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Aethan Calder

Fighter 8 Class & Level
Bucaneer Background
Human Race
Chaotic Good Alignment

Strength 19
+4
Dexterity 14
+2
constitution 13
+1
intelligence 14
+2
wisdom 14
+2
charisma 14
+2
Total Hit Dice 4
Hit Die
1d10+1
+3 proficiency bonus
+7 Strength
+2 Dexterity
+4 Constitution
+2 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+5 Acrobatics
+2 Animal Handling
+5 Arcana
+7 Athletics
+2 Deception
+2 History
+2 Insight
+5 Intimidation
+5 Investigation
+2 Medicine
+2 Nature
+5 Perception
+2 Performance
+5 Persuasion
+2 Religion
+2 Sleight of Hands
+5 Stealth
+2 Survival
skills

 
18
Armor Class
39
Hit Points
+2
Initiative
30
Speed
WeaponAttackDamageRange
Silvered Rapier 1d20+7 1d8+6 piercing5 ft melee
Dagger 1d20+7 1d4+6 piercing5 ft melee
Whip 1d20+7 1d4+6 slashing10 ft melee
Hand crossbow 1d20+5 1d6+2 piercing30/120 ft ranged
Pistol 1d20+5 1d10+2 piercing30/120 ft ranged
Scimitar 1d20+7 1d6+6 s lashing5 ft melee
Attacks

Weapons



Simple weapons, martial weapons

Armor


light armor, medium armor, heavy armor, shields

Tools proficiency



Water Vehicles





Navigator tools



Skills



Arcana, Athletics, Acrobatics, Intimidation, Persuassion, Investigation, Stealth
Proficiences
Aethan Calder is 2nd level spellcaster and has 3 slots of 1st l;evel .He knows such wizard spells: Protection from Evil and Good, Magic Missile, False Life, Longstrider
Spellcasting
Gauntlets of Ogre Strength
Mariner's Scale Mail
Pistol
Silvered rapier
2 scimitars
whip
2 daggers
hand crossbow
light crossbow
58 bolts

Equipment
My friends know they can rely on me, no matter what. I work hard so that I can play hard when the work is done.
Personality Traits
Freedom: The sea is freedom― the freedom to go anywhere and do anything. (Chaotic)
Ideals
In a harbor town, I have a paramour whose eyes nearly stole me from the sea.
Bonds
Once someone questions my courage, I never back down no matter how dangerous the situation.
Flaws

Second wind


Aethan restores 1d10+4 hp. Once he uses this feature, he must finish a short or long rest before he can use it again.

Action Surge


On his turn, Aethan can take one additional action on top of his regular action and a possible bonus action. Once he uses this feature, he must finish a short or long rest before he can use it again.

Fighting Style


Dueling: When Aethan are wielding a melee weapon in one hand and no other weapons, he gains a +2 bonus to damage rolls with that weapon.

Weapon Bond


Aethan know magical ritual to bond two weapons. For now he chooses pistol and rapier
Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Rapier

Melee Weapon Finesse Common

Type Damage Damage Range Properties
Martial 1d8 Piercing Finesse

Cost: 25 gp Weight: 2 lb


 

DnD 5e SRD SRD

Crossbow, hand

Ranged Weapon Ammunition, Light, Loading Common

Type Damage Damage Range Properties
Martial 1d6 Piercing 30/120 ft Ammunition, Light, Loading

Cost: 75 gp Weight: 3 lb


 

Islands of Maria

Handgun

Firearm Ammunition, loading, light Rare

A single shot simple firearm. One of the most simple firearms, able to be used by most any commoner; if they could ever get their hands on one anyway. Attack rolls made with this weapon use Dexterity, and Damage rolls made with this weapon use Wisdom.

Type Damage Damage Range Properties
Simple Ranged 1d8 Piercing 100/300 Ammunition, loading, light

Cost: 30gp Weight: 8lb


 

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 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

Whip

Melee Weapon Finesse, Reach Common

Type Damage Damage Range Properties
Martial 1d4 Slashing Finesse, Reach

Cost: 2 gp Weight: 3 lb


 

DnD 5e SRD SRD

Scale Mail Armor

Medium Armor Common

This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

Type AC STR Req. Stealth Dis. Properties
Medium 14 + Dex Modifier (max 2) YES

Cost: 50 gp Weight: 45 lb


 

DMG, page 171

Gauntlets of Ogre Power

Wondrous Item Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher without them. Uncommon [Requires Attunement]


 

DMG, page 181

Mariner's Scale Mail

Armor While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.   This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.   The wearer has disadvantage on Stealth (Dexterity) checks. Uncommon

Type AC STR Req. Stealth Dis. Properties
Medium 14 YES

Weight: 45 lb


 

The statblocks of your class features

Skilled

You gain proficiency in any combination of three skills or tools of your choice.

Fighter


Hit Points

Hit Dice: d10 per Fighter level
Hit Points at first Level: 1d10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier

Proficiences

Armor: All armour, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Starting Equipment

You start with the following equipment in addition to the equipment granted by your background   (a) chain mail or (b) leather armour, longbow and 20 arrows (a) a martial weapon and shield or (b) two martial weapons (a) a light crossbow and 20 bolts or (b) two handaxes (a) a dungeoneers pack or (b) explorers pack

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

SRD

Light

0-level (Cantrip) Evocation

Casting Time 1 action
Range Touch
Duration 1 hour
Components V, M
Materials A firefly or phosphorescent moss

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.  
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

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

SRD

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 30ft
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 magical items, or carry more than 10 pounds.

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

Level 1 Spells

SRD

Thunderwave

1-level Evocation

Casting Time 1 action
Range Self (15ft cube)
Duration Instantaneous
Components V, S

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.  
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
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.
2nd level: 3d8 thunder damage
3rd level: 4d8 thunder damage
4th level: 5d8 thunder damage
5th level: 6d8 thunder damage
6th level: 7d8 thunder damage
7th level: 8d8 thunder damage
8th level: 9d8 thunder damage
9th level: 10d8 thunder damage

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

PHB SRD

False Life

1-level Necromancy

Casting Time 1 action
Range Self
Duration 1 hour
Components V, S, M
Materials a small amount of alcohol or distilled spirits

Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary hit points for the duration.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

Class(es): Artificer, Sorcerer, Wizard

SRD

Magic Missle

1-level Evocation

Casting Time 1 action
Range 120ft
Duration Instantaneous
Components V, S

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.

Class(es): Sorcerer, Wizard
]

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

Skilled

You gain proficiency in any combination of three skills or tools of your choice.

DnD 5e SRD SRD

Rapier

Melee Weapon Finesse Common

Type Damage Damage Range Properties
Martial 1d8 Piercing Finesse

Cost: 25 gp Weight: 2 lb


 

DnD 5e SRD SRD

Crossbow, hand

Ranged Weapon Ammunition, Light, Loading Common

Type Damage Damage Range Properties
Martial 1d6 Piercing 30/120 ft Ammunition, Light, Loading

Cost: 75 gp Weight: 3 lb


 

Islands of Maria

Handgun

Firearm Ammunition, loading, light Rare

A single shot simple firearm. One of the most simple firearms, able to be used by most any commoner; if they could ever get their hands on one anyway. Attack rolls made with this weapon use Dexterity, and Damage rolls made with this weapon use Wisdom.

Type Damage Damage Range Properties
Simple Ranged 1d8 Piercing 100/300 Ammunition, loading, light

Cost: 30gp Weight: 8lb


 

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


 

Hempen Rope

Adventuring Gear Common

Purchased in rolls of 50 ft. Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

Cost: 1 gp (50 ft) Weight: 10 lb (50 ft)


 

DnD 5e SRD

Torch

Adventuring Gear Common

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

Cost: 1cp Weight: 1lb


 

Created by

Palant.

Statblock Type

Character Sheet (Legacy)

Link/Embed