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Hjolt Hammerwacker

4 Level (0/6500 XP for level-up) The Hunter's Guild Background Troverian (Variant) Race / Species / Heritage Netural Good Alignment
Fighter/Graviturgy Warrior
Level 4
Hit Dice: 4/4
1d10+2 Class 1

STR
16
+3
DEX
12
+1
CON
14
+2
INT
16
+3
WIS
10
+0
CHA
8
-1
38
Hit Points
+1
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30ft
Speed (walk/run/fly)
10
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+5 Strength
+3 Dexterity
+2 Constitution
+3 Intelligence
+0 Wisdom
-1 Charisma
saving throws
+3 Acrobatics DEX
+0 Animal Handling WIS
+3 Arcana INT
+5 Athletics STR
-1 Deception CHA
+5 History INT
+0 Insight WIS
-1 Intimidation CHA
+5 Investigation INT
skills
+0 Medicine WIS
+3 Nature INT
+0 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+3 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Magnet Spike +6 STR 2d4+3 Bludgeoning
 Heavy, Two-handed, 2 Slots
Attacks
Race Features!
----
Artisan's Cunning
Whenever you make an Intelligence (History) check related to the origin of metalwork or you make an Intelligence (Investigation) to identify or locate ores, you are considered proficient in the skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.


Darkvision
Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.


Heart of Fire
You have resistances to fire damage.


Troverian Magic
You know the mold earth cantrip. When you reach 3rd level, you can cast the heat metal spell once per day. Wisdom is your spellcasting ability for these spells.


Master Craftsman
- Increase your Intelligence or Wisdom score by 1, up to a maximum of 20.
  • You gain proficiency with one tool of your choice that is listed in the combo list section of chapter 3.
  • Whenever you attempt to craft anything from the combo list, the DC to craft it is reduced by the number of times this feat has been taken by you.
  • You can select this feat multiple times. Each time you do so, you must choose a different tool.

  •  


    Tool Proficiency
    You have proficiency with smith's tools and mason's tools.


    Workaholic
    When crafting an item (XGtE p.128) as your downtime activity, you divide the gold piece cost of the item by 200 to determine the amount of workweeks it takes to craft it. You can complete multiple items in a workweek if the items' combined cost is 200 gp or lower.


    Class Features!
    ----
    Fighting Style: Great Weapon Fighting
    When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.


    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.


    Subclass Features!
    ----
    Gravity Release
    Starting at 3rd level, as a bonus action, you are capable of touching an object such as a weapon, potion, bomb, or any similar item and infusing it with gravity magic. You can do this a number of times equal to your proficiency modifier before the oldest one gets replaced by the newer infused item. These items stay infused with magic until your next long rest, until you use your bonus action to dispel the infusion, or until you use this feature again.

    When you hit a creature with a weapon attack, you can choose to activate the gravity magic within the objects (You can choose how many and which ones will launch), causing the infused item to launch toward the creature you are attacking or another target within 30ft. If the creature is unwilling then they must make a Dexterity saving throw (DC = 8 + proficiency bonus + Strength or Dexterity modifier). On a success, the creature dodges the infused items. On a failure, the creature takes the following effects depending on the infused item:

    Weapon: The creature takes the weapon's damage die in force damage.

    Potion: The creature takes the effects of the potion thrown at them and must make any relevant saving throws associated with the potion (e.g., poison vial).

    Magic Item: Items like bombs or other magic items with effects that activate on hit will trigger their effects.

    After the attack, unless the item is a consumable like a potion, it returns to you and loses its infusion.


    Crush
    Also at 3rd level, once per turn when you hit a creature with a weapon attack and do not have any item infused with gravity from your Gravity Release feature. You can instead choose to infuse the hit creature with the same magic, you can have a number of creatures infused equal to your prof anymore after will replace the oldest one.

    As a bonus action you can choose one or more creatures infused with gravity magic and force them to make a Constitution saving throw (DC = 8 + proficiency bonus + Strength or Dexterity modifier). On a failure the targets take 2d6 force damage and fall prone for 1 minute as they are crushed into the ground. On a success, the target takes half the damage and doesn't fall prone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success

    You can crush once then you cannot use this again until a short or long rest.


    Misc Features!
    ----
    Crafter
    You gain the following benefits.

    Tool Proficiency. You gain proficiency with three different Artisan's Tools of your choice from the Fast Crafting table.

    Discount. Whenever you buy a nonmagical item, you receive a 20 percent discount on it.

    Fast Crafting. When you finish a Long Rest, you can craft one piece of gear from the Fast Crafting table, provided you have the Artisan's Tools associated with that item and have proficiency with those tools. The item lasts until you finish another Long Rest, at which point the item falls apart.

    Features & Traits
    Chain Mail
    Traveler's Clothing
    Hunter Card
    Carving Knife
    Bug Net
    Fishing Rod
    Magnet Spike
    Handaxes x2
    Dungeoneer's Pack
    700 Research Points

    Might Pill

    Weapon!
    Collective Snapper
    Materials: Maccao Scale and Altaroth Jaw
    Expert Fisherman. When you catch fish, you instead catch two.

    Forager. When you harvest mushrooms, you instead gather two.


    Weapon 2!
    Rare Magnet Spike
    Materials: None


    Armor!
    None!

    Trinket!
    Sharp Whetstone
    Materials: Nargacuga Scale
    Your weapon deals an extra 1d4 slashing damage.


    Altaroth Satchel
    Materials: Quality Sac
    When placed into a trinket, that trinket becomes a bag of holding and does not count against your number of trinkets you can bring on a hunt.


    Collected Materials!
    x3 Blue Mushrooms
    x1 Burst Arrowana
    x2 Sushifish
    x4 Whetfish
    x1 Fire Herb
    x1 Snakebee Larva

    x3 Bird Wyvern Fang
    x1 Vespoid Wing
    x1 Imperial Frill
    x2 Great Jaggi Head
    x2 Jaggi Hide
    x1 Macco Scale
    x1 Altaroth Stomach
    x3 Sm Monster Bone
    x2 Monster Fluid
    x1 Barroth Ridge
    x1 Barroth Claw
    x1 Barroth Gem

    Equipment Copper: 0, Silver: 8, Electrum: 0, Gold: 1888, Platinum: 0 Money
    Armor: All armor, shields
    Weapons: Simple weapons, martial weapons
    Tools: Cooking Utensils, Brewer's Supplies, Tinker's Tools, Smith's Tools, and Mason's Tools
    Saving Throws: Strength, Constitution
    Skills: Acrobatics, Athletics, Investigation, History
    Language: Common, Dwarvish, and Troverian

    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.

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    Created by

    Fizzy Biscuit.

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