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Paavu Storm-Wind

5 Level (0/14000 XP for level-up) Arcane Soldier Background Goliath Race / Species / Heritage Chaotic Good Alignment
Eldritch Knight
Level 5
Hit Dice: 4/5
1d10+3 Class 1

STR
19
+4
DEX
15
+2
CON
16
+3
INT
15
+2
WIS
12
+1
CHA
14
+2
48
Hit Points
+2
Initiative (DEX)
20
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ... (Points: 3/3 )
+5 Attack mod
INT Ability
+2 Abi Mod
13 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+7 Strength
+2 Dexterity
+6 Constitution
+2 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
+7 Arcana INT
+12 Athletics STR
+2 Deception CHA
+2 History INT
+5 Insight WIS
+2 Intimidation CHA
+2 Investigation INT
skills
+1 Medicine WIS
+2 Nature INT
+5 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+2 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dragonbone Smasher +11 STR 2d6+4 Slashing
Crossbow +7 DEX 1d8+2 Piercing
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
1 action Self (5ft) 1 round 1d8

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #

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


™ & © 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

Soul-Crusher's Hand

Weapon

Rare Requires Attunement

Versatile Oversized

This weapon has been handed down through generations of Soul-Crushers. Over the years this weapon has been a symbol of power and nobility in varies clans of Goliaths. it has been wielded in thousands of battles, the bane of all manner of creatures such as Giants, Dragons, Celestials, and undead, Any who stand against a soul-crusher shall know the danger of being on the wrong side of their hand.... or at least that was the story we were all told.

This weapon is not considered magical in it's base form, however it can be upgraded through the use of runic symbols. Paavu (the current wielder of the weapon) has been dedicated to making the stories he heard come to fruition.

the currently equipped runes give The Hand the following abilities:

+2 Weapon) - add 1 to all attacks and damage rolls made with this weapon.

Lightweight) - you can make one additional attack with this weapon per attack action

Amiable) - this weapon is considered magical for all resistances and immunities it also has the capability to store and harness magical energy

Soul Bound - This item has become so attuned to its owner that it cannot stay removed for long. This item can be used a ranged attack with a range of 30 ft when thrown with one hand and 60 ft when thrown with two hands. you may also use your strength modifier when making ranged attacks with this weapon instead of your DEX. You may use a bonus action to recall the weapon to your hand when you do the weapon will take the most direct path back to you with a speed of 30ft per round. you can still impose your will upon the item as it moves back to you (i.e avoiding allies, moving around walls, etc.) however you cannot use the weapon to make another attack as it returns to you. This ability cannot be negated by any nonmagical means. 

Type Damage Damage Range
Martial Melee 1d10 / 1d12 Bludgeoning

Cost: 250gp
Weight: 35lbs

The statblocks of your class features

Fighting Style | Dueling

Fighter


When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Booming Blade

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 5 ft
Components: V, M
Materials: a weapon
Duration: 1 Round
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends. This spell's damage increases when you reach higher levels.   At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8 . Both damage rolls increase by 1d8 at 11th level and 17th level.
Available for: Artificer, Sorcerer, Swordmage, Warlock, Wizard

XGtE

Toll the Dead

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
At higher levels: The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Level 1 Spells

Xanathar's Guide to Everything

Absorb Elements

1-level Abjuration

Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range/Area: Self
Components: S
Duration: 1 Round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.  
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Available for: Artificer, Druid, Ranger, Sorcerer, Wizard

PHB, page 275

Shield

1-level Abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range/Area: Self
Components: V, S
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Available for: Sorcerer, Wizard

Chromatic Orb

1-level Evocation

Casting Time: 1 action
Range/Area: 90ft
Components: V, S, M
Materials: tbd
Duration: Instantaneous
Attack/Save: ranged spell attack

You hurl a 4 inch diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Protection From Evil And Good

1-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: Holy Water
Duration: Concentration, Up to 10 minutes
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Available for: Cleric, Paladin, Warlock, Wizard

Level 2 Spells

SRD

Blindness Deafness

2-level Necromancy

Casting Time: 1 action
Range/Area: 30 feet
Components: V
Duration: 1 minute
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Bard, Cleric, Sorcerer, Wizard

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