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Thokk

1 Level (0/300 XP for level-up) Blacksmith Background Orangutanin Race / Species / Heritage Alignment
Blacksmith
Level 1
Hit Dice: 1/1
1d10+3 Class 1

STR
15
+2
DEX
16
+3
CON
16
+3
INT
8
-1
WIS
10
+0
CHA
14
+2
13
Hit Points
+3
Initiative (DEX)
18
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
4 / 4
Forge Points
Spellcasting ...
+5 Attack mod
CON Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+3 Dexterity
+5 Constitution
-1 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+3 Acrobatics DEX
+0 Animal Handling WIS
-1 Arcana INT
+4 Athletics STR
+2 Deception CHA
-1 History INT
+0 Insight WIS
+2 Intimidation CHA
-1 Investigation INT
+5 Smithing Tools DEX
skills
+0 Medicine WIS
-1 Nature INT
+2 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
-1 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Warhammer - One Hand +4 STR 1d8+2 Bludgeoning
Warhammer - Two Hand +4 STR 1d10+2 Bludgeoning
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
+5 1 Action Self 1 Round 1d8 S,M
 Notes:Thunder, Increase damage at 5th, 11th, 17th Level
Heart Of Forge +5 When Melee Attack Hit 1d6+3 V/S
 Notes:Fire, Increase damage at 5th, 11th, 17th Level

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Catapult +5 1 Action 60 ft Instantaneous 3d8 S
 Notes:Bludgeoning, Read Statblock
Arcane Weapon +5 1 Bonus Action Self Concentration, up to 1 hour 1d6 V,S
 Notes:Add an element to a weapon then add 1d6 damage to it of the chosen type, Another bonus action to change type

Race Features:


Natural Athlete: Proficiency in Athletics
Tree Dweller: Advantage on Dexterity (Acrobatics) checks in trees
Powerful Build: Count as one size larger for carrying capacity
Can hide when lightly obscured in forests/jungles
Find twice as much food/water in jungles/forests

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Constitution is your spellcasting ability for your Blacksmith spells, since your magic comes from the strength and endurance developed through forging. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Blacksmith spell you cast and when making an attack roll with one.
Spellcasting
Armor Proficiencies: Medium Armor, Heavy Armor
Weapon Proficiencies: Simple Weapons, Martial Weapons
Tools: Smith's Tools
Saving Throws: Constitution, Wisdom
Skills: Perception, Survival
Languages: Common, Ape

Languages & Proficiencies
Disadvantage to stealth - From Armor

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.

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

DnD 5e SRD SRD

Warhammer

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Martial 1d8 / 1d10 Bludgeoning Versatile

Cost: 15 gp Weight: 2 lb


 

DnD 5e SRD SRD

Chain Mail Armor

Heavy Armor Common

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Type AC STR Req. Stealth Dis. Properties
Heavy 16 13+ YES

Cost: 75 gp Weight: 55 lb


 

DnD 5e SRD SRD

Shield

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. Properties
Shield +2

Cost: 10 gp Weight: 6 lb


 

The statblocks of your class features

Blacksmith

The Blacksmith is a formidable warrior whose skills in blacksmithing are as legendary as their prowess in combat. Masters of both the forge and the battlefield, they blend craftsmanship with martial prowess to create and wield weapons and armor of unparalleled quality. Through their intimate knowledge of metalworking and magical prowess, Black Smiths imbue their creations with arcane energies, turning even the simplest weapon into a powerful tool of destruction.
hit dice: 1d10
hit points at 1st level: 1d10 + Constitution Modifier
hit points at higher levels: 1d10 + Constitution Modifier Per Level After 1st
armor proficiencies: Medium Armor, Heavy Armor
weapon proficiencies: Simple Weapons, Martial Weapons
tools: Smith's Tools
saving throws: Constitution, Wisdom
skills: Choose two from Athletics, History, Insight, Perception, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a warhammer or (b) a longsword

  • (a) scale mail or (b) chain mail

  • (a) a dungeoneer's pack or (b) an explorer's pack

  • Smith's tools

  • A shield and a holy symbol

spellcasting:

Use the Artificer Spell List

Spellcasting Ability

Constitution is your spellcasting ability for your Blacksmith spells, since your magic comes from the strength and endurance developed through forging. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Blacksmith spell you cast and when making an attack roll with one.
class features:

Forge Points

At 1st level, you gain a pool of Forge Points equal to your level in this class plus your Constitution modifier (minimum 1). You can use these points to fuel various class features. You regain all expended Forge Points when you finish a long rest.  

Heat of the Forge

Starting at 1st level, you can channel the heat of the forge to empower your strikes. When you hit a creature with a melee weapon attack, you can expend 1 Forge Point to deal additional fire damage equal to 1d6 + your Constitution modifier.   This damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).  

Battle Smite

At 2nd level, when you hit a creature with a melee weapon attack, you can use a bonus action and expend 1 Forge Point to smite your foe. The creature must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be stunned until the end of your next turn.  

Artisan's Expertise

At 3rd level, choose one of your skill proficiencies or your proficiency with smith's tools. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.  

Forge Path

At 3rd level, you choose a path that shapes your skills as a Blacksmith: Path of the Battle Smith, Path of the Weapon Smith, or Path of the Armor Smith. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 17th levels.  

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 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Improved Heat of the Forge

Starting at 7th level, when you use your Heat of the Forge feature, you can choose to deal half of the additional fire damage to another creature within 5 feet of the original target.  

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.  

Weapon Mastery

At 9th level, you can add your proficiency bonus to the damage rolls of your melee weapon attacks.  

Forge Mastery

Starting at 11th level, when you hit a creature with a melee weapon attack, you can expend 1 Forge Point to force the creature to make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature is knocked prone.  

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.  

Superior Battle Smite

At 13th level, when you use your Battle Smite, the creature is stunned and takes additional fire damage equal to your Constitution modifier.  

Forge’s Resilience

At 15th level, you gain resistance to fire and non-magical bludgeoning, piercing, and slashing damage.  

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.  

Master Artisan

At 18th level, your proficiency bonus is doubled for any ability check you make using smith's tools. Additionally, items you create with smith's tools are considered magical and gain a +1 bonus to attack and damage rolls or AC.  

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.  

Living Forge

At 20th level, you can enter a state of living forge for 1 minute. While in this state, you gain the following benefits:
  • You regain 1 Forge Point at the start of each of your turns.
  • Your Heat of the Forge deals maximum damage.
  • You have immunity to fire damage.
  • Once you use this feature, you can't use it again until you finish a long rest.
subclass options:

Path of the Battle Smith

Battle Fortification

When you choose this path at 3rd level, you gain proficiency with heavy armor if you don't already have it. Additionally, while wearing heavy armor, you can use your Heat of the Forge without expending Forge Points a number of times equal to your Constitution modifier (minimum 1). You regain all expended uses when you finish a long rest.  

Reinforced Armor

At 6th level, you can reinforce your allies' armor. As an action, you can touch a suit of armor, giving it a +1 bonus to AC for 1 hour. You can use this feature a number of times equal to your Constitution modifier (minimum 1). You regain all expended uses when you finish a long rest.  

Battlefield Presence

At 10th level, when you use your Battle Smite, you can choose an additional target within 5 feet of the original target. Both creatures must make the saving throw.  

Impenetrable Defense

Starting at 14th level, while wearing heavy armor, you have advantage on saving throws against spells and other magical effects.  

Unyielding Forge

At 17th level, when you are reduced to 0 hit points but not killed outright, you can expend 1 Forge Point to drop to 1 hit point instead.  

Path of the Weapon Smith

Weapon Infusion

When you choose this path at 3rd level, you can infuse your weapons with elemental energy. As a bonus action, you can expend 1 Forge Point to imbue a weapon you touch with fire, cold, or lightning damage for 1 minute. The weapon deals an extra 1d6 damage of the chosen type.  

Quick Forging

At 6th level, you can create weapons with remarkable speed. You can use smith's tools to craft a simple or martial weapon during a short rest.  

Enhanced Infusion

At 10th level, when you use your Weapon Infusion, the weapon deals an extra 2d6 damage of the chosen type instead of 1d6.  

Masterwork Weapon

Starting at 14th level, weapons you create or infuse have a +1 bonus to attack and damage rolls.  

Supreme Infusion

At 17th level, when you use your Weapon Infusion, the weapon deals an extra 3d6 damage of the chosen type instead of 2d6.  

Path of the Armor Smith

Arcane Armor

When you choose this path at 3rd level, you can use smith's tools to enchant armor. As an action, you can touch a suit of nonmagical armor, making it magical for 1 hour. The armor grants resistance to one damage type of your choice: fire, cold, lightning, acid, or poison.  

Protective Wards

At 6th level, you can create wards to protect your allies. As an action, you can touch a creature, giving it temporary hit points equal to your level in this class. You can use this feature a number of times equal to your Constitution modifier (minimum 1). You regain all expended uses when you finish a long rest.  

Greater Arcane Armor

At 10th level, your Arcane Armor feature lasts for 8 hours and grants resistance to two damage types of your choice.  

Arcane Barrier

Starting at 14th level, when you or an ally within 30 feet of you is hit by an attack, you can use your reaction to grant a +5 bonus to the target's AC until the start of your next turn, potentially causing the attack to miss.  

Eternal Guardian

At 17th level, your Arcane Armor feature lasts for 24 hours and grants resistance to three damage types of your choice. Additionally, you can use your Arcane Barrier feature twice per short or long rest.
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Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Orangutanin

Orangutanins are a race of intelligent, forest-dwelling primates who possess a profound connection with nature. Resembling their animal counterparts, they have long, powerful arms, broad shoulders, and are covered in a thick layer of reddish-brown fur. Their faces are expressive, with high foreheads and keen, intelligent eyes that reveal their deep wisdom and understanding of the world around them. Orangutanins are known for their incredible strength and agility, making them adept climbers and formidable opponents in their forested homes.
ability score increase: +2 Strength, +1 Dependent On Subrace
age: Matures at same rate as humans, lives up to 120 years
alignment: Tends towards neutral alignments
Size: Medium
speed: 30 ft walking, 30 ft climbing
Languages: Common and one other language
race features:

Natural Athlete: Proficiency in Athletics

Tree Dweller: Advantage on Dexterity (Acrobatics) checks in trees

Powerful Build: Count as one size larger for carrying capacity

 

Subraces:

Average Orangutanin

  • +1 Wisdom
  • Can hide when lightly obscured in forests/jungles
  • Find twice as much food/water in jungles/forests
 

Arboreal Orangutanin:

  • +1 Dexterity
  • Proficiency in Stealth
  • Can hide when lightly obscured in trees
  • Disengage or hide as an action
 

Grounded Orangutanin:

  • +1 Constitution
  • AC 13 + Dexterity modifier (unarmored)
  • Advantage on saving throws against poison, resistance to poison damage
Orangutanins live in close-knit communities high in the treetops, constructing intricate networks of platforms and bridges that serve as their villages. These arboreal settlements are marvels of natural engineering, designed to blend seamlessly with the surrounding environment. Their society values harmony, balance, and a deep respect for all living things, often guiding their actions and interactions with other races.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 Action
Range 30 feet
Duration 1 minute
Components V S

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. you can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.

Class(es): Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

XGE, page 150. Also found in EEPC, page 15.

Catapult

1-level Abjuration

Casting Time 1 action
Range 60 ft.
Duration Instantaneous
Components S

Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

Class(es): Artificer, Sorcerer, Wizard

UA

Arcane Weapon

1-level Transmutation

Casting Time 1 bonus action
Range Self
Duration Concentration, Concentration, up to 1 hour
Components V, S

You channel arcane energy into one simple or martial weapon you’re holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. If the weapon isn’t magical, it becomes a magic weapon for the spell’s duration. As a bonus action, you can change the damage type, choosing from the options above.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours.

Class(es): Artificer

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


Created by

Morgatron247.

Statblock Type

Character Sheet (latest)

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