Remove these ads. Join the Worldbuilders Guild

Chewie MacDonald

4 Level (0/6500 XP for level-up) Feylost Background Canus (Hellhound) Race / Species / Heritage Chaotic Good Alignment
Fighter
Level 4
Hit Dice: 4/4
1d10+4 Class 1

STR
18
+4
DEX
14
+2
CON
18
+4
INT
8
-1
WIS
14
+2
CHA
13
+1
44
Hit Points
+2
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
45
Speed (walk/run/fly)
1 / 1
Second Wind
1 / 1
Action Surge
2 / 2
Giant's Might
1 / 1
Frost Rune
1 / 1
Stone Rune
+4 Expertise Bonus
+2 Proficiency Bonus
+6 Strength
+2 Dexterity
+6 Constitution
-1 Intelligence
+2 Wisdom
+1 Charisma
saving throws
+2 Acrobatics DEX
+4 Animal Handling WIS
-1 Arcana INT
+6 Athletics STR
+3 Deception CHA
-1 History INT
+2 Insight WIS
+3 Intimidation CHA
-1 Investigation INT
skills
+2 Medicine WIS
-1 Nature INT
+4 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
-1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Giantsword +6 STR 2d6+4 Slashing
 Heavy, Two-Handed
Maul +6 STR 2d6+4 Bludgeoning
 Heavy, Two-Handed
Attacks
Class Features | Fighter (Rune Knight):
Proficiencies: Proficiency in Athletics and Intimidation
Fighting Style: Great Weapon Fighting
Second Wind
Action Surge
Bonus Proficiencies: Smith's Tools and can speak Giant
Rune Carver: Runes - Your Rune Save DC is 8 + your proficiency bonus + your Constitution modifier
Frost Rune | This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.
In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Stone Rune | This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Racial Feature | Canus (Hellhound):
Keen Sense: Proficiency in Perception
Natural Digger: You have a burrow speed of 10 feet.
Part Beast: You have proficiency in Animal Handling.
Beast Fighting Stance: Your unarmed strikes deal 1d4 + Strength or Dexterity modifier slashing damage.
Languages: Common and Primordial
Hellish Heritage: Resistance to fire damage.
Hunter Step: Your walking speed is increased by 10 feet.

Feats:
1st Level: Mobile

Background | Feylost:
Proficiencies: You gain proficiency in Deception and Survival
Tool Proficiencies: Bagpipes
Languages: Sylvan
Feywild Connection: Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild.

Features & Traits
Chain Mail
Greatsword
Maul
(x2) Handaxes
Explorer's Pack
Bagpipes
Traveler's Clothes
(x3) Feywild Trinkers:
  • Tiny clockwork dragonfly that slowly beats its wings (but can't fly) when wound up
  • Toy unicorn made of wood, painted with bright colors
  • Pumpkin cupcake that magically regenerates itself in its paper cup each day at dawn
  • Grappling Hook
    Manacles
    Bit and Bridle
    Crampons
    (x1) Healing Potion

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 93, Platinum: 0 Money
    Armour: Light, Medium, Heavy Armour and Shields
    Weapons: Simple and Martial Weapons
    Tools: Smith's Tools and Bagpipes
    Languages: Common, Giant, Primordial and Sylvan

    Languages & Proficiencies


    ™ & © 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.

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

    DnD 5e PHB

    Chain mail

    Armor (Heavy)

    Common

    Type AC STR Req. Stealth Dis.
    Heavy 16 13+ Yes

    Cost: 75gp
    Weight: 55 lb

    Greatsword

    Weapon

    Common

    Properties: Heavy, Two-handed
    Orcish Legacy: If you are orc, you gain +1 on hit and +1 on damage while using greatsword.
    Anti-small: When you attack creature smaller than you, you gain addition damage die.

    Type Damage Damage Range
    Martial Melee 2d6 Slashing 5 ft

    Cost: 50 gp
    Weight: 6 lb

    DnD 5e PHB

    Maul

    Weapon

    Common

    Heavy, Two-Handed

    Heavy
    Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

    Two-Handed
    This weapon requires two hands to use.

    Type Damage Damage Range
    Martial Melee 2d6 Bludgeoning 5 ft

    Cost: 10gp
    Weight: 10 lb

    DnD 5e PHB

    Handaxe

    Weapon

    Common

    Light, thrown

    Light
    A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
    Range
    A weapon that can be used to make a ranged attack has a range shown in parenthesis after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
    Thrown
    If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.

    Type Damage Damage Range
    Simple Melee 1d6 Slashing 20/60 ft

    Cost: 5gp
    Weight: 2 lb

    PHB, page 151

    Explorer's Pack

    Adventuring Gear

    Common

    Includes:
    • a backpack
    • a bedroll
    • a mess kit
    • a tinderbox
    • 10 torches
    • 10 days of rations
    • a waterskin
    • 50 feet of hempen rope

    Cost: 10gp
    Weight: 35lb

    The statblocks of your class features

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

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


    Created by

    JakeTheEskimo.

    Statblock Type

    Character Sheet (latest)

    Link/Embed