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Hansel Runehide Siegfried

3 Level (0/2700 XP for level-up) The 10 Veil Knights Background Ursine (Grizzlehide) Race / Species / Heritage Neutral Good Alignment
Monk
Level 3
Hit Dice: 3/3
1d8+2 Class 1

STR
10
+0
DEX
16
+3
CON
15
+2
INT
8
-1
WIS
16
+3
CHA
10
+0
26
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
40
Speed (walk/run/fly)
15
Passive Perception
3 / 3
Focus Point
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+5 Dexterity
+2 Constitution
-1 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+5 Acrobatics DEX
+3 Animal Handling WIS
-1 Arcana INT
+2 Athletics STR
+0 Deception CHA
-1 History INT
+5 Insight WIS
+0 Intimidation CHA
-1 Investigation INT
skills
+5 Medicine WIS
-1 Nature INT
+5 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
-1 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Shield Weapon +4 CON 2d6+2
Bear Paws +5 DEX 1d6+2+3 piercing
Attacks
Age. Bearfolk come of age in their late teens and live around 80 years.

Alignment. Bearfolk are predominantly good, mistrusting and shunning evil. While they hold rich traditions, they value their freedom and tend toward chaotic alignments.

Size. Bearfolk can reach a height of over 7 feet, with thick, muscular builds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Bite. Your powerful jaws are natural weapons, which you can use to make unarmed strikes. If it hits, you deal 1d6 + your Strength modifier piercing damage.

Natural Armor. Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Ursine Talent. You have proficiency in the Athletics and Perception skills.

Nature’s Gift. You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability score for it. (Guidance)

Stalwart Will. When you make an Intelligence, Wisdom, or Charisma saving throw, you can roll a d4 and add the result to your total. You can do this after the roll but before any effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest.

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Origin:

**The 10 Veiled Knights**
Leader: Heliodor Chaac-Esclarmonde; Sheild of The Creator, The Rivers and Seasons Protector, The Obsidian Knight, and The Stone Maker
Amethyst Knight/Creator: Ariadne Byakko; Axe of the Creator, and The Paradox Knight

----------------
**Origin Skills**: You gain Proficiency in Shields, Shield Weapons and Stone Awakening Tools.

> **Stone Awakening Tools**
Once per long rest, outside of combat you can expand a class feature as an action to awaken a Minor(Con Score 1-14), Major(Con Score 15-17), or Legendary(CON SCORE 18-20) stone to assist an ally till their next long rest.(Aka up to DM Discretion and the pontency is increased by the Charecter's lvl)

—------------------------

*Faction Loyalty One*
**Blessing of Materia**
Gain 1 Rune Stone slot for attuning to stones and gain one awakened Mythic Gemstone.

> Traveling Lunari
Once attuned, you are immune to any negative effects from travelling in the Mist for 1 hour.
Activating the stone gives you have advantage on Stealth checks for 10 rounds. Can only do this Once Per long rest.

> Black Opal Stone
Once attuned You gain Super Darkvision.
On activation, you can create a shadowy duplicate of yourself at a point within 60 feet of yourself, which lasts for 10 rounds or, Dispelled by a light source(Dancing lights, Fireball, or ect). During this, you can use your bonus action to instantly change places with your shadow, provided you can see it or there is darkness. Can only do this Once Per long rest.

> Sunset Amber
Once Attuned, this stone grants your movements increase in fluidity and movement, due to moving at hyper speeds. Your movement speed increases by 10.
On activation you gain proficiency in one saving throw for 10 rounds. Can only do this Once Per long rest.

**Ariadne’s Temporal Shield**
With only using a Shield weapon or, using a Shield; You learn the Shield Spell and can use it twice without using a spell slot. Using the Shield Spell increases your Weapon Damage by your Con Mod.
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Class Features

Features & Traits
Spear, 5 Daggers, Smith's Tools, Explorer's Pack, 60 GP

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 60, Platinum: 0 Money
Ursine Talent. You have proficiency in the Athletics and Perception skills.

Class Prof : Acrobatics & Insight
Skills: You gain Proficiency in, Shield, Shield Weapons and, Stone Awakening Tools

Tools Prof : Smith's Tools
Subclass : You gain proficiency in the Insight and Medicine skills and proficiency with the Herbalism Kit.

Languages & Proficiencies
Clan Members

All-Father Ddanger/Tors Siegfried

Gretel (Sister)

Rok (Brother-bear)

Owari

Bonds


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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