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Jack Avarice

5 Level (0/14000 XP for level-up) Background Sin "blessed" Human Race / Species / Heritage Chaotic Good Alignment
Heavy-Weapon Master
Level 5
Hit Dice: 5/5
1d12+2 Class 1

STR
18
+4
DEX
15
+2
CON
15
+2
INT
6
-2
WIS
12
+1
CHA
12
+1
50
Hit Points
+2
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
3 / 3
Snatch
3 / 3
Will Power
+6 Expertise Bonus
+3 Proficiency Bonus
+7 Strength
+2 Dexterity
+5 Constitution
-2 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
-2 Arcana INT
+7 Athletics STR
+1 Deception CHA
-2 History INT
+1 Insight WIS
+1 Intimidation CHA
-2 Investigation INT
skills
+1 Medicine WIS
-2 Nature INT
+1 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
-2 Religion INT
+5 Sleight of Hand DEX
+2 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Greatsword +7 STR 2d6+4 slashing
 Heavy twohanded
Unarmed strike +4 STR 1+4 blunt
Bite +4 STR 2d6+4 piercing
 nom
Sword of Vengeance +8 STR 2d6+1+4 Slashing
 Heavy, twohanded
Attacks
GREED -
With the sin of Greed you gain the ability use Snatch. You can attempt to steal an item that you can see within 30 feet. The creature must succeed on a Dexterity saving throw (DC 8 + Slight of hand). However it must be something that you can lift, and your hands need to be free too. You can use this an equal amount of times to 1 + your Con mod with the minimum being 1, these return on a long rest. Gain a plus two to Dexterity and proficiency in sleight of hand.

Features & Traits
2x greatswords

Equipment Copper: 4, Silver: 3, Electrum: 0, Gold: 5, Platinum: 0 Money


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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The statblocks of your Weapons, armor and other important/magical equipment

DnD 5e SRD SRD

Greatsword

Melee Weapon Heavy, Two-Handed Common

Type Damage Damage Range Properties
Martial 2d6 Slashing Heavy, Two-Handed

Cost: 50 gp Weight: 6 lb


 

Sword of Vengeance

Adventuring Gear You gain a +1 bonus to attack and damage rolls made with this magic weapon. Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.   In addition, while this sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.   You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword becomes a +1 weapon with no other properties. Varies


 

The statblocks of your class features

Heavy-Weapon Master

A person who spent there lives dedicated to mastering the art of fighting usuing a heavy meele weapon. Until they have became a master of this fighting art. It relies on striking hard and using pure strength to fend off attacks either by blocking or taking the hit negating attacks with just muscle.
hit dice: 1d12 per level
hit points at 1st level: 1d12 + Constitution Modifier
hit points at higher levels: 1d12 (or 7) + Constitution Modifier
armor proficiencies: light armour
weapon proficiencies: Any melee weapon with the heavy property.
tools: no
saving throws: Constitution and Strength
skills: Choose two from: Athletics, Intimidation, Survival
starting equipment:
1. weapon with the heavy property.
2.An explorer's pack
spellcasting:
No
class features:

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.  

Heavy Block

At second level: when an enemy makes a melee attack, that you can see, you gain the ability to use your reaction to roll a dex check at disadvantage to block. This must succeed the opponents roll by 2. When successful you block the melee attack and take no damage, if you beat it by 1 or match their attack instead you take half damage.  

Heavy weapon style

At the 3rd level you choose your heavy weapon style.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

Extra attack

Beginning at the 5th level you can make an extra melee attack with your weapon on when you use your action on your turn.  

Jump Slam

At the 7th level you gain the ability use all your attacks for that turn to jump 20ft towards an enemy. Any enemy in a 5ft range must make a dc 10+ strength mod check with a dex check. If they fail they will take 5d6 damage and are kocked prone. If they succeed they will take half damage and not be knocked prone.  

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. At 18th level you role 2 extra dice.  

All out attack

This gives your attack a bonus 2d6 damage. However the opponent will gain advantage to hit you next turn and your roll to attack has minus 5 on it. 13th level.  

Intimidating attack

Beginning at the 17th level on a successful attack role you can intimidate an oponent who can see you (that you did't just attack) using your bonus action. They must succeed a wisdom check of 13 + your intimidation modifier. If they fail they gain the fear status effect. To become not scared once per turn they must re-try to wisdom check.  

Even More Brutal Critical

At the 18th level you can roll 2 aditional dice on a critical instead of 1.  

Heavy weapon Strength

At the 20th level your strength score increases by 4 up to 24 and your constitution increases by 2 up to 22. This in your new maximum.
subclass options:

Great-Sword Style

Starting at the 3rd level you have chosen the Great-Sword style and will dedicate you time to mastering this style only. With swinging such a large sword around your foes won't stand a chance once you land your attack on them.  

Extra Sword swing

You can make an extra attack on your turn if you are using a great sword.  

One-Handed sword style

After the 5th level and once your strength is above 18 you can wield you your sword with 1-hand. However for future sword techniques you must use both hands due to the strength of them. Does half damage.  

Sword techinques

At the 6th level, you can use some simple sword techniques that use your sword to its full potential. These will take an action
  • Horizontal slash. You can slash up to 3 enemies who are in a horizonatal line infront of you. Still only 5ft range. Does normal weapons damage but to all 3 enemies.
  • Vertical slash. You can slash both upwards and downwards. Does regular weapons damage. However if you slash up you can send them upwards and back 5ft and 1d6 bludgeoning if they fail a con check of dc12+strength mod. If you slash them downwards you cause them to do a strength check of a dc12+ strength mod, if they fail they are knocked prone and take 2d6 bludgeoning damage as they are slammed into the ground.
  • Thrust. Hits all targets in straight line in a 10ft long line. The damage of this moves does piercing damage instead of slashing. Does your weapons damage. Can hit 2 people if they are in a line and close enough. However can hit allies aswell.
  • Combo Sword Techniques

    At the 14th level you can choose two of the previous techniques to combine into one. E.g. Slash and Thrust. Does both simultaniously. Slash through 3 people then stab the middle one. This would use all your attacks for that turn but allows you to use multiple techniques in 1 turn. You get this skill equal to a quater of you Heavy-weapon master level per long rest. (5 at level 20)  

    Sword Technique: Air Cutter

    At level 16 you can choose any of the previous techniques to unleash at range (must be a technique)(down verticle only from above, up verticle is normal). By using your raw strength you create a cutting power that forces the air into an attack. This makes the move have 60ft range and and gives and extra 2d8 damage onto the attack. All previous rules apply. Can be used 3 times per long rest. (will hit whatever is in its way. Example if it hits a wall it will damage the wall not hit the person behind it.)  

    Great-Sword Style: Master

    You gain expertise on your great-sword at level 16.  

    Sword Technique: Compressed Air Cutter

    At the level 18, the air cutter will go through most terrain (e.g.walls, trees) and hit the enemy/ creature behind it. Total uses still at 3.  

    Master of the One-Handed Style

    You can use everything with one hand now, including all sword techniques and air cutter with no damage drawbacks.  

    Great-Axe Style

    Starting at the 3rd level you have chosen to follow the path of the great-axe style. This style uses force to cut through your opponents with the heavy blade of the axe. Also works great on those pesky forests.  

    Extra Sword swing

    Whislt wielding your great-axe to attack, you can now perform another attack using this weapon.  

    One-Handed Axe style

    After the 5th level and once your strength is above 18 you can wield you your sword with 1-hand. However for future Axe styles techniques you must use both hands due to the strength of them. Does half damage.  

    Great-Axe styles

    At the 6th level you are able to choose between different great-axe styles. These styles have added affects and bonus damage whilst in use. You will be stuck with the stlye you choose.
  • Beserker's Axe. By choosing the path of the beserker, you gain disadvantage on saving throws against that revolve around being charmed whilst in combat. You do gain an extra 2d4 on attacks and advantage on attacks agaisnt people you see. You will be attacking reclassly and relentlessly.
  • Aerial Axe. By choosing this path, you gain advantage on attacks which happen from off of the ground. You will also do bonus damage to those you hit from the air. (2d6). This advantage includes jumping, however this only happens if you jump high enough, succeeding a dc15 athletics check. If you fail this will just be a regular attack.
  • Ranged Axe. By choosing this path, you gain advantage on ranged attacks that utilise axes. This includes throwing axes. You are also able to throw your great-axe up to 40ft, which deals 5d6 damage. This will cause you to need to pick up your axe, and you do not gain advantage on this throw. You do have proficency.
  • Improved Styles

    At the 10th level, your style will improve greatly. Allowing for more impressive feats
  • Beserker's Axe.
  • Aerial Axe.
  • Ranged Axe.
  • Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Race, Homebrew, Sins

    Sin "Blessed"

    Somewhere in your family tree, there had been some deals with devils of sin going on. Whether it was for power, riches, gold or their soul this residual power of one of the sins linger within your bloodline. Causing your appearance to shift slightly towards a demon from your original race. Whilst most "blessed" with this may be human, due to their nature, it is not a solely human thing and other races can be affected by this. In return for this shift in appearence you gain some benefits from the sin affecting you in return for your appearence, almost like a deal. These benefits shift depending on the sin which is attached to your bloodline, however the further away from the initial deal you are, the less the curse of the sin affects you. (e.g. Wrath causes you prone to anger, greed makes you covert everything, the further from the intial devil encounter you are the less you feel the aditional anger or the less you feel prone to make everything yours.)
    ability score increase: +1 constitution +2 depending on the sin chosen
    age: Usually tend to live for a bit longer than the original race. (120 years for humans)
    alignment: Their alignment varies wildly, mostly depending on their sin and how much the curse affects their mental state. But are often chaotic.
    Size: Medium
    speed: Same as the original race. (human 30ft)
    Languages: Whatever your original race can know
    race features:

    Devilish appearance

    You can choose what part of your appearance changes due to the sins affect, whether it is a horn or two some discoloration of your skin. Thus becoming more devilish in appearance. You may gain a a tail or different eye colours or small wings (do no allows you to fly). You also always get sharp teeth.  

    Devil's Bite

    With your enhanced teeth coming from the sin, you are able to bite your opponent. This does 2d6 piercing damage. Requires an action to use.  

    Sins:

     

    Wrath -

    With the sin of Wrath you gain the ability to barbarian rage equal to 1 + your con mod with the minnimum being 1, these return on a long rest. Whenever raging your attacks do an additional 1d6 of fire damage. Gain a plus two to strength and proficieny in intimidation.  

    Greed -

    With the sin of Greed you gain the ability use Snatch. You can attempt to steal an item that you can see within 30 feet. The creature must succeed on a Dexterity saving throw (DC 8 + Slight of hand). However it must be something that you can lift, and your hands need to be free too. You can use this an equal amount of times to 1 + your Con mod with the minimum being 1, these return on a long rest. Gain a plus two to Dexterity and proficiency in sleight of hand.  

    Pride -

    With the sin of Pride you gain the ability of Ego Boost. This allows you to increase your AC by 2 and gain temporary hit points equal to your Level + your Con mod, lasting until the end of combat. You can use this an equal amount of times to 1 + your Con mod with the minimum being 1, these return on a long rest. Gain a plus two to Constitution and proficiency in Performance  

    Envy -

    With the sin of Envy you gain the ability of Copy. This allows you to copy any action made within the last round of combat. You still must make the appropriate role to perform the action, using your stats instead. This can be used equal amount of times to 1 + your Con mod with a minimum being 1, these return on a long rest. Gain a plus two to Wisdom and proficiency in Perception  

    Lust -

    With the sin of Lust you gain the ability Allure. This allows you to charm humanoids through eye contact (Applies affect of charmed). This lasts for 1 hour, or until broken. They must make a Wisdom saving throw (DC of 8 + Persuasion). This can be used an equal amount of times to 1 + your Con mod with a minimum being 1, these return on a long rest. Gain plus two to charisma and proficiency in persuasion.  

    Sloth -

    With the sin of Sloth, you gain the ability Lethargic Aura. This allows you to project an aura of lethargy in a 10-foot radius around you, causing creatures within the area (excluding you) to make a Wisdom saving throw (DC 8 + insight) or have their speed halved and take a -2 penalty on Dexterity saving throws for 1 minute. This can be used an equal amount of times to 1 + your Con mod with the minimum being 1, these return on a long rest. Gain a +2 to Wisdom and proficiency in Insight  

    Gluttony -

    With the sin of Gluttony, you gain the ability Devour. This allows you to consume any organic material, gaining temporary hit points equal to your Survival. This can be done an equal amount of times to 1 + your Con mod with the minimum being 1, these return on a long rest. Additionally, you gain advantage on saving throws against poison and resistance to poison damage. Gain a +2 to Constitution.

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