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Bombastus Thaddeus

3 Level (0/2700 XP for level-up) Noble Background Variant Human Race / Species / Heritage Lawful Neutral Alignment
Fighter
Level 3
Hit Dice: 3/3
1d10+3 Class 1

STR
19
+4
DEX
12
+1
CON
16
+3
INT
11
+0
WIS
10
+0
CHA
17
+3
33
Hit Points
+1
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+6 Strength
+1 Dexterity
+5 Constitution
+0 Intelligence
+0 Wisdom
+3 Charisma
saving throws
+1 Acrobatics DEX
+2 Animal Handling WIS
+0 Arcana INT
+4 Athletics STR
+3 Deception CHA
+2 History INT
+0 Insight WIS
+5 Intimidation CHA
+0 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+2 Perception WIS
+3 Performance CHA
+5 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Maul +6 STR 2d6+4 Bludgeoning
 Heavy, Two Handed, Ruby of the War Mage (Focus)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Eldritch Blast 1 action 120 ft 1d10 force V S
 Notes:A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
MINOR ILLUSION 1 action 30 ft 1 Minute S M
 Notes:You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Level 1 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Unseen Servant 1 action 60 ft 1 hour V S M
 Notes:This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
Silent Image 1 action 60 ft Concentration, Up to 10 Minutes V S M
 Notes:You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
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.
Bait and Switch: When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.
Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Manifest Echo: At 3rd level, you can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.
Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.
As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.
When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.

Unleash Incarnation: At 3rd level, you can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a 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.

Action Surge: Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn

Magic Initiate: Warlock
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Eldritch Adept: Misty Visions
Studying occult lore, you learn one Eldritch Invocation option of your choice from the warlock class. Your spellcasting ability for the invocation is Intelligence, Wisdom, or Charisma (choose when you select this feat). If the invocation has a prerequisite of any kind, you can choose that invocation only if you’re a warlock who meets the prerequisite.
Whenever you gain a level, you can replace the invocation with another one from the warlock class.

Misty Visions
Source: Player's Handbook
You can cast silent image at will, without expending a spell slot or material components.

Features & Traits
Carrying:
  • Fine Clothes
  • Signet Ring
  • Scroll of Pedigree
  • Travelers Clothes
  • Ring Mail (Stealth Disadvantage!)
  • Maul
  • Ruby of the War Mage
  • Signal Whistle
  • Tinderbox
  • Healer's Kit
  • Lamp
  • Oil Flask x 2
  • 2 Sacks

2 Donkeys
2 Bits & Bridles
Carriage
  • 10 Foot Ladder
  • 6 Days of Feed
  • 10 Sacks
  • Block & Tackle
  • Shovel
  • Grappling Hook
  • 50 Foot of Hempen Rope




Equipment Copper: 47, Silver: 2, Electrum: 0, Gold: 16, Platinum: 0 Money
Common, Deep Speech, Abyssal, Gaming Set: Dice, All Armours, Shields, Simple Weapons, Martial Weapons.

Languages & Proficiencies
Power hungry and greedy but too lazy and risk averse to ever go outside the rule of law.
Feels superior to those of lesser birth but also believes it is the duty of nobility to provide leadership to those lessers.

Personality Traits
Battle Plans:
  • The Blender Turn: Action Surge (2 Melee/Spell Attacks) + Unleash Incarnation (2 Attacks From Echo)
  • Artful Dodger: Move echo to within 5 feet of ally (no action required), swap places with echo as bonus action, swap places with ally within 5 feet at the cost of a superiority die.
  • The Invisible Carriage: Silent Image to hide the carriage as it travels, attack with echo while relaxing in the carriage (possibly use Minor Illusion to cancel out sound).

Block and Tackle: A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.
Healer’s Kit: This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.
TInderbox: This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.



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.

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

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Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Bill

Medium Human, Carriage Driver, Lawful Neutral

Armor Class 10
Hit Points 4
Speed: 30 ft

STR

10
( +0 )

DEX

10
( +0 )

CON

10
( +0 )

INT

10
( +0 )

WIS

10
( +0 )

CHA

10
( +0 )

Senses Passive Perception 10
Languages Common

Description

One of Bombastus' loyal retainers.   Equiptment:

  • Common Clothes
  • Club
  • Lamp
  • 2 Oil Flasks
  • 2 Sacks
  • Tinderbox

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 1d4 bludgeoning damage

Bob

Medium Human, Carriage Driver, Lawful Neutral

Armor Class 10
Hit Points 4
Speed: 30 ft

STR

10
( +0 )

DEX

10
( +0 )

CON

10
( +0 )

INT

10
( +0 )

WIS

10
( +0 )

CHA

10
( +0 )

Senses Passive Perception 10
Languages Common

Description

One of Bombastus' loyal retainers.   Equiptment:

  • Common Clothes
  • Club
  • Lamp
  • 2 Oil Flasks
  • 2 Sacks
  • Tinderbox

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 1d4 bludgeoning damage

Retainer

Medium Human, Cook, Lawful Neutral

Armor Class 10
Hit Points 4
Speed: 30 ft

STR

10
( +0 )

DEX

10
( +0 )

CON

10
( +0 )

INT

10
( +0 )

WIS

10
( +0 )

CHA

10
( +0 )

Senses Passive Perception 10
Languages Common

Description

One of Bombastus' loyal retainers.   Equiptment:

  • Common Clothes
  • Club
  • Lamp
  • 2 Oil Flasks
  • 2 Sacks
  • Tinderbox

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 1d4 bludgeoning damage

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