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Chocolate Manders

1 Level (0/300 XP for level-up) Planar Philosopher Background Warforge Race / Species / Heritage Chaotic Evil Alignment
Fighter
Level 1
Hit Dice: 1/1
1d10+3 Class 1

STR
16
+3
DEX
15
+2
CON
16
+3
INT
16
+3
WIS
12
+1
CHA
4
-3
13
Hit Points
+2
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30ft
Speed (walk/run/fly)
13
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+5 Strength
+2 Dexterity
+5 Constitution
+3 Intelligence
+1 Wisdom
-3 Charisma
saving throws
+2 Acrobatics DEX
+3 Animal Handling WIS
+5 Arcana INT
+5 Athletics STR
-3 Deception CHA
+5 History INT
+1 Insight WIS
-3 Intimidation CHA
+3 Investigation INT
skills
+1 Medicine WIS
+3 Nature INT
+3 Perception WIS
-3 Performance CHA
-3 Persuasion CHA
+3 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Hunting Horn +5 STR 1d12+3 Bludgeoning
 Heavy, Two-Handed
Attacks
Fighting Style
Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
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.
Warforged resilience
You were created to possess remarkable strength, reflected in the following advantages:
You have advantage on saving throws against poisoning and are resistant to poison damage.
You don't have to eat, drink or breathe.
You are immune to diseases.
You don't have to sleep and magic can't put you to sleep.
Watchful calm
When you take a long rest, you have to spend 6 hours in an inactive, motionless state instead of sleeping. In this state you appear motionless, but it does not render you unconscious and you can see and hear as usual.
Scion of the Outer Planes
Your connection to an Outer Plane infuses you with the energy there. You gain resistance to a damage type and the ability to cast a cantrip

Features & Traits
Chain mail armor
Hunting Horn
Dungeoneer's pack
Common Clothes
2 trinkets

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
All armor
Simple weapons, martial weapons
Tools: Alchemist tools
Lanuages: Common, Elvish, Wyverian

Languages & Proficiencies
Common Hunting Horn: 1 Slot
Common Chain Mail Armor: 1 Slot
Common Trinket: 1 Slot
Common Trinket: 1 Slot
Resistance: Necrotic Damage, Poison Damage


Melody: When you hit a creature with this weapon, you can
choose to elicit a number of notes (equal to your hunting
horn's cord length) as a bonus action to form a melody. Notes
with the same name, such as Attack Up (s) and Attack Up (m)
can't be used in the same melody. Elemental damage also
does not stack, but if multiple elemental damage notes are
active, the player can choose the type of damage. The notes
can be stored for 1 minute or until a melody is completed.
As an action you can complete the melody, providing the
magical benefits of the notes in your melody to you, and all
allies while they are within 20 feet of you and able to hear
you. The melody lasts for 1 minute, until you complete a new
melody, are knocked unconscious, or use a bonus action to
end the current melody.

Single Note Melody: As an action you can slam the
hunting horn into the ground to activate a single note melody.
When you do, you and all allies that remain within 20 feet of
you, gain the benefit of a note of your choice for 1 minute.

Hunting Horn chord length: 2
Notes Available
Damage up (s): Allies in your melody's radius gain a +1
bonus to bludgeoning, slashing, and piercing damage.
Movement up (s): Allies in your melody's radius have their
walking speed increased by 5 feet.
Skill up (s): Allies in your melody's radius gain a +1 bonus
to any one skill chosen by the wielder.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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.

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