Milhuk | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Milhuk

3 Level (0/2700 XP for level-up) Soldier Background Half-Orc Race / Species / Heritage Lawful Neutral Alignment
Fighter
Level 3
Hit Dice: 3/3
1d10+4 Class 1

STR
18
+4
DEX
15
+2
CON
18
+4
INT
12
+1
WIS
14
+2
CHA
11
+0
37
Hit Points
+2
Initiative (DEX)
17
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
+4 Expertise Bonus
+2 Proficiency Bonus
+6 Strength
+2 Dexterity
+6 Constitution
+1 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+4 Acrobatics DEX
+2 Animal Handling WIS
+1 Arcana INT
+6 Athletics STR
+0 Deception CHA
+3 History INT
+2 Insight WIS
+2 Intimidation CHA
+1 Investigation INT
skills
+2 Medicine WIS
+1 Nature INT
+2 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Battleaxe +6 STR 1d8+4 slashing
 Versatile
Longbow +4 DEX 1d8+2 piercing
 Ammunition (Range 150/600), Heavy, two-handed
Hand Axe +6 STR 1d6+4 slashing
 Light, Thrown, (Range 20/60)
Hand Axe +6 STR 1d6+4 slashing
 Light, Thrown, (Range 20/60)
Attacks

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, Orc, Giant

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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The statblocks of your Weapons, armor and other important/magical equipment

Longbow

Weapon

Common

Ammunition, Heavy, Range, 2-handed

Proficiency with a longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Type Damage Damage Range
Martial Ranged 1d8 Piercing 150/600 ft

Cost: 50 gp
Weight: 2 lbs

Battleaxe

Weapon

Common

Versatile (1d8) (1d10)

Proficiency with a battleaxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Type Damage Damage Range
Martial Melee 1d8 / 1d10 Slashing 5 ft

Cost: 10 gp
Weight: 4lb

Handaxe

Weapon

Common

Light, Thrown-range

Proficiency with a handaxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Type Damage Damage Range
Simple Melee 1d6 Slashing 20/60 ft

Cost: 5 gp
Weight: 2 lbs

Shield

Armor (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.
Shield 2 No

Cost: 10gp
Weight: 6lbs

The statblocks of your class features

Rune Knight

Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant's craft and learned how to apply magic runes to empower your equipment.
hit dice: See Fighter
hit points at 1st level: See Fighter
hit points at higher levels: See Fighter
armor proficiencies: See Fighter
weapon proficiencies: See Fighter
tools: See Fighter
saving throws: See Fighter
skills: See Fighter
starting equipment:
See Fighter
spellcasting:
-
class features:
See Fighter
subclass options:

Bonus Proficiencies

3rd-level Rune Knight feature
You gain proficiency with smith's tools, and you learn to speak, read, and write Giant.  

Rune Carver

3rd-level Rune Knight feature
You can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.   Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.   Runes Known
3rd 2
7th 3
10th 4
15th 5
The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.   Cloud Rune. This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks. In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest.   Fire Rune. This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.   Frost Rune. This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks. In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest.   Stone Rune. This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet. In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.   Hill Rune (7th Level or Higher). This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage. In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.   Storm Rune (7th Level or Higher). Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated. In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest.  

Giant's Might

3rd-level Rune Knight feature
You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
  • If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
  • You have advantage on Strength checks and Strength saving throws.
  • Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
  • You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.  

    Runic Shield

    7th-level Rune Knight feature
    You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

    Great Stature

    10th-level Rune Knight feature
    The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll. Moreover, the extra damage you deal with your Giant's Might feature increases to 1d8.  

    Master of Runes

    15th-level Rune Knight feature
    You can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.  

    Runic Juggernaut

    18th-level Rune Knight feature
    You learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant's Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.

    Soldier

    War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war. When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a mercenary company.   During your time as a soldier, you had a specific role to play in your unit or army. Roll a d8 or choose from the options in the table below to determine your role:  

    1d8
    Specialty
    1
    Officer
    2
    Scout
    3
    Infantry
    4
    Cavalry
    5
    Healer
    6
    Quartermaster
    7
    Standard bearer
    8
    Support staff (cook, blacksmith, or the like)

    Skill Proficiencies Athletics, Intimidation
    Tool Proficiencies One type of gaming set, vehicles (land)
    Equipment An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a belt pouch containing 10 gp

    Features

    Military Rank

    You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

    Suggested Characteristics

    The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.

    Traits

    1d8 Personality Trait
    1I'm always polite and respectful.
    2I’m haunted by memories of war. I can’t get the images of violence out of my mind.
    3I’ve lost too many friends, and I’m slow to make new ones.
    4I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
    5I can stare down a hell hound without flinching.
    6I enjoy being strong and like breaking things.
    7I have a crude sense of humor.
    8I face problems head-on. A simple, direct solution is the best path to success.

    Ideal

    1d6 Ideal
    1Greater Good. Our lot is to lay down our lives in defense of others. (Good)
    2Responsibility. I do what I must and obey just authority. (Lawful)
    3Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
    4Might. In life as in war, the stronger force wins. (Evil)
    5Live and Let Live. Ideals aren’t worth killing over or going to war for. (Neutral)
    6Nation. My city, nation, or people are all that matter. (Any)

    Bond

    1d6 Bond
    1I would still lay down my life for the people I served with.
    2Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
    3My honor is my life.
    4I’ll never forget the crushing defeat my company suffered or the enemies who dealt it.
    5Those who fight beside me are those worth dying for.
    6I fight for those who cannot fight for themselves.

    Flaw

    1d6 Flaw
    1The monstrous enemy we faced in battle still leaves me quivering with fear.
    2I have little respect for anyone who is not a proven warrior.
    3I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret.
    4My hatred of my enemies is blind and unreasoning.
    5I obey the law, even if the law causes misery.
    6I’d rather eat my armor than admit when I’m wrong.

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    Created by

    MysticHaze98.

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