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Diego Riverjaw

3 Level (0/2700 XP for level-up) Bounty Hunter Background Crocoth Race / Species / Heritage Chaotic Neutral Alignment
Fighter - Eldritch Knight
Level 3
Hit Dice: 3/3
1d10+2 Class 1

STR
17
+3
DEX
12
+1
CON
14
+2
INT
17
+3
WIS
12
+1
CHA
10
+0
28
Hit Points
+1
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
Walking Speed 30ft, Swimming Speed 40ft
Speed (walk/run/fly)
11
Passive Perception
Spellcasting ...
+5 Attack mod
INT Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+5 Strength
+1 Dexterity
+4 Constitution
+3 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+1 Acrobatics DEX
+1 Animal Handling WIS
+3 Arcana INT
+3 Athletics STR
+0 Deception CHA
+5 History INT
+1 Insight WIS
+2 Intimidation CHA
+3 Investigation INT
skills
+1 Medicine WIS
+3 Nature INT
+1 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+3 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Bite +5 STR 1d6+3 Piercing
 Natural Melee Weapon
Longsword - One Hand +5 STR 1d8+3 Slashing
 Martial, Versatile
Longsword - Two Hand +5 STR 1d10+3 Slashing
 Martial, Versatile
Attacks

Spell Book

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Ray of Sickness +5 1 action 60ft Instantaneous 2d8 V,S
 Notes:Make a spell attack + CON Save, Poison

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Saving Throws Proficiencies Strength and Constitution
Skill Proficiencies: History, Intimidation, Survival
Weapons Proficiencies: Simple and Martial weapons
Armour Proficiencies: Light, Medium, and Heavy Armour and Shields
Languages: You can speak, read, and write Common and Draconic.
Resistances: Cold

Languages & Proficiencies
Disadvantage to Stealth

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

Half Plate Armor

Medium Armor Common

Type AC STR Req. Stealth Dis. Properties
Medium 15 + Dex Modifier (max 2) YES

Cost: 750 gp Weight: 40 lb


 

DnD 5e SRD SRD

Longsword

Melee Weapon Versatile Common

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

Cost: 15 gp Weight: 3 lb


 

The statblocks of your class features

Fighter (2024 Edition)

Fighters rule many battlefields. Questing knights, royal champions, elite soldiers, and hardened mercenaries—as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and defying it.   Fighters master various weapon techniques, and a well-equipped Fighter always has the right tool at hand for any combat situation. Likewise, a Fighter is adept with every form of armor. Beyond that basic degree of familiarity, each Fighter specializes in certain styles of combat.   Fighter DnD 2024Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad ability and extensive specialization makes Fighters superior combatants.
hit dice: 1d10
hit points at 1st level: 1d10 + Constitution Modifier
hit points at higher levels: 1d10
armor proficiencies: Light Armor, Medium Armor, and Heavy Armor and Shields
weapon proficiencies: Simple and Martial weapons
tools: None
saving throws: Strength and Constitution
skills: Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival
starting equipment:
Chose A, B or C:
  • (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer’s Pack, and 4 GP;

  • (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeonneer's Pack, and 11 GP;

  • (C) 155 GP
spellcasting:
class features:

Level 1: Fighting Style

You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense is recommended.   Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.   Archery

Archery

You gain a +2 bonus to attack rolls you make with Ranged weapons.
 
Defense

Defense

While you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.
 
Dueling

Dueling

When you're holding a Melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
 
Great Weapon Fighting

Great Weapon Fighting

When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.
 
Protection

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can take a Reaction to interpose your Shield if you're holding one. You impose Disadvantage on the triggering attack roll and all other attack rolls against the target until the start of your next turn if you remain within 5 feet of the target.
 
Two-Weapon Fighting

Two-Weapon Fighting

When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage.
 
 

Level 1: Second Wind

You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.   You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.   When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.  

Level 1: Weapon Mastery

Your training with weapons allows you to use the mastery property of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.   When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.   Weapon Masteries

1. Cleave

Weapons: Greataxe, Halberd   Cleave allows you to make an additional attack against a second target adjacent to your first. It's like getting a two-for-one special on your attacks! This property shines in crowd control situations, letting you carve through groups of enemies like a hot knife through butter.  

2. Graze

Weapons: Glaive, Greatsword   Never let a missed attack go to waste again! Graze lets you deal some damage even when you miss, adding a bit of your ability modifier to soften the blow of a bad roll. It's perfect for those of us who seem to be cursed by the dice gods.  

3. Nick

Weapons: Dagger, Light Hammer, Sickle, Scimitar   Two-weapon fighters, rejoice! Nick weapons allow you to make an additional attack during your Attack action when wielded in your off-hand. This frees up your Bonus Action for other shenanigans while still getting that extra attack goodness. Pair this with the Dual Wielder feat for even more off-hand attack potential!  

4. Push

Weapons: Greatclub, Pike, Warhammer, Heavy Crossbow   Who doesn't love a good shove? Push lets you, well, push your target 10 feet away after a successful hit. It's great for battlefield control, breaking grapples, or sending enemies tumbling off cliffs (if you're into that sort of thing).  

5. Sap

Weapons: Mace, Spear, Flail, Longsword, Morningstar, War Pick   Sap is all about giving your foes a bad time on their next attack. After you hit, your target has disadvantage on their next attack roll. It's like a mini-Stunning Strike for the non-monk crowd!  

6. Slow

Weapons: Club, Javelin, Light Crossbow, Sling, Whip, Longbow, Musket   Want to keep that pesky enemy from closing in or running away? Slow reduces their speed by 10 feet until the start of your next turn – perfect for kiting or maintaining that crucial distance in combat.  

7. Topple

Weapons: Quarterstaff, Battleaxe, Lance, Maul, Trident   Nothing says "stay down" quite like Topple. This property forces your target to make a Constitution saving throw or fall prone. It's great for setting up advantage for your melee allies or just making your foes eat dirt.  

8. Vex

Weapons: Handaxe, Dart, Shortbow, Rapier, Shortsword, Blowgun, Hand Crossbow, Pistol   Vex is all about focusing fire. When you hit a target with a Vex weapon, you have advantage on your next attack roll against that same target. It's perfect for taking down big, tough enemies or just being really, really annoying to one specific foe.
 
 

Level 2: Action Surge

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.   Once you use this feature, you can’t do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.  

Level 2: Tactical Mind

You have a mind for tactics and getting the upper hand on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.  

Level 3: Fighter Subclass

You gain a Fighter subclass of your choice. The Battle Master, Champion, Eldritch Knight, and Psi Warrior subclasses are detailed after this class’s description. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your career, you gain each of your subclass’s features that are of your Fighter level or lower.  

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.  

Level 5: Extra Attack

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

Level 5: Tactical Shift

Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.  

Level 6: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 8, 12, 14, and 16.  

Level 8: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 12, 14, and 16.  

Level 9: Indomitable

If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can’t use this feature again until you finish a Long Rest.   You can use this feature twice between Long Rests starting at level 13 and three times between Long Rests starting at level 17.  

Level 9: Tactical Master

When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack  

Level 11: Two Extra Attacks

You can attack three times instead of once whenever you take the Attack action on your turn.  

Level 12: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 14, and 16.  

Level 13: Studied Attacks

You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.  

Level 14: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter level 16.  

Level 16: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.  

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.  

Level 20: Three Extra Attacks

You can attack four times instead of once whenever you take the Attack action on your turn
subclass options:
Battle Master

Battle Master

This is the Battle Master according to the information WotC released so far, not yet the official 2024 version. Battle Masters are students of the art of battle, learning martial techniques passed down through generations. The most accomplished Battle Masters are well-rounded figures who combine their carefully honed combat skills with academic study in the fields of history, theory, and the arts.  

Level 3: Combat Superiority

Fighter Battle Master DnD 2024Your experience on the battlefield has honed your fighting techniques. You learn Maneuvers that are fueled by special dice called Superiority Dice.   Maneuvers. You learn three different Maneuvers of your choice from the “Maneuvers Options” section later in this subclass’s description. Many Maneuvers enhance an attack in some way. You can use only one Maneuver per attack.   You learn two additional Maneuvers of your choice when you reach Fighter level 7, 10, and 15. Each time you learn new Maneuvers, you can also replace one Maneuver you know with a different one.   Superiority Dice. You have four Superiority Dice, which are d8s. A Superiority Die is expended when you use it. You regain all expended Superiority Dice when you finish a Short Rest or Long Rest.   You gain an additional Superiority Die when you reach Fighter level 7 (five dice total) and 15 (six dice total).   Saving Throws. If a Maneuver requires a saving throw, the DC equals 8 + your Proficiency Bonus + your Strength or Dexterity modifier (your choice).  

Level 3: Student of War

You gain proficiency with one type of Artisan’s Tools of your choice, and you gain proficiency in one skill of your choice from the skills available to Fighters at level 1.  

Level 7: Know your Ennemy

As a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself; you know whether that creature has any damage immunities, resistances, or vulnerabilities, and if the creature has any, you know what they are.   Once you use this feature, you can’t do so again until you finish a Long Rest. You can also restore a use of the feature by expending one Superiority Die (no action required).  

Level 10: Improved Combat Superiority

Your Superiority Die becomes a d10.  

Level 15: Relentless

Once per turn, when you use a Maneuver, you can roll a d8 and use the number rolled instead of expending a Superiority Die.  

Level 18: Ultimate Combat Superiority

Your Superiority Die becomes a d12.  

Maneuvers Options

The Maneuvers are presented here in alphabetical order.   Ambush. When you make a Dexterity (Stealth) check or an initiative roll, you can expend one Superiority Die and add the die to the roll, provided you don’t have the Incapacitated condition.   Bait and Switch. When you’re within 5 feet of a creature on your turn, you can expend one Superiority Die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn’t have the Incapacitated condition. This movement doesn’t provoke Opportunity Attacks. Roll the Superiority Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.   Commander’s Strike. When you take the Attack action on your turn, you can replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, adding the Superiority Die to the attack’s damage roll on a hit.   Commanding Presence. When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend one Superiority Die and add that die to the ability check.   Disarming Attack. When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to disarm the target. Add the Superiority Die roll to the attack’s damage roll. The target must succeed on a Strength saving throw, or it drops one object of your choice that it’s holding, with the object landing in its space.   Distracting Strike. When you hit a creature with an attack roll, you can expend one Superiority Die to distract the target. Add the Superiority Die roll to the attack’s damage roll. The next attack roll against the target by an attacker other than you has Advantage if the attack is made before the start of your next turn.   Evasive Footwork. When you move at least 5 feet on your turn, you can expend one Superiority Die, rolling the die and adding the number rolled to your AC until the end of the turn.   Feinting Attack. As a Bonus Action, you can expend one Superiority Die to feint, choosing one creature within 5 feet of yourself as your target. You have Advantage on your next attack roll against that target this turn. If that attack hits, add the Superiority Die to the attack’s damage roll.   Goading Attack. When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to goad the target into attacking you. Add the Superiority Die to the attack’s damage roll. The target must succeed on a Wisdom saving throw or the target has Disadvantage on attack rolls against targets other than you until the end of your next turn.   Lunging Attack. As a Bonus Action, you can expend one Superiority Die and take the Dash action. If you move at least 10 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Superiority Die to the attack’s damage roll.   Maneuvering Attack. When you hit a creature with an attack roll, you can expend one Superiority Die to maneuver one of your comrades into another position. Add the Superiority Die roll to the attack’s damage roll, and choose a willing creature who can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking an Opportunity Attack from the target of your attack.   Menacing Attack. When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to frighten the target. Add the Superiority Die to the attack’s damage roll. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.   Parry. When another creature damages you with a melee attack, you can use your Reaction and expend one Superiority Die to reduce the damage by the number you roll on your Superiority Die plus your Strength or Dexterity modifier (your choice).   Precision Attack. When you miss with an attack roll, you can expend one Superiority Die, roll that die, and add it to the attack roll, potentially causing it to hit.   Pushing Attack. When you hit a creature with an attack using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to drive the target back. Add the Superiority Die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.   Rally. As a Bonus Action, you can expend one Superiority Die to bolster the resolve of a companion. Choose an ally of yours who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll plus your Intelligence, Wisdom, or Charisma modifier (your choice).   Riposte. When a creature misses you with a melee attack, you can use your Reaction and expend one Superiority Die to make a melee attack with a weapon or an Unarmed Strike against the creature. If you hit, add the Superiority Die to the attack’s damage.   Sweeping Attack. When you hit a creature with a melee attack using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to damage another creature. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your Superiority Die. The damage is of the same type dealt by the original attack.   Tactical Assessment. When you make an Intelligence (History or Investigation) check or a Wisdom (Insight) check, you can expend one Superiority Die and add that die to the ability check.   Trip Attack. When you hit a creature with an attack using a weapon or an Unarmed Strike, you can expend one Superiority Die and add the die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition.
 
Champion

Champion

Fighter Champion DnD 2024A Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor.  

Level 3: Improved Critical

Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.  

Level 3: Remarkable Athlete

Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.   In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.  

Level 7: Additional Fighting Style

You gain another Fighting Style feat of your choice.  

Level 10: Heroic Warrior

The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.  

Level 15: Superior Critical

Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18–20 on the d20.  

Level 18: Survivor

You attain the pinnacle of resilience in battle, giving you these benefits.   Defy Death. You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving, you gain the benefit of rolling a 20 on it.   Heroic Rally. At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point.
 
Eldritch Knight

Eldritch Knight

This is the Eldritch Knight according to the information WotC released so far, not yet the official 2024 version. Eldritch Knights combine the martial mastery common to all Fighters with a careful study of magic. Their spells both complement and extend their combat skills, providing additional protection to shore up their armor and also allowing them to engage many foes at once with explosive magic.  

Level 3: Spellcasting

Fighter Eldritch Knight DnD 2024You have learned to cast spells. See the Player’s Handbook for rules on spellcasting. The information below details how you use those rules as an Eldritch Knight.   Cantrips. You know two cantrips of your choice from the Wizard spell list. Whenever you gain a Fighter level, you can replace one of this feature’s cantrips with another cantrip of your choice from the Wizard spell list.   When you reach level 10 in this class, you learn another Wizard cantrip of your choice.   Spell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of level 1 and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a Long Rest.   Prepared Spells of Level 1+. You prepare a list of spells of level 1 and higher that are available for you to cast with this feature. To start, choose three level 1 spells from the Wizard spell list, two of which must be from the Abjuration and Evocation schools of magic.   The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Eldritch Knight Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Fighter, your list of prepared spells can include six Wizard spells of levels 1 and 2, in any combination.   Changing your Prepared Spells. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the Wizard spell list. The new spell must be of a level for which you have spell slots.   Spellcasting Ability. Intelligence is your spellcasting ability for your Eldritch Knight spells.   Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for the spells you prepare for this subclass.  

Eldritch Knight Spell Slots


Eldritch Knight Fighter LevelSpells PreparedLevel 1Level 2Level 3Level 4
332---
443---
543---
643---
7542--
8642--
9642--
10743--
11843--
12843--
139432-
1410432-
1510432-
1611433-
1711433-
1811433-
19124331
20134331
 

Level 3: War Bond

You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.   Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you have the Incapacitated condition. If it is on the same plane of existence, you can summon that weapon as a Bonus Action, causing it to teleport instantly to your hand.   You can have up to two bonded weapons, but can summon only one at a time with your Bonus Action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.  

Level 7: War Magic

When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action.  

Level 10: Eldritch Strike

You learn how to make your weapon strikes undercut a creature’s ability to withstand your spells. When you hit a creature with an attack using a weapon, that creature has Disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.  

Level 15: Arcane Charge

When you use your Action Surge, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional action.  

Level 18: Improved War Magic

When you take the Attack action on your turn, you can replace two of the attacks with a casting of one of your level 1 or level 2 Wizard spells that has a casting time of an action.  
 
LevelProf.BonusClass FeaturesSecond WindWeapon Mastery
1+2Fighting Style, Second Wind, Weapon Mastery23
2+2Action Surge (1), Tactical Mind23
3+2Fighter Subclass23
4+2Ability Score Improvement34
5+3Extra Attack, Tactical Shift34
6+3Ability Score Improvement34
7+3Subclass Feature34
8+3Ability Score Improvement34
9+4Indomitable (1), Tactical Master34
10+4Subclass Feature45
11+4Two Extra Attack45
12+4Ability Score Improvement45
13+5Indomitable (2), Studied Attacks45
14+5Ability Score Improvement45
15+5Subclass Feature45
16+5Ability Score Improvement46
17+6Action Surge (2), Indomitable (3)46
18+6Subclass Feature46
19+6Epic Boon46
20+6Three Extra Attack46

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Crocoth

The Crocoth, or Crocodilefolk, are a race of reptilian humanoids known for their fierce resilience, physical strength, and strong connection to aquatic environments. With tough, scaly hides and sharp teeth, they resemble the mighty crocodiles that they share their name with. Whether lurking beneath the surface of a river or prowling through a swamp, Crocodilefolk are patient hunters and masters of ambush tactics. They are divided into two distinct subraces: the Saltwater and Freshwater Crocodilefolk, each adapted to their unique environments and possessing different traits.
ability score increase: Strength +2, Constitution +1 (Saltwater), Dexterity +1 (Freshwater)
age: Crocodilefolk mature around the age of 15 and can live up to 70 years.
alignment: Most Crocodilefolk tend towards neutrality, focusing on survival and self-reliance.
Size: Medium
speed: Your base walking speed is 30 feet, and you have a swim speed of 30 feet.
Languages: You can speak, read, and write Common and Draconic.
race features:

Survival Instinct:

You have Proficiency in the survival skill.  

Amphibious:

You can breathe both air and water.  

Bite:

You have a powerful bite as a natural weapon. Your bite is a melee weapon attack that deals 1d6 + your Strength modifier piercing damage. You are proficient with your bite attack.  

Hold Breath:

You can hold your breath for up to 30 minutes at a time.  

Natural Armor:

Your tough, scaly hide gives you a base AC of 13 + your Dexterity modifier.    

Subraces:

Saltwater Crocodilefolk

 

Ability Score Increase:

Your Constitution score increases by 1.  

Cold Resistance:

You have resistance to cold damage.  

Tidal Surge:

As a bonus action, you can channel the power of the ocean to surge forward. You can move up to 15 feet in a straight line without provoking opportunity attacks. If you end this movement within 5 feet of a creature, you can make a melee attack as part of the same action. You can use this ability a number of times equal to your proficiency bonus per long rest.  

Powerful Swimmer:

You have a swim speed of 40 feet.  

Freshwater Crocodilefolk

 

Ability Score Increase:

Your Dexterity score increases by 1.  

Stealthy Hunter:

You have proficiency in the Stealth skill.  

Ambush Predator:

If you surprise a creature and hit it with a melee attack on your first turn in combat, that attack deals an extra 1d6 damage.  

Swift Swimmer:

You have a swim speed of 30 feet, and you can take the Dash action as a bonus action when swimming.  

Description

Crocodilefolk are imposing figures, standing between 6 and 7 feet tall, with muscular builds (usually weighing around 250-300 pounds) and powerful tails. Their skin is covered in rough, durable scales that range in color from deep green to muddy brown, depending on their environment. Their long snouts are filled with razor-sharp teeth, capable of crushing prey with ease. Despite their fearsome appearance, Crocodilefolk are pragmatic survivors, focusing on their tribes, their own survival, and the balance of nature.   Crocodilefolk are amphibious, equally at home in water as they are on land. Their natural environment greatly influences their culture and temperament. Saltwater Crocodilefolk thrive in coastal and swampy areas, where their natural resistance to cold allows them to endure harsher climates. They are known for their brute strength and are often the more aggressive of the two subraces. Freshwater Crocodilefolk, on the other hand, dwell in rivers, lakes, and marshes, where they use their agility and stealth to become adept ambush predators. They are more cunning and patient, preferring to outmaneuver their foes.   Both subraces share a deep connection with water, with many of their rituals and traditions revolving around the waterways they inhabit. Crocodilefolk value strength, self-reliance, and survival above all else, and their societies are often tribal, with leaders chosen based on merit and feats of strength or cunning. They are not naturally aggressive toward other races but will fiercely defend their territory and kin if threatened.  

Appearance

Crocodilefolk stand tall and broad, their physical stature emphasizing power and endurance. Their skin is thick and scaly, providing natural armor that shines when wet. Eyes with vertical slits give them a predatory appearance, and they tend to adorn themselves with simple garments made from the natural materials of their environment, such as reeds, bones, or hide.   Despite their rough appearance, Crocodilefolk are highly intelligent and capable of strategy and foresight. Their predatory instincts make them excellent hunters, but they are also skilled warriors and craftsmen, capable of creating tools and weapons suited to their aquatic homes.

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Level 1 Spells

PHB

Ray of Sickness

1-level Necromancy

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous
Attack/Save: Constitution save
Damage/Effect: 2d8 poison
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Basic Rules, pg. 275

Shield

1-level Abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 Round
Attack/Save: Self
Damage/Effect: Warding
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Available for: Sorcerer, Wizard, The Hexblade, Artillerist, Battle Smith

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Morgatron247.

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