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John Spartan

Fighter 1 Class & Level
Soldier Background
Dragonborn Race
Chaotic Good Alignment

Strength 17
+3
Dexterity 12
+1
constitution 14
+2
intelligence 10
+0
wisdom 10
+0
charisma 12
+1
Total Hit Dice 1
Hit Die
1d10+2
+2 proficiency bonus
+5 Strength
+1 Dexterity
+4 Constitution
+0 Intelligence
+0 Wisdom
+1 Charisma
saving throws
+3 Acrobatics
+0 Animal Handling
+0 Arcana
+5 Athletics
+1 Deception
+0 History
+0 Insight
+3 Intimidation
+0 Investigation
+0 Medicine
+0 Nature
+0 Perception
+1 Performance
+1 Persuasion
+0 Religion
+1 Sleight of Hands
+1 Stealth
+2 Survival
skills

 
18
Armor Class
12
Hit Points
+1
Initiative
30ft
Speed
WeaponAttackDamage
LongswordMelee: 1d20+5 1d8+3 slashing; 1d10 versatile
Light CrossbowRanged: 1d20+5 1d8+1 piercing; range 80/320; ammunition, loading, two-handed
Attacks
Skills: Acrobatics, Athletics, Intimidation, Survival

Saving Throws: Strength, Constitution

Weapons: Simple weapons, martial weapons

Armors: All armor, shields

Tools: Dragon Chess set, vehicles (land)

Languages: common, draconic
Proficiences
Longsword, light crossbow, chain mail, shield, 20 crossbow bolts, backpack, crowbar, hammer, piton (10), torch (10), tinderbox, rope (50ft), Trophy (Promethean grenade), Insignia of rank (Master SGT), belt pouch
Equipment

Heroes Enabled

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

DnD 5e SRD SRD

Longsword

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Martial 1d8 / 1d10 Slashing Versatile

Cost: 15 gp Weight: 3 lb


 

DnD 5e SRD SRD

Crossbow, light

Ranged Weapon Ammunition, Loading, Two-Handed Common

Type Damage Damage Range Properties
Simple 1d8 Piercing 80/320 ft Ammunition, Loading, Two-Handed

Cost: 25 gp Weight: 5 lb


 

DnD 5e SRD SRD

Shield

Shield Common

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Type AC STR Req. Stealth Dis. Properties
Shield +2

Cost: 10 gp Weight: 6 lb


 

DnD 5e SRD

Backpack

Adventuring Gear Common

A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear.   You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

Cost: 2gp Weight: 5lb


 

Belt Pouch

Adventuring Gear Common

A cloth or leather pouch can hold up to 20 Sling bullets or 50 Blowgun Needles, among other things. A pouch can hold up to 1/5 cubic foot or 6 pounds of gear.

Cost: 5 sp Weight: 1 lb


 

The statblocks of your class features

Soldier


Hit Points

Hit Dice: d10 per Soldier level
Hit Points at first Level: 10 + Constitution Modifier
Hit Points at Higher Levels: 1d10 + Constitution Modifier

Proficiences

Armor: Light armor, medium armor
Weapons: Simple plasma weapons
Tools:
Saving Throws: Strength, Constitution
Skills: Choose any 3 from: Acrobatics, Athletics, Computer Use, Investigation, Medicine, Perception, Piloting, Survival

Overview & Creation

A soldier is the mainstay of any army. Tough and versatile, soldiers can specialize in various types of ranged or melee combat.


Class Features

Squad Tactics

Beginning at level 1, the soldier knows how to work with other soldiers efficiently on the battlefield to take out much larger prey. If another Soldier is attacking the same enemy as you, you both gain advantage on attack rolls to hit that target.  

Action Surge

You can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.   Once you use this feature, you must finish a short or Long Rest before you can use it again.  

Career Path

Choses one of several career paths laid out for you: Squad Leader, Rifleman, Close-Quarters Specialist, Sharpshooter, Heavy Weapons Expert, Support.  

Squad Leader

Selfless and heroic, squad leaders abilities are all geared towards making their soldiers stronger.   Morale
Beginning at third level, you inspire those under your command with your intellect, cunning, and bravery. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Morale die, a d6.   Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Morale die, but must decide before the DM says whether the roll succeeds or fails. Once the Morale die is rolled, it is lost. A creature can have only one Morale die at a time.   You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.   Your Morale die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.   Expert Tactics
Beginning at 6th level, you may use a bonus action on your turn to give an advantage die to any creature you can see. It may use the advantage die anytime it rolls an attack or saving throw to roll a second d20, and take the higher roll.   At 10th level, the targeted creature rolls 3 d20s, and 4 at 15th level, taking the highest roll among them.   Intellectual Assistance
Beginning at 9th level, the soldiers under your command begin to benefit from your experience. Their proficiency modifiers become equal to your intelligence modifier.   Drone Strike
At 15th level, you gain the ability to call in a drone to strafe the area with small rockets as a bonus action. You select a 50-foot long, 10-foot wide area that you can see. During your next turn, the area is saturated in rocket fire from an overhead drone. Any creature caught in the blast radius must make a Dexterity saving throw DC 10+your level. A creature takes 10d8 10d8 fire damage on a failed save, or half as much on a successful one. You must complete a long rest before using this ability again.   Orbital Strike
At 18th level, you are able to enlist the help of an orbiting warship in your ground engagements. Once in between long rests, you choose 4 points you can see within 1 mile. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw DC 10+your level. The sphere spreads around corners. A creature takes 20d6 20d6 fire damage and 20d6 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one strike is affected only once.   The shots damage objects in the area and ignite flammable objects that aren't being worn or carried.  

Rifleman

You are versatile, and have many abilities to adapt to a changing battlefield situation. You are the mainstay of the army. You gain proficiency with the MC-DPW Rifle attachment. Your base speed increases to 40'/round.   Agile
At 3rd level, your high-intensity leg training, coupled with bio-enhancements have turned you into acrobatics machine. You gain a +3 bonus to your dexterity.   This bonus increases to +4 at 5th level, +5 at 10th level, and +8 at 15th level. The last increase reflects the abilities of the added power armor.   All-Out Attack
At 6th level, you are able to push your body and weapon to their limits. You are able to do this a number of times equal to your proficiency modifier - 1. As a bonus action, you gain an extra attack, and temporary hit points equal to your level + your constitution modifier, and gain a +2 bonus to your AC. You cannot use this ability again until after you finish a long rest.   The bonuses increase as follows.
Level 10 2 extra attacks, temporary hit points: your level + 2 * your constitution modifier, AC: +4
Level 15 3 extra attacks, temporary hit points: your level + 3 * your constitution modifier, AC: +6   Improved Burst
At 9th level, you have trained in using the burst fire features of your automatic weapons. When using the burst-fire ability of any weapon, you may decrease the box size by 5 feet (so a 10 foot box becomes a 5 foot box, etc.), down to a minimum of 5 feet.   All-Out Attack x 2
At 15th level, you can use your All-Out Attack ability twice before resting.   Coordinated Fire
At 18th level, you are able to wield two weapons at once. Any ability that affects the number of attacks you have, or modify your weapons in any way applies another time to the other weapon.  

Close-Quarters Specialist


You specialize in getting up close and personal to the enemy, and dealing large amounts of damage when you do. You gain proficiency with the plasma blade, the MC-DPW Shotgun attachment, and the MC-DPW SMG attachment.   Tactical Sense
At 3rd level, you gain a +1 to AC for each enemy you can see within 30 feet.   This bonus increases to +2 at 8th level, +3 at 12th level, and +4 at 15th level.   Close and Personal
At 6th level, your critical threat range increases by 1 for each enemy in sight (to a maximum of 3).   At 10th level, this increases to 2 per enemy (to a maximum of 5). At 15th level, this increases to 3 per enemy (to a maximum of 7).   Lightning Reflexes
At 9th level, the first attack of opportunity against you each turn misses.   Close Combat Specialist
At 15th level, anytime an enemy moves within 20 feet of you, you may make an attack of opportunity against that creature. You may make as many attacks of opportunity as a free action. These attacks are guaranteed to hit.   Run & Gun
At 18th level, you may use your move action to move adjacent to any enemy you can see within 100 feet. You may use this feature once every 3 rounds. Your critical hit damage is multiplied by three times the number of enemies you can see (to a maximum of x15).  

Sharpshooter

You specialize in long-range weaponry. You gain proficiency with the MC-DPW Sniper attachment. The range increment on the Sniper attachment increases to 1000/10000.   Squad Sight
You may fire at any enemy any ally can see.   Damn Good Ground
At 6th level, you gain advantage on your attack rolls to hit enemies at a lower elevation than you. Additionally, you have a +2 to AC against enemies at a lower elevation.   These bonuses increase to advantage +2 and +4 AC at 8th level, advantage +4 and +6 AC at 12th level, and advantage + 6 and +8 AC at 15th level.   Stunning Shot
At 9th level, you gain the ability to stun an enemy with this shot. The shot cannot confer a critical hit, and the target loses its standard action during its next turn.   Headshot
At 15th level, you may use your turn to confer a critical hit on one enemy within range that either you or your squad can see.   Headshot Master
At 18th level, whenever you hit an enemy, you automatically score a critical hit.  

Heavy Weapon Specialist

You are well versed in all manner of high-explosive weaponry. You gain proficiency with the MC-DPW SAW attachment, grenades, heavy armor, and energy shields. You also are issued a rocket launcher, an energy shield, and a grenade belt containing 5 grenades.   Shredder Rocket
At 3rd level, you are able to fire a shrapnel rocket that rips through enemy armor. You must complete a long rest after using this ability. You pick a 30-foot-radius sphere you can see within 100 feet. The sphere goes around walls. Enemies in that area take 2d4 damage. If those enemies take any damage in the next 3 rounds, they take an addition 1d6 damage. The rocket will also destroy any cover in it's blast radius.   The rocket damage and additional damage increase to 4d6 and 2d6 at 8th level, 8d6 and 3d6 at 12th level, and 10d6 and 4d6 at 15th level.   Suppression
At 6th level, you may use your standard action to lay down covering fire. You chose a 30 foot cube within the range of your MC-DPW SAW. Enemies in that cube are unable to move. If they do, they will take 8d6 piercing damage.   The cube size and damage increase to 40 feet and 10d6 at 10th level, 50 feet and 12d6 at 12th level, and 60 feet and 14d6 at 15th level.   Rapid Reaction
At 9th level, if you make an attack of opportunity and it hits, you may make another attack of opportunity against the same target.   You gain an additional attack of opportunity at levels 12 and 15.   Special Grenades
At 15th level, you gain the ability to modify your grenades. When using a grenade, you may select a fragmentation, plasma, or needle grenade.   Rocketeer
At 18th level, you gain the ability to fire a rocket as a bonus action. You may fire 3 rockets this way in between long rests.  

Support

If the Squad Leader is the brain of a squad, you are the spine. You support your allies with various abilities. You gain proficiency with the MC-DPW Rifle attachment, the healing drone, and special grenades. You are issued a healing drone and special grenades.   Smoke Grenade
At 3rd level, you may use your action to throw a smoke grenade. Pick a spot within 60 feet. You throw a grenade to that spot, covering a 20-foot-radius sphere in obscuring smoke. Creatures in the cloud gain a +4 to their AC, and a -4 to hit.   This bonus increases to +6/-2 at 8th level, +8/-0 at 12th level, and +10/0 at 15th level.   Covering Fire
At 6th level, whenever a creature within range of your weapon uses a standard action to prepare a spell or attack, you may make an attack of opportunity. You may do this once per turn.   You gain an addition opportunity attack at 8th, 12th, and 15th level.   Incredible Saves
At 9th level, once in between long rests, as a bonus action, you may choose a creature you can see. That creature automatically succeeds on its next saving throw.   At 12th level, you may choose 2 creatures. At 15th level, you may choose 3 creatures.   Revive
At 15th level, you may resurrect up to 3 fallen allies you can see in between long rests. They are brought back to life with 50% of their total health.   Mass Heal
At 18th level, you can the ability to overcharge the healing drone. You may heal up to 700HP, divided as you choose, among any number of creatures you can see within 60 feet. The creatures healed are also cured of all diseases and any effect making them blinded or deafened.


Starting Equipment

Basic Body Armor Mk. I
Ionized Blade Mk. I
Soldier's Pack
MC-DPW Mk. I


LevelRankProficiency BonusFeatures
1Private+2Squad Tactics, Action Surge
2Private First Class+2Career Path
3Lance Corporal+2Career Path Feature
4Corporal+2Ability Score Improvement
5Sergeant+3Extra Attack
6Staff Sergeant+3Career Path Feature
7Gunnery Sergeant+3Indomitable (one use)
8Master Sergeant+3Ability Score Improvement
9First Sergeant+4Career Path Feature
10Sergeant Major+4Power Armor Proficiency
11First Lieutenant+4Extra Attack (2)
12Second Lieutenant+4Ability Score Improvement
13Captain+5Indomitable (two uses)
14Major+5Ability Score Improvement
15Lieutenant Colonel+5Career Path Feature
16Colonel+5Ability Score Improvement
17Brigadier General+6Action Surge (two uses), Indomitable (three uses)
18Major General+6Career Path Feature
19Lieutenant General+6Ability Score Improvement
20General+6Extra Attack (3)

Fighter


Hit Points

Hit Dice: d10 per Fighter level
Hit Points at first Level: 10 + Con Mod
Hit Points at Higher Levels: 1d10 + Con Mod

Proficiences

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Str, Con
Skills: Choose two: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival.

Class Features

Fighting Styles

Choose one of the following options. You can't choose the same style twice, even if you later get to choose again.   • Archery: You gain a +2 bonus on attack rolls you make with ranged weapons   • Defender: When wearing armor, you gain a +1 bonus to AC.   • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.   • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a weapon held in two hands, you can reroll the die and must use the new roll, even if it a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit   • Protection: When a creature you can see attacks a target other than you that is within 5 feet of you,you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.   • Two Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.  

Second Wind

You have a limited well of stamina you can draw upon 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

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

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose one of the below archetypes. This choice grants you features at 3rd, 7th, 10th, 15th, and 18th level.  

Ability Score Increase

At 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability.   Alternatively, you can choose to gain a single feat of your choice.  

Extra Attack

At 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. At 11th level, you can instead take three attacks, and at 20th level you may take 4 attacks.  

Indomitable

At 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and cannot use this feature again until you finish a long rest.   You can use this feature twice between long rests at 13th level, and three times at 17th level.


Starting Equipment

• Choose: chainmail; or leather armor, longbow, and 20 arrows   • Choose: a martial weapon and a shield; or two martial weapons   • Choose: a light crossbow and 20 bolts; or two handaxes   • Choose: a dungeoneer's pack; or an explorer's pack
 


Subclass Options

Arcane Archer

Arcane Archer Lore

At 3rd level, you learn magical theory or some of the secrets of nature — typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip.  

Arcane Shot

At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see “Arcane Shot Options” below). Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.   You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.  

Magic Arrow

At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.  

Curving Shot

At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.  

Ever-Ready Shot

Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.  

Arcane Shot Options

The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic. If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.   Banishing Arrow. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.   Beguiling Arrow. Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw. The psychic damage increases to 4d6 when you reach 18th level in this class.   Bursting Arrow. You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each. The force damage increases to 4d6 when you reach 18th level in this class.   Enfeebling Arrow. You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn. The necrotic damage increases to 4d6 when you reach 18th level in this class.   Grasping Arrow. When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again. The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.   Piercing Arrow. You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage. The piercing damage increases to 2d6 when you reach 18th level in this class.   Seeking Arrow. Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location. The force damage increases to 2d6 when you reach 18th level in this class.   Shadow Arrow. You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn. The psychic damage increases to 4d6 when you reach 18th level in this class.  

Cavalier

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.  

Born to the Saddle

Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.   Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.  

Unwavering Mark

Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.   In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your fighter level.   Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.  

Warding Maneuver

At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.   You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.  

Hold the Line

At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn.  

Ferocious Charger

Starting at 15th level, you can run down your foes, whether you’re mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.  

Vigilant Defender

Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.  

Champion

Improved Critical

At 3rd level, your weapon attacks now score a critical hit on a roll of 19 or 20.  

Remarkable Athlete

At 7th level, you can dd half your proficiency bonus (round up) to any Strength, dexterity, or Constitution check you make that doesn't already use you proficiency bonus.   In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.  

Additional Fighting Style

At 10th level, you choose a second option from the Fighting Style class feature.  

Superior Critical

At 15th level, your weapon attacks score a critical hit on rolls of 18, 19, or 20.  

Survivor

At 18th level, you regain hit points equal to 5 + your Constitution modifier at the start of each of your turns, as long as you have less than half your maximum hit points left. You don't gain this benefit if you have 0 hit points.  

Eldritch Knight

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.   Cantrips. You learn two cantrips of your choice from the wizard spells. You learn an additional wizard cantrip of your choice at 10th level.   Spell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your 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.   For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.   Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.   The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.   The spells you learn at 8th, 14th, and 20th level can come from any school of magic.   Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.   Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier  
Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
 

Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.   Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.   You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.  

War Magic

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.  

Eldritch Strike

At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.  

Arcane Charge

At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.  

Improved War Magic

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.  

Immortal

Blessed by the Gods

At 3rd level when you select this archetype, choose one of the following damage types from each of the following two lists:   1.) slashing, bludgeoning, piercing   2.) acid, cold, fire, lightning, poison, thunder   You gain resistance to damage of these types. At 7th and 10th levels, you may pick an additional damage type from each list.   Additionally, at 10th level, you may forego three damage resistances, from either list, to have your attacks deal damage of a type chosen from the second list equal to your ability score modifier until your next long rest.  

Apparent Immortality

At 15th level, you no longer age and cannot be aged magically. You will not die of old age. You also no longer need to eat, drink, or sleep.  

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.


LvlProficiency BonusFeatures
1st+2Fighting Style, Second Wind
2nd+2Action Surge (one use)
3rd+2Martial Archetype
4th+2Ability Score Improvement
5th+3Extra Attack
6th+3Ability Score Improvement
7th+3Martial Archetype feature
8th+3Ability Score Improvement
9th+4Indomitable (one use)
10th+4Martial Archetype feature
11th+4Extra Attack (2)
12th+4Ability Score Improvement
13th+5Indomitable (two uses)
14th+5Ability Score Improvement
15th+5Martial Archetype feature
16th+5Ability Score Improvement
17th+6Action surge (two uses), Indomitable (three uses)
18th+6Martial Archetype feature
19th+6Ability Score Improvement
20th+6Extra Attack (3)

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Bronze

Ability Score Increase +1 Str, +1 Con, +1 Cha
Size Medium
Speed 30 ft

Your draconic identity manifests in a variety of traits you share with other dragonborn, as well as unique aspects based on your color.   Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.   Alignment. Dragonborn tend to be extremes, with chromatic dragonborn taking on their ancestor's cruelty and malice, while metallic dragonborn follow ideals of benevolence and justice.   Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.   Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + 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.   Breath Weapon You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.   When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + Constitution modifier + proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level.   After you use your breath weapon, you can't use it again until you complete a short or long rest.   Draconic Ancestry Your breath weapon deals lightning damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to lightning damage.   Dragon of the Coast You have a swim speed of 30 feet.

Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

merlintheindian.

Statblock Type

Character Sheet (Legacy)

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