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1 Level (0/300 XP for level-up) Clan Crafter Background Aberrant (Human) Race / Species / Heritage NG Alignment
Craftsman
Level 1
Hit Dice: 1/1
1d10+2 Class 1

STR
17
+3
DEX
10
+0
CON
14
+2
INT
15
+2
WIS
10
+0
CHA
8
-1
12
Hit Points
+0
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
2 / 2
Superiority Dice
0 / 25
Active Crafting
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+0 Dexterity
+4 Constitution
+4 Intelligence
+0 Wisdom
-1 Charisma
saving throws
+0 Acrobatics DEX
+0 Animal Handling WIS
+2 Arcana INT
+5 Athletics STR
-1 Deception CHA
+4 History INT
+2 Insight WIS
-1 Intimidation CHA
+4 Investigation INT
skills
+0 Medicine WIS
+2 Nature INT
+2 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+2 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Aberrant Features

  • Creature Type: Aberration.

  • Speed: 30 ft.

  • Universally Unique:

    • You have a total of 6 evolution points to spend on various bonuses.

    • Darkvision: You have Darkvision out to 60 feet.

    • Unnatural Survivalist: You do not need to eat, drink, breathe, or sleep, and magic can't put you to sleep. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as keeping watch.

    • Omnidextrous: You have an additional arm(s).

    • Regeneration: You regain a number of hit points equal to half your proficiency bonus (rounded down) at the start of each of your turns whilst not at 0 hit points. When your current hit points are at or below half of your maximum hit points (rounded up), this healing is instead equal to your proficiency bonus. When you are critically hit, you do not regain hit points from this feature on your next turn.
      In addition, you have advantage on death saving throws.














Craftsman Class Features

  • Exotic Proficiencies (Lvl 1): Starting at 1st level, you gain proficiency in exotic weapons and exotic armor, which are unconventional, yet effective items in which no other class gets proficiency. If a feature or effect grants proficiency with a weapon or suit of armor, it does not grant proficiency with exotic weapons or exotic armor, unless otherwise stated.

  • Active Crafting (Lvl 1): Also at 1st level, you can craft one item each day when you take a long rest, without losing the benefits of a long rest. You pay half the item’s gold piece cost in materials, up to 25 gp. If an item costs more than 25 gp in materials, you can finish the item by working on it for multiple days, spending 25 gp each day until the item is completed. As you gain levels in this class, your crafting speed increases, allowing you to spend more onmaterials for each day of crafting, as shown in the Active Crafting column of the Craftsman table. Items you craft using this feature are worth halft heir gold piece cost when sold. This means that you can sell an item to refund its cost in materials, but not to make a profit











Golgotha Temple Builders Features

  • The Hammer's Awakening (Loyalty 1): You gain a +1 Great Nyx' Hammer. Additionally, you gain an additional attunement slot (4 total), and, for each item you're attuned to, you gain an additional +5 Maximum Hit Points, and +5 Speed. Whenever you finish a Long Rest, you may make one of your non-magical weapon, armor, shield or wondrous item into a +1 magical version itself, requiring attunement.

  • Great Nyx' Hammer: 1d8 Bludgeoning (Versatile 1d10, Finesse, Martial). Arcane Binding: Once per Long Rest, whenever you land a Critical Hit, you may brand the target creature, dealing additional Fire Damage equal to their current AC, and decreasing their AC by an ammount equal to your Strength or Dexterity Modifier until the end of their next turn.




Features & Traits
Dawn Cart

  • 1x Dawn Ward

  • 1x Merc. Sword

  • 1x Merc. Permit

  • 1x Smith's Tools









Backpack

  • 1x Caltrops

  • 1x Crowbar

  • 2x Flask of Oil

  • 10x Days of Rations

  • 1x Rope

  • 1x Tinderbox

  • 10x Torch

  • 1x Waterskin









Worn

  • 1x Craftsman's Tools

  • 1x Chain Mail (Worn)

  • 1x Dagger

  • 1x Warhammer

  • 1x Light Crossbow

  • 20x Crossbow bolts

  • 1x Maker's Chisel




Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
Languages

  • Common

  • Dios

  • Dwarvish

  • Thieves' Cant










Proficiencies

  • Armor: All armors, Exotic Armors, shields.

  • Weapons: Simple Weapons, Martial Weapons, Exotic Weapons, Gauntlets/Armaments.

  • Tools: All artisan's tools.

  • Skills: Athletics, History, Insight, Investigation, Perception.




Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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