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Megale

5 Level (0/14000 XP for level-up) Outlander Background Centaur Race / Species / Heritage Neutral Good Alignment
Fighter (Eldritch Knight)
Level 3
Hit Dice: 3/3
1d10+2 Class 1
Warmage
Level 2
Hit Dice: 2/2
1d8+2 Class 2

STR
16
+3
DEX
10
+0
CON
15
+2
INT
16
+3
WIS
10
+0
CHA
11
+0
55
Hit Points
+0
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
40
Speed (walk/run/fly)
15 / 15
Health
2 / 10
Stress
25 / 100
Grades
Spellcasting ...
+6 Attack mod
INT Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+6 Strength
+0 Dexterity
+5 Constitution
+3 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+0 Acrobatics DEX
+0 Animal Handling WIS
+3 Arcana INT
+6 Athletics STR
+0 Deception CHA
+3 History INT
+0 Insight WIS
+3 Intimidation CHA
+3 Investigation INT
skills
+3 Medicine WIS
+3 Nature INT
+3 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+3 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Hooves +6 STR 1d4+3 Bludgeoning
 Unarmed Strike
Greataxe +6 STR 1d12+3 Slashing
 Heavy, Two-Handed
Maul +6 STR 2d6+3 Bludgeoning
 Heavy, Two-Handed
Handaxes +6 STR 1d6+3 Slashing
 Light, Thrown (20/60)
Attacks

Spell Book

Wanderer - You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Hooves. Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.

Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.

Fey. Your creature type is fey, rather than humanoid.

Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Elemental Adept (chosen, fire)


When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.

Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Self-Taught

You taught yourself all the fundamentals of magic from a dusty old or abandoned scroll. You learn the Fire bolt and Light cantrips.

When a warmage uses a cantrip which calls for a melee weapon attack, such as burning blade or frigid blade, they can apply their class features and warmage tricks to the weapon damage dealt.

Striker

When you hit with a cantrip requiring a melee attack and exceed the tartget's AC by 5 or more or score a critical hit, you can add your proficiency modifier to the damage roll.

Advantage On Intelligence (Arcana) checks regarding The Elements

Advantage on Intelligence checks involving Runes. Craft Scrolls

Warmage Trick

Beginning at 2nd level, you learn a Warmage Trick, a special technique that alters the way you fight, move, and cast your spells. You learn 2 tricks at 2nd level, and an additional trick as shown on the Tricks Known column of the Warmage table.

Additionally, when you gain a level in this class, you can replace a trick that you know with another trick for which you meet the prerequisites.

Tricks chosen: Explosive Cantrip, Rapid Fortification

Features & Traits
chain mail, great axe (go to weapon), maul, two handaxes, a dungeoneer's pack

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spells Known:
Cantrips - Stone Fist***, Burning Blade**, Aegis of Assault*, Fire Bolt, Light, Force Buckler**, Thunderous Distortion**, Mending
Lvl 1 spells - Burning Hands, Absorb Elements, Earth Tremor

* - Spells Found in Spellsword Codex
** - Spells Found in Complete Warmage
*** - Spells Found in Elementalist's Pocketbook
Spellcasting
Common, Sylvan, Primordial (Ignan dialect)
All armour, shields
Simple weapons, martial weapons, Gemcutting tools

Languages & Proficiencies
I watch over my friends as if they were a litter of newborn pups.

Personality Traits
Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Good)

Ideals
My family, clan, or tribe is the most important thing in my life, even when they are far from me.

Bonds
There's no room for caution in a life lived to the fullest.

Flaws
Drawing on her time spent travelling through the dunes, the magic she felt in the land, she rears up onto her hind legs, and then slams her front legs down onto the ground, casting the spell.

Casting of the Earth Tremor spell


™ & © 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

Greataxe

Weapon

Common

Heavy, 2-handed

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

Type Damage Damage Range
Martial Melee 1d12 Slashing

Cost: 30 gp
Weight: 7 lbs

Maul

Weapon

Common

Heavy, 2-handed

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

Type Damage Damage Range
Martial Melee 2d6 Bludgeoning

Cost: 10 gp
Weight: 10 lbs

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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

GGtR, MOoT

Centaur

ability score increase: Your Strength score increases by 2, and your Wisdom score increases by 1.
age: Centaurs mature and age at about the same rate as humans.
alignment: Centaurs are inclined toward neutrality.
Size: Medium
speed: Your base walking speed is 40 feet.
Languages: You can speak, read, and write Common and Sylvan (Wyld).
race features:
Your centaur character has the following racial traits. These traits are also suitable for the centaurs of other worlds where there are centaurs of fey origin. These centaurs are smaller than the non-fey centaurs that roam in some realms.  

Creature Type

You are a Fey.  

Charge

If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.  

Equine Build

You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet instead of the normal 1 extra foot.  

Hooves

You have hooves that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.  

Natural Affinity

Your fey connection to nature gives you an intuitive connection to the natural world and the animals within it. You therefore have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB: P. 255

Light

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, M
Materials: a firefly or phosphorescent moss
Duration: 1 hour
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.
Available for: Artificer, Bard, Cleric, Sorcerer, Wizard

Level 1 Spells

Burning Hands

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15ft cone)
Components: V, S
Duration: Instantaneous
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Sorcerer, Wizard

XGtE P. 150 / EE: P. 15 / PotA: P. 233

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 1*D6 damage of the triggering type, and the spell ends.
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

Earth Tremor

1-level Evocation

Casting Time: 1 action
Range/Area: 10ft
Components: V, S
Duration: Instantaneous
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Bard, Druid, Sorcerer, Wizard

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


Created by

Flintnsteal.

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