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Torrad

12 Level (0/120000 XP for level-up) Guild Artisan / Guild Merchant Feature: Guild Membership As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces. Background Hill Dwarf Race / Species / Heritage Neutral Good Alignment
Barbarian
Level 6
Hit Dice: 6/6
1d+5 Class 1
Rogue
Level 6
Hit Dice: 6/6
1d+5 Class 2

STR
15
+2
DEX
14
+2
CON
20
+5
INT
12
+1
WIS
9
-1
CHA
8
-1
117
Hit Points
+2
Initiative (DEX)
18
Armor Class (AC)
+4
Prof. Bonus
35
Speed (walk/run/fly)
+8 Expertise Bonus
+4 Proficiency Bonus
+6 Strength
+2 Dexterity
+9 Constitution
+1 Intelligence
-1 Wisdom
-1 Charisma
saving throws
+4 Acrobatics DEX
+10 Animal Handling WIS
+2 Arcana INT
+4 Athletics STR
-2 Deception CHA
+2 History INT
+6 Insight WIS
-2 Intimidation CHA
+2 Investigation INT
skills
-2 Medicine WIS
+2 Nature INT
+10 Perception WIS
-2 Performance CHA
+6 Persuasion CHA
+2 Religion INT
+4 Sleight of Hand DEX
+16 Stealth DEX
-2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +2 STR 1D4+2+2 piercing
  Simple, Finesse, Light, Thrown, Range (20/60)
Spear +2 STR 1D6+2or1D8+2+2 piercing
 Simple, Thrown, Versatile, Range (20/60)
Handaxe +2 STR 1D6+2+2 Slashing
 Simple, Light, Thrown, Range (20/60)
Unarmed Strike +2 STR 3+2 bludgeoning
 5Ft reach
Attacks
Barbarian Features
Hit PointsPHB, pg. 47
ProficienciesPHB, pg. 47
Animal Handling
Perception
RageDamage +2PHB, pg. 48
As a bonus action enter a rage for up to 1 minute (10 rounds).

You gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging.

Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action.

Rage: 1 Bonus Action
Uses:
/
Long Rest
Unarmored DefensePHB, pg. 48
While not wearing armor, your AC equals 10 + DEX modifier + CON modifier + any shield bonus.

Reckless AttackPHB, pg. 48
When you make your first attack on your turn, you can decide to attack recklessly, giving you advantage on melee weapon attack rolls using STR during this turn, but attack rolls against you have advantage until your next turn.

Danger SensePHB, pg. 48
You have advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated.

Primal PathPHB, pg. 48
Path of the Totem Warrior
Spirit SeekerPHB
You can cast beast sense and speak with animals as rituals.

Speak with Animals(1st)
Beast Sense(2nd)
Totem SpiritPHB
You have adopted a totem spirit.

Bear
While raging, you have resistance to all damage except psychic damage.

Ability Score ImprovementPHB, pg. 49
Ability Score Improvement
Intelligence Score
Intelligence Score
Extra AttackPHB, pg. 49
You can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast MovementPHB, pg. 49
Your speed increases by 10 ft. while you aren't wearing heavy armor.

Aspect of the BeastPHB
You gain a magical benefit based on the totem animal of your choice.

Wolf
You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

Rogue Features
Hit PointsPHB, pg. 95
ProficienciesPHB, pg. 95
Stealth
ExpertisePHB, pg. 96
Your proficiency bonus is doubled for any ability check you make that uses any of the chosen proficiencies.

Thieves' Tools
Animal Handling
Sneak Attack3d6PHB, pg. 96
Once per turn, you can deal an extra 3d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Sneak Attack: (No Action)
Thieves’ CantPHB, pg. 96
You have learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. It takes four times longer to convey such a message than it does to speak the same idea plainly.

Cunning ActionPHB, pg. 96
You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

Cunning Action: 1 Bonus Action
Roguish ArchetypePHB, pg. 96
Assassin
Bonus ProficienciesPHB, pg. 97
You gain proficiency with the disguise kit and the poisoner’s kit.

AssassinatePHB, pg. 97
You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet, and any hit you score against a creature that is surprised is a critical hit.

Ability Score ImprovementPHB, pg. 96
Feat
Telekinetic (archived)
Uncanny DodgePHB, pg. 96
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Uncanny Dodge: 1 Reaction
RACIAL TRAITS
DarkvisionBR, pg. 20
You can see in darkness (shades of gray) up to 60 ft.

Dwarven ResilienceBR, pg. 20
You have advantage on saves against poison and resistance against poison damage.

Dwarven Combat TrainingBR, pg. 20
You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Tool ProficiencyBR, pg. 20
You gain proficiency with your choice of smith’s tools, brewer’s supplies, or mason’s tools.

Smith's Tools
StonecunningBR, pg. 20
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.

Dwarven ToughnessBR, pg. 20
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

FEATS
Manage Feats
Telekinetic (archived)_APT
You can cast the mage hand cantrip, without verbal or somatic components, and you can make the spectral hand invisible.

As a bonus action, you can shove one creature you can see within 5 feet of the spectral hand created by your mage hand spell 5 feet away from you, unless it succeeds on a STR saving throw (DC:13).

Telekinetic: Mage Hand: 1 Bonus Action
Mage Hand(Cantrip)

Features & Traits
Has a firey Bear cloak 2D8 upon successful hit against attacker activates when raging.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Veld, Giant, Dwarven

Languages & Proficiencies
’m well known for my work, and I want to make sure everyone appreciates it. I’m always taken aback when people haven’t heard of me

Personality Traits
Aspiration. I work hard to be the best there is at my craft.

Ideals
I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood.

Bonds
I’m quick to assume that someone is trying to cheat me.

Flaws
-Married to Kundir a Prince of the Mountain Dwarves
-Has a Spider eye, with magical powers is black/purple granting Trusight (often wears an eyepatch in public)
-Was almost forcefully enlisted to Magnus's army by a shitty dwarf names Fahgrim.
-Is a former worshiper of Frigga (but now hates her) she is now a devout Worshiper of Heimdall
-Has a pet Hawk named Clawsymoto

Notes
63 (but looks 10 years older due to a spell trap) (not that it made much difference)

Age:


™ & © 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

Rogue


Hit Points

Hit Dice: d8 per Rogue level
Hit Points at first Level: 8 + Con mod
Hit Points at Higher Levels: 5 + Con mod

Proficiences

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dex, Int
Skills: Choose four from Acrobatics, Athletics, Deception. Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, and Stealth

Overview & Creation

Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.   When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.


Class Features

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.  

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.  

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.  

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.  

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.


Starting Equipment

  • (a) a rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • Leather armor, two daggers, and thieves’ tools


Spellcasting

For Arcane Trickster Only   Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated 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


Subclass Options

Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus— not necessarily an indication of your chosen profession, but a description of your preferred techniques.  

Thief

You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ.  

Assassin

You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.  

Arcane Trickster

Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.  

Swashbuckler

You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.

Barbarian


Hit Points

Hit Dice: d12 per Barbarian level
Hit Points at first Level: 12 + Con mod
Hit Points at Higher Levels: 7 + Con mod

Proficiences

Armor: Light Armor, Medium Armor, Shields
Weapons: Simple weapons, Martial weapons
Tools: None
Saving Throws: Str, Con
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.

Overview & Creation

Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.


Class Features

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:
  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.  

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.


Starting Equipment

  • (a) a greataxe or (b) any martial melee weapon
  • (a) two handaxes or (b) any simple weapon
  • An explorer’s pack and four javelins


Subclass Options

At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker, the Path of the Totem Warrior, the Path of the Battlerager (SCAG, Dwarves only), the Path of the Totem Warrior (SCAG), the Path of the Ancestral Guardian (Xan), the Path of the Storm Herald (Xan), or the Path of the Zealot (Xan).

Statblocks for your familiars, mounts etc.

Hawk

Tiny beast, unaligned
Armor Class 13
Hit Points 1 1d4-1
Speed 10ft Fly: 60ft

STR
5 -3
DEX
16 +3
CON
8 -1
INT
2 -4
WIS
14 +2
CHA
6 -2

Skills Perception +4
Senses Passive Perception 14
Languages
Challenge 0 (10 XP)


Keen Sight The hawk has advantage on Wisdom (Perception) checks that rely on sight.


Actions

Talons Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 1 slashing damage.


 

Statblocks for race/species of the character.

Hill Dwarf

Ability Score Increase Your Constitution score increases by 2. Your Wisdom score increases by 1.
Size Medium
Speed Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

Darkvision


Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.   Dwarven Resilience
You have advantage on saving throws against poison, and you have resistance against poison damage (explained in the “Combat” section).   Dwarven Combat Training
You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.   Tool Proficiency
You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.   Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.   Dwarven Toughness
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Languages. Languages


You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

D&D 5e PHB Page 256

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 30 feet
Duration 1 minute
Components V, S

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.

Class(es): Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

PHB

Beast Sense

2-level Divination (ritual)

Casting Time 1 Action
Range Touch
Duration Concentration, up to 1 Hour
Components S

You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast's senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.

Class(es): Druid, Ranger, Barbarian (Path of the Totem Warrior)

Level 3 Spells

PHB

Speak with Animals

1-level Divination (ritual)

Casting Time 1 Action
Range Self
Duration 10 minutes
Components V S

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Class(es): Bard, Cleric, Druid, Paladin, Ranger

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


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Beee.

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