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Agrinak

Fighter 3 Class & Level
Clan Crafter Background
Mountain Dwarf Race
Neutral Good Alignment

Strength 18
+4
Dexterity 12
+1
constitution 14
+2
intelligence 18
+4
wisdom 12
+1
charisma 12
+1
Total Hit Dice 4
Hit Die
1d10+2
+2 proficiency bonus
+6 Strength
+1 Dexterity
+3 Constitution
+4 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+1 Acrobatics
+1 Animal Handling
+2 Arcana
+8 Athletics
+1 Deception
+4 History
+3 Insight
+1 Intimidation
+2 Investigation
+1 Medicine
+2 Nature
+1 Perception
+1 Performance
+1 Persuasion
+2 Religion
+1 Sleight of Hands
+1 Stealth
+3 Survival
skills Clan Crafter
History, Insight
Fighter
Athletics, Survival
Skill Expert
Arcana
Atheltics Expertise: Skill Expert proficiencies

 
18
Armor Class
41
Hit Points
+1
Initiative
25
Speed
Battleaxe 1d20+5 1d8+3
2H Battleaxe 1d20+5 1d10+3
Unarmed Strike shield equipped 1d20+5 1d6+3
Unarmed Strike 1d20+5 1d8+3
Light Crossbow 1d20+3 1d8+1
Attacks
Vision
Dark vision - 60 ft

Languages
Dwarven, Common, Draconic

Armor
Light, Medium, Heavy, Shields

Weapons
Simple and Martial

Saving Throws
Strength and Constitution

Proficiences
Healing Potion
Keepsake Pocketwatch
Chainmail|16 AC-disadvantage stealth-55 lbs
Battleaxe|1d8 slashing-1d10 versatile-4 lbs
Shield|+2 AC-6 lbs
Light Crossbow|20 Bolts-1d8 piercing-80/320-loading-two handed-5 lbs
Explorer's Pack|Backpack, Bedroll, Mess Kit, Tinderbox, 10 Torches, 10 Days of Rations, Waterskin, 50 feet of Hempen Rope
Smith's Tools|8 lbs
Handy Haversack
This Backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The Backpack always weighs 5 pounds regardless of its contents.
Placing an object in the haversack follows the normal rules for Interacting with Objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.
The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turn up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.
Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Adventurer's Guild Card
300 GP
99SP
99CP
10 GP gem
Crown of the Psion
Wondrous (Crown) - Rare Artefact - Soul-bound Attunement
A brilliant blue crown, it shimmers in the light and appears to watch you with the strangely eye-like gem in the focal point.

You are resistant to psychic damage.

You are gain an extra Psionic Energy die.

Your Psionic Power class features are enhanced as follows:
King’s Command. When you use your Protective Field ability the target’s next to hit is increased by an amount equal to the number rolled on the die.

Befuddlement. When you use your Psionic Strike ability, the creature you hit reduces their next attack roll or saving throw by an amount equal to what was rolled on the die.

Soul of the Servant. When you use your Telekinetic Movement ability, you can use a related action on the object currently being affected. This includes standard actions that are not attacks.

Equipment
Dwarf ASI
Changing +2 Con to +2 Int

Dwarven Resilience
Advantage on saves against Poison/Resistance to Poison Damage

Dwarven Combat Training
Changing out all four weapons for artisan's tools: Brewer's Supplies, Mason's Tools, Cook's Utensils, Carpenter's Tools

Dwarven Tool Proficiency
Changing tool to: Navigator's Tools

Stonecunning
Double proficiency bonus on History checks involving stonework

Mountain Dwarven ASI
+2 Str

Action Surge(1 charge)
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additiona action on top of your regular action and a possible bonus action.

Mountain Dwarven Armor Training
Changing light and medium armor to: Cartographer's Tools and Cobbler's Tools

Clan Crafter
Smith's Tools, Draconic Language

Fighter Fighting Style
Unarmed Combatant: You're unarmed strikes deal 1d6 bludgeoning damage, or 1d8 bludgeoning damage when not holding a weapon or shield

Second Wind
As a bonus action heal 1d10+fighter level HP, once per long rest

Psionic Power
At 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

The powers below use your Psionic Energy dice.

Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.

Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier.

Telekinetic Movement. You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.

Skill Expert
+1 Constitution, Arcana, Expertise Athletics

Features & Traits

Heroes Enabled

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

[block: and a pouch containing 30gp and a 10 gp gem ]

The statblocks of your class features

[block: Unarmed Combatant Second Wind]

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

Kielijan.

Statblock Type

Character Sheet (Legacy)

Link/Embed