hit Points
-1
Initiative (DEX)
17
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
1 /
Action Surge
1 /
Second Wind
Spellcasting ...
+6 Attack mod
CHA Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+5 Strength
-1 Dexterity
+3 Constitution
+0 Intelligence
+0 Wisdom
+4 Charisma
saving throws
-1 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
+5 Athletics STR
+4 Deception CHA
+0 History INT
+0 Insight WIS
+6 Intimidation CHA
+2 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+0 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
-1 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Glaive +3 STR 1d10+3 Slashing
 Heavy, Reach, Two-Handed
Dagger -1 DEX 1d4-1 Piercing
 Finesse, Light, Thrown
Halberd +3 STR 1d10+3 Slashing
 Heavy, Reach, Two-Handed
Attacks

Spell Book

Polearm Master
You can keep your enemies at bay with reach weapons. You gain the following benefits:
  • When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
  • While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach.

  • Features & Traits
    Chain Shirt, Plate, Glaive, Dagger, Halberd

    Equipment Copper: 0, Silver: 7, Electrum: 0, Gold: 43, Platinum: 0 Money
    Common, Infernal

    Languages & Proficiencies
    Polite, calm, calculating.

    Personality Traits
    Might. In life as in war, the stronger force wins. (Evil)
    Responsibility. I do what I must and obey just authority. (Lawful)

    Ideals
    I’ll never forget the crushing defeat my company suffered or the enemies who dealt it.

    Bonds
    I have little respect for anyone who is not a proven warrior.

    Flaws
    Durge has grey skin and short green receeding hair. His eyes a darker shade of green are slightly squinted and unemotive. Like all Spiteful Legionnaries there is an engraving on his skin made from a molten black rock. The carving goes deep into the skin, a gruesome scar forming a circle of strange drawings that surround the name of the Legionnary in Infernal at the center. Durge's name too is written in infernal. Durge knows little about the brand's purpose, a secret kept by high-ranked officers of the Legion, such as his father. He got his when he was freshly spawned, and the painful process was a proof of belonging to the Legion.

    Durge's left arm is hidden beneath the red paludamentum on his left shoulder. If shown, notably in battle, one can see that his arm has no skin, with muscle and blood vessels plain to see. While the arm doesn't hurt, it looks ghastly.

    Notes


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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    Mordenkainen's Tome of Foes

    Tiefling (Bloodline of Zariel)

    ability score increase: +1 Strength
    age: Tieflings mature at the same rate as humans but live a few years longer.
    alignment: Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
    Size: Medium
    speed: Your base walking speed is 30 feet.
    Languages: Common, Infernal
    parent race: Tiefling
    race features:
    Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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.
    Hellish Resistance. You have resistance to fire damage.
    Legacy of Avernus. You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Searing Smite spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Branding Smite spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

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    Level 0 Spells

    PHB

    Thaumaturgy

    0-level (Cantrip) Transmutation

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: V
    Duration: 1 minute
    You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
    • Your voice booms up to three times as loud as normal for 1 minute.
    • You cause flames to flicker, brighten, dim, or change color for 1 minute.
    • You cause harmless tremors in the ground for 1 minute.
    • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
    • You instantaneously cause an unlocked door or window to fly open or slam shut.
    • You alter the appearance of your eyes for 1 minute.
    If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

    Level 2 Spells

    PHB: P. 274

    Searing Smite

    1-level Evocation

    Casting Time: 1 bonus action
    Range/Area: Self
    Components: V
    Duration: Concentration, Up to 1 minute
    The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensitity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.
    At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.
    Available for: Paladin

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