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Coco

3 Level (0/2700 XP for level-up) Folk Hero Background Lizardfolk Race / Species / Heritage Lawful Good Alignment
Kindred
Level 3
Hit Dice: 3/3
1d6+2 Class 1

STR
6
-2
DEX
18
+4
CON
14
+2
INT
8
-1
WIS
16
+3
CHA
10
+0
23
Hit Points
+4
Initiative (DEX)
17
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
+4 Expertise Bonus
+2 Proficiency Bonus
-2 Strength
+4 Dexterity
+2 Constitution
-1 Intelligence
+5 Wisdom
+2 Charisma
saving throws
+4 Acrobatics DEX
+3 Animal Handling WIS
-1 Arcana INT
-2 Athletics STR
+0 Deception CHA
-1 History INT
+5 Insight WIS
+0 Intimidation CHA
-1 Investigation INT
skills
+5 Medicine WIS
-1 Nature INT
+5 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
-1 Religion INT
+4 Sleight of Hand DEX
+6 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +6 DEX 1d8+4
 Finesse
Bite +0 STR 1d6-2 slashing
Attacks

Class Feats


-Covenant with a Wild Beast
-Bonded Companion
-Fighting Style [Interception]
-Valiant Actions
-Evolution
-Spellcasting
-Coordinated Offence
-Bond of Loyalty
-Beast Companion

Race Traits


-Bite
-Hold Breath
-Hungry Jaws
-Natural Armor

Features & Traits
Rapier
Weaver's Tools
Set of Leather Armor
Carpenter’s tools, a shovel, an iron pot, a set of common clothes, and a pouch containing 10gp
a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Simple weapons, Martial weapons without the Heavy property
Light armor, Medium Armor, Shields
Weaver's Tools, Carpenter’s tools
Common, Giant

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

The statblocks of your class features

Kindred

Kindreds are very special individuals, because, well, they are no really individuals. Kindreds always come in pairs: master and companion. The nature of their bond is one that’s been lost on time, faded over the centuries: a forbidden ritual that blends two souls and ties them up. Forever.
hit dice: 1d6
hit points at 1st level: 6 + your Constitution modifier
hit points at higher levels: 1d6 + your Constitution modifier per level after first
armor proficiencies: Light armor, Medium Armor, shields
weapon proficiencies: Simple weapons, martial weapons without the Heavy property
tools: One type of artisan’s tools or one musical instrument of your choice
saving throws: Wisdom, Charisma
skills: Choose one from Animal Handling, Arcana, Insight, Intimidation, Investigation, Nature, Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

(a) two shortswords or (b) one shortbow and 20 arrows or (c) one rapier
(a) a dungeoneer’s pack or (b) an explorer’s pack
(a) a set of leather armor or (b) a set of scale mail
(a) a set of tools of your choice
spellcasting:

level 3

Using the shared bond as a magical well, you have learned to harness its powers to fuel your spells.   Cantrips. You learn two cantrips of your choice from the kindred spell list. You learn an additional cantrip of your choice at 10th level. Whenever you gain a kindred level, you can replace one of your cantrips with another cantrip of your choice.   Spell Slots. The kindred table shows how many spell slots you have to cast your kindred spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   Prepared Spells of 1st+ Level. You prepare the list of kindred spells that are available for you to cast, choosing from yout kindred spell list. When you do so, choose a number of kindred spells equal to your Wisdom modifier + half your kindred level, rounded down. The spells you prepare must be of a level for which you have spell slots.   Changing Your Prepared Spells. You can change your list of prepared spells when you finish a long rest. Preparing new kindred spells requires time spent in meditation with your companion: at least 1 minute per spell level for each spell on your list.   Spellcasting Ability. Wisdom is your spellcasting ability for your kindred spells, since the power of your magic relies on the bond that you and your companion share and your innate understanding of it. You use your Wisdom whenever a spell refers to your spellcasting ability, when setting the saving throw DC for a kindred spell you cast, and when making an attack roll with one.   Spellcasting Focus. While your companion is within 30 feet of you, it can serve as a spellcasting focus for your kindred spells. If your companion dies, you can continue to use it as a spellcasting focus for 10 minutes after its death.   Ritual Casting. You can cast any kindred spell you know as a ritual if that spell has the ritual tag. However, if your companion moves more than 30 feet away from you at any time during the casting, the ritual fails. If your companion dies, you can continue to cast rituals for 10 minutes after its death.
class features:

Covenant (subclass) level 1, 6, 10, 14

You have chosen to sacrifice a piece of your own soul to bond with a loyal creature. You always have the Hidden Form and Soul Calling spells prepared. Wisdom is your spellcasting ability for these spells. You also choose one of the Covenants detailed at the end of the class description, which grant you additional features at the indicated levels.

 

Bonded Companion level 1

You gain a companion that will aid you in every way it possibly can. Its stat block depends on the Covenant you choose when you first gain a level in this class.   In combat. The companion acts during your turn. It can move and use its bonus action and reaction on its own, but the only action it takes is the Dodge action, unless you take an action or bonus action on your turn to command it to take another action. If you are incapacitated or dead, the companion acts indipendently and can take any action of its choice.   Mounting. If it has an appropriate anatomy, your companion can act as a controlled mount for you, but it can take any action while doing so if you command it as usual. Your companion won’t allow anyone else to mount it.   Barding. Your companion is proficient with light armor when worn as barding.   Unconscious. If your companion is reduced to 0 hit points, it falls unconscious and makes death saving throws. If it dies, its soul lingers with you, and you can return it to life with your Soul Calling spell.   Symbiotic Link. If your companion dies, you gain one level of exhaustion. If you die, your companion gains one level of exhaustion, and one more for each minute you remain dead until you are revived again or it dies too.   Shared Vitality. Your companion doesn’t have hit dice. Instead, if you spend your hit dice during a short rest, and your companion is resting within 30 feet of you, it heals by the same amount you do.   Linked Minds. If you are on the same plane of existence, you and your companion are aware of each other’s location, can sense each other’s direction and distance, and can communicate telepathically.   Deliver Spell. If you cast a spell with a range of touch and your companion is within 100 feet of you, it can use its reaction to deliver the spell for you. If the spell requires an attack roll, you use your attack modifier for the roll.   Share Spell. You can make any spell (except a cantrip) you cast that targets only you also target your companion.

Fighting Style level 2

You have trained and are ready for battle. You gain one of the following Fighting Style Feats of your choice: Archery, Defense, Dueling, Interception.

Valiant Actions level 2

Your companion is now able to perform incredible feats that showcase its unique abilities.   Valiant Actions. Your companion gains access to special actions called Valiant Actions. These actions are listed inyour companion’s stat block, along with the kindred level at which your companion learns each action.   Valiant Points. To use a Valiant Action, your companion must spend a number of Valiant Points, as specified in the action’s description. Your companion has a number of Valiant Points equal to your proficiency bonus. It regains one expended use when you finish a short rest, and all expended uses when you finish a long rest.   Saving Throws. Some of the Valiant Actions require the target to make a saving throw to resist its effects. Unless otherwise specified, the saving throw DC is always the same as your companion’s Spell Save DC.

Evolution level 3, 7, 11, 15, 18

At each of the indicated levels, increase one of your companion’s Ability Scores of your choice by 1, then have your companion gain one Common Evolution of your choice from the Evolutions List.   Unless otherwise specified, each evolution can only be taken once. You can’t increase your companion’s Ability Scores past 20 with this feature.  

Coordinated Offence level 3

You gain the following benefits:  
  • If you take the Help action to aid your companion in attacking a creature, your companion’s first attack against that creature scores a critical hit on a 19 or 20 of the d20.
 
  • If your companion hits a creature with an attack, you can use your reaction to make one weapon attack against the same creature.
 
  • You don’t provoke opportunity attacks from a creature if your companion is within 5 feet of that creature.
 

Feat level 4, 8, 12, 16, 19

At each of the indicated levels, you gain the Ability Score Improvement feat or another feat of your choice.  

Keen Guidance level 5

When you command your companion to take the Attack action, your companion can make two attacks, or it can take the Multiattack action if it has that action.  

Shared Pain level 5

When either you or your companion take damage, you can use your reaction to distribute the pain between you. The original target takes half the damage (rounded down), and the other suffers psychic damage equal to the amount reduced. This feature doesn’t transfer any other effects that might accompany the damage, and this Psychic damage can’t be reduced in any way.  

Growth Spurt level 6, 11

Increase your companion’s size to Medium.   At 11th level, increase your companion’s size to Large.  

Unyielding level 9

If you and your companion are within 10 feet of each other, each of you gains the following benefits as long as the other is not incapacitated:  
  • Immunity to the frightened condition.
  • Advantage on death saving throws.
 

Warden level 13

If you are hit by an attack, your companion can use its reaction to move up to half its speed towards the creature that attacked you and make one attack against it if it is within range.  

Guardian Angel level 17

Your companion can cast Revivify on you without expending material components. If it does, it can’t do so again until you finish a long rests.  

Epic Evolution level 20

Your companion gains one Epic Evolution of your choice from the Evolutions List.
subclass options:

https://homebrewery.naturalcrit.com/share/6dcNZkX6evbd

Covenant with a Wild Beast

hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:
class features:

Bond of Loyalty

1st-level Covenant with a Wild Beast feature You have spent much time in the wilderness, and share some of your companion’s feral traits. You gain proficiency in Animal Handling, Nature, Medicine or Survival. Additionally, your hit point maximum is increased by 1, and by 1 again whenever you gain a level thereafter in this class.   Covenant Spells. When you reach a kindred level specified in the Covenant Spells table, you thereafter always have the listed spells prepared.   Level Spells
3rd level Primal Savagery, Animal Friendship, Longstrider
7th level Blur, Find Steed
13th level Thunder Step, Catnap
19th level Guardian of Nature, Locate Creature
 

Beast Companion

1st-level Covenant with a Wild Beast feature See your companion’s statistics in the Wild Beast Companion stat block, which uses your proficiency bonus (PB) in several places.   When you get this feature, choose one of the archetypes described in the Feral Archetype table below, which determines which evolutions it gains at 1st level, as well as the name and damage type of its natural weapon. You then choose either the Adorable or Frightful evolution, and have your companion gain that evolution, too.   You also get to allocate the following stats for your companion: 16, 13 and 12. You can place them in its Strength, Dexterity and Constitution scores.  

Riot Beast

6th-level Covenant with a Wild Beast feature Your companion gains the following benefits.   Stalwart. After finishing a short rest, it regains one additional Valiant Point.   Pack Brother. As long as you and your companion are within 5 feet of each other and neither of you is incapacitated, attacks against either of you cannot be made with advantage.  

Fierce Predator

10th-level Covenant with a Wild Beast feature Your companion gains the following benefits.   Multiattack. It gains the Multiattack action, which allows it to make one attack with its natural weapon. If it hits, it can attack once again as part of the same action, and so on until one of its attacks misses. The maximum number of attacks it can make with Multiattack is equal to your proficiency bonus.   Ambusher. It has advantage on attack rolls against any creature that has not yet taken a turn in combat.  

Relentless

14th-level Covenant with a Wild Beast feature Once per turn, you can count one of your companion’s missed attacks as a hit for the purpose of triggering the Multiattack effect that allows it to make an additional attack.
subclass options:

Statblocks for your familiars, mounts etc.

Harpy Eagle Griffin

Small beast,
Armor Class: 14
Hit Points: 21
Speed: 30 ft , fly: 30* ft

STR

16 +3

DEX

14 +2

CON

12 +1

INT

5 -3

WIS

15 +2

CHA

12 +1

Saving Throws: Strength and Dexterity
Skills: Athlethics, Nature, Perception and Survival
Senses: passive Perception 14
Languages: Understands your languages but can't speak.
Proficiency Bonus: Same as Yours

Innate Spellcasting. If it knows a spell, it can cast it with no material components required. Wisdom is the spellcasting ability modifier. The Spell Save DC is equal to 12
Kin. It has advantage on Wisdom (Animal Handling) checks to interact with animals of the same species.


Evolutions

Flier

Prerequisite: Cannot be chosen for the Evolution feature Your companion gains a flying speed equal to its walking speed, but it can’t use the flying speed of this feature if it’s carrying more than half its carrying capacity.

Nocturnal

Your companion has darkvision up to 120 feet.

Keen Senses

Your companion has advantage on Wisdom (Perception) checks that rely on hearing or smell. Also, it can’t be surprised and is aware of its surroundings while it is sleeping. If you are surprised, your companion can take any action on its own on the first turn of combat, without waiting for your command.

Adorable

Your companion has advantage on Charisma (Performance) checks.

War Trained

Your companion gains proficiency with all types of armor if it wears them as barding.

Actions

Claws. Melee Weapon Attack: PB+STR to hit, reach 5 ft., one target. Hit: 1d6+STR slashing damage  

Valiant Actions

[2nd level] Lick Wounds (1 Valiant Point). As a bonus action, your companion touches a creature and heals its wounds. That creature gains a number of hit points equal to 1d4 + its Constitution modifier.
[2nd level] Deft (1 Valiant Point). As a bonus action, your companion takes the Dash, Disengage or Hide action.
[2nd level] Knack (1 Valiant Point). If your companion makes a skill check that it is not proficient in, it can use its reaction to add your Proficiency Bonus to the roll. This can be done before or after the roll, but before any effects of the roll are applied.

Statblocks for race/species of the character.

MPMM

Lizardfolk (MPMM)

The saurian lizardfolk are thought by some sages to be distant cousins of dragonborn and kobolds. Despite their resemblance to those other scaled folk, however, lizardfolk are their own people and have lived on the worlds of the Material Plane since the worlds’ creation. Gifted by the gods with remarkable physical defenses and a mystical connection to the natural world, lizardfolk can survive with just their wits in situations that would be deadly for other folk. Because of that fact, many lizardfolk myths state that their people were placed by the gods in the Material Plane to guard its natural wonders.   Lizardfolk have colorful scales and exhibit a wide array of scale patterns. Their individual facial features are as varied as those of lizards.
ability score increase: When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
age:
Size: Medium
speed: Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.
Languages: Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
race features:
  • Bite. You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
  • Hold Breath. You can hold your breath for up to 15 minutes at a time.
  • Hungry Jaws. You can throw yourself into a feeding frenzy. As a bonus action, you can make a special attack with your Bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Natural Armor. You have tough, scaly skin. When you aren’t wearing armor, your base AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
  • Nature's Intuition. Thanks to your mystical connection to nature, you gain proficiency with two of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

AzaleaWonderland.

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