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Banbol Banjoester

10 Level (0/85000 XP for level-up) Background Goliath - Hill Race / Species / Heritage Alignment
Groglock
Level 10
Hit Dice: 10/10
1d8+0 Class 1

STR
10
+0
DEX
15
+2
CON
11
+0
INT
10
+0
WIS
9
-1
CHA
17
+3
53
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
9
Passive Perception
+8 Expertise Bonus
+4 Proficiency Bonus
+0 Strength
+2 Dexterity
+0 Constitution
+0 Intelligence
+3 Wisdom
+7 Charisma
saving throws
+2 Acrobatics DEX
-1 Animal Handling WIS
+4 Arcana INT
+0 Athletics STR
+3 Deception CHA
+0 History INT
-1 Insight WIS
+3 Intimidation CHA
+4 Investigation INT
skills
-1 Medicine WIS
+0 Nature INT
-1 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+0 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
simple weapon - Staff
Arcane focus
Scholar's pack
While attuned to the artifact, you regain 1d6 hit points at the start of your turn if you have at least 1 hit point.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Warlock Invocations -
Armor of Shadows - You can cast Mage Armor on yourself without expending a spell slot.
Mask of Many Faces - You can cast Disguise Self without expending a spell slot.
One with Shadows - While you're in an area of Dim Light or Darkness, you can cast Invisibility on yourself without expending a spell slot.
Pact of the Chain - You learn the Find Familiar spell and can cast it as a Magic action without expending a spell slot.
When you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: Imp, Pseudodragon, Quasit, Skeleton, Slaad Tadpole, Sphinx of Wonder, Sprite, or Venomous Snake (see appendix B for the familiar's stat block).

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction.

Repelling Blast - Choose one of your known Warlock cantrips that requires an attack roll. When you hit a Large or smaller creature with that cantrip, you can push the creature up to 10 feet straight away from you.
Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.

Dark One's Own Luck
  • You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll's effects occur.
  • You can use this feature a number of times equal to your Charisma modifier x4 (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest.

    Contact Patron
    -In the past, you usually contacted your patron through intermediaries. Now you can communicate directly; you always have the Contact Other Plane spell prepared. With this feature, you can cast the spell without expending a spell slot to contact your patron, and you automatically succeed on the spell's saving throw.
    Once you cast the spell with this feature, you can't do so in this way again until you finish a Long Rest.

    Fiend Patron
    Fiendish Resilience
  • Choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature.

  • Feats
    Linguist - Translate
    Languages
  • Gnome
  • Sigh languages
  • Machine Speak
  • Inspiring Leader
    You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Powerful Build
    You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity.

    Large Form
    Starting at character level 5, you can change your size to Large as a Bonus Action if you’re in a big enough space. This transformation lasts for 10 minutes or until you end it (no action required). For that duration, you have Advantage on Strength checks, and your Speed increases by 10 feet. Once you use this trait, you can’t use it again until you finish a Long Rest.

    Hill’s Tumble (Hill Giant). When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that target the Prone condition.

    Arcana, investigation

    Spells
    Cantrips
  • Coin toss
  • Chill touch
  • Message
  • Eldritch Blast

  • Personality Traits


    ™ & © 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

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    Created by

    Madmanartist.

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