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Captain Grizzlybeard

4 Level (0/6500 XP for level-up) Pirate Background Brown Bear Race / Species / Heritage Chaotic Neutral Alignment
Rogue
Level 3
Hit Dice: 3/3
1d8+2 Class 1
Barbarian
Level 1
Hit Dice: 1/1
1d12+2 Class 2

STR
16
+3
DEX
17
+3
CON
14
+2
INT
11
+0
WIS
10
+0
CHA
12
+1
33
Hit Points
+4
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+5 Strength
+5 Dexterity
+4 Constitution
+2 Intelligence
+0 Wisdom
+1 Charisma
saving throws
+3 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
+5 Athletics STR
+5 Deception CHA
+0 History INT
+0 Insight WIS
+1 Intimidation CHA
+0 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+2 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+0 Religion INT
+5 Sleight of Hand DEX
+5 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +5 DEX 1d4+3 Piercing
 Finesse, Light, Thrown
Rapier +5 DEX 1d8+3 Piercing
 Finesse
Shortsword +5 DEX 1d6+3 Piercing
 Finesse, Light
Claw +5 STR 1d4+3 Slashing
Bite +5 STR 1d4+3 Piercing
Attacks
Barbarian Features

Rage Damage +2
As a bonus action enter a rage for up to 1 minute (10 rounds).

You gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging.

Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action.

Uses : 2

Unarmored Defense
While not wearing armor, your AC equals 10 + DEX modifier + CON modifier + any shield bonus.

Rogue Features

Sneak Attack 2d6
Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Thieves’ Cant
You have learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. It takes four times longer to convey such a message than it does to speak the same idea plainly.

Cunning Action
You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

Cunning Action: 1 Bonus Action

Fancy Footwork
During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.

Rakish Audacity
You add your CHA modifier (+1) to your initiative rolls. You don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 ft. of it, no other creatures are within 5 ft. of you, and you don’t have disadvantage on the attack roll.

Feats

Gunner
You have a quick hand and keen eye when employing firearms, granting you the following benefits:
Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency with firearms (see “Firearms” in the Dungeon Master’s Guide).
You ignore the loading property of firearms.
Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

Racial Features

Bear Hug
Using your great strength and build, you can crush your foes simply with just a hug.

Climbers
You gain a climbing speed of 20 feet.

Hunters
You gain advantage in checks determining or finding a source of food.

Keen Smell
You have advantage on Wisdom (Perception) checks that rely on smell.

Backround Features

Bad Reputation
No matter where you go, people are afraid of you due to your reputation. When you are in a settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.

Features & Traits
Leather, Dagger, Rapier, Shortsword, Backpack, Clothes Common, Rope Silk (50 feet), Thieves' Tools, Ball Bearings (bag of 1000), Bell, Candle, Crowbar, Hammer, Lantern Hooded, Oil (flask), Piton, Rations (1 day), Rope Hempen (50 feet), Tinderbox, Waterskin, String

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
ARMOR
Light Armor, Shields

WEAPONS
Martial Weapons, Simple Weapons

TOOLS
Navigator's Tools, Thieves' Tools, Vehicles (Water)

LANGUAGES
Common, Thieves’ Cant

Languages & Proficiencies


™ & © 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.

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

The statblocks of your class features

Rouge, Swashbuckler

hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st
armor proficiencies: Light armor
weapon proficiencies: Simple weapons, hand crossbows, longswords, rapiers, shortswords
tools: Thieves’ tools
saving throws: Dexterity, Intelligence
skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
starting equipment:
A rapier or a shortsword, a shortbow and quiver of 20 arrows or a shortsword, a burglar’s pack or a dungeoneer’s pack or an explorer’s pack, leather armor, two daggers, and thieves’ tools
spellcasting:
class features:
Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.   Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.   The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.   Theives' Cant During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.   Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.   Roguish Archetype At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.   Fancy Footwork When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.   Rakish Audacity Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
subclass options:
Swashbuckler

Barbarian

hit dice: 1d12
hit points at 1st level: 12 + your Constitution modifier
hit points at higher levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
armor proficiencies: Shields
weapon proficiencies: Simple weapons, martial weapons
tools:
saving throws:
skills:
starting equipment:
spellcasting:
class features:
Rage In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.   While raging, you gain the following benefits if you aren’t wearing heavy armor:   You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can’t cast them or concentrate on them while raging.   Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.   Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.   Unarmored Defense While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
subclass options:

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Brown Bear

Brown bears are known for their mostly brown coat and can be found mostly in the woodlands, but they've been found in the fringes of deserts to high mountain forests and ice fields.
ability score increase: Your Strength score increases by 2 and your Constitution score increases by 1.
age:
Size: Medium
speed: 30 ft
Languages: Common
race features:
Bear Hug Using your great strength and build, you can crush your foes simply with just a hug. You have advantage in in Strength (Athletics) checks involving grappling and whenever you grapple someone, you can automatically deal bludgeoning damage equal to your Strength modifier as part of your attack action.   Bear Weapons Your claws and teeth are natural weapons with which you make unarmed strikes. Your claws and teeth deal 1d4 + Strength slashing damage. This increases to 1d6 at 5th level and to 1d8 at 10th level.   Climbers You gain a climbing speed of 20 feet.   Hunters You gain advantage in checks determining or finding a source of food.   Keen Smell You have advantage on Wisdom (Perception) checks that rely on smell.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


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