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Krunk the Half-Orc

3 Level (0/2700 XP for level-up) Urchin Background Half-Orc Race / Species / Heritage Neutral Good Alignment
Druid
Level 3
Hit Dice: 3/3
1d8+0 Class 1

STR
13
+1
DEX
9
-1
CON
11
+0
INT
6
-2
WIS
15
+2
CHA
9
-1
20
Hit Points
-1
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
-1 Dexterity
+0 Constitution
+0 Intelligence
+4 Wisdom
-1 Charisma
saving throws
-1 Acrobatics DEX
+4 Animal Handling WIS
-2 Arcana INT
+1 Athletics STR
-1 Deception CHA
-2 History INT
+2 Insight WIS
+1 Intimidation CHA
-2 Investigation INT
skills
+2 Medicine WIS
+0 Nature INT
+2 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
-2 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Quarterstaff +3 STR 1d6(1d8)+1 Blunt
 Versatile, Topple (Con save DC8)
Attacks
Terrain Tactician:
Natural Terrain: 1d4 temp hit points at beginning of each turn, proficiency with perception
Constructed Terrain: 1d6 to all dex saves, proficiency with insight

Wild Shaper:
Natural: Add wisdom to temp hit points
Constructed: One type of damage resistancea at the start of each turn

Relentless endurance: When at 0 HP, but not killed outright, drop to 1 HP instead (once per long rest)

Savage attacks: When you score a crit with melee, role a damage dice and add to crit (not multiplied)

Features & Traits
Explorer pack
Studded leather armor
Wooden Shield

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, Few orc words (knew it as a child)

Languages & Proficiencies
Eats like a pig and has bad manners

Personality Traits
Community: We have to take care of each other
somewhat simmering: the rich have to be shown what life and death are like in the gutters

Ideals
Owe a debt that you can never repay to someone who took pity on you:
your mother (never knew father) kicked you out at 5 years old
She left you at a school, shuffled into foster care system, but no one wanted a half-orc, so ran away at 7. Was not doing okay on the streets.
Druid found you and took pity on you, teaching you how to survive by foraging

Bonds
Pushes people away because you are afraid they won't ever fully accept you

Flaws
6' tall
AMAB, NB

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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

Quarterstaff

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Simple 1d6 / 1d8 Bludgeoning Versatile

Cost: 2 sp Weight: 4 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


 

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Level 0 Spells

PHB

Mending

0-level (Cantrip) Transmutation

Casting Time 1 Minute
Range Touch
Duration Instantaneous
Components V, S, M
Materials Two lodestones

This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.   This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Class(es): Artificer, Bard, Cleric, Druid, Sorcerer, Wizard, Fighter (Eldritch Knight) Rogue (Arcane Trickster)

PHB

Thorn Whip

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30ft
Duration Instantaneous
Components V, S, M
Materials The stem of a plant with thorns

You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
At higher levels: This spell's damage increases by 1d6 when you reach 5th level ( 2d6 ), 11th level ( 3d6 ), and 17th level ( 4d6 ).

Class(es): Artificer, Druid, Cleric (Nature Domain)

Level 1 Spells

PHB

Healing Word

1-level Evocation

Casting Time 1 Bonus Action
Range 60 feet
Duration Instantaneous
Components V

A creature of your choice that you can see within range regains hit pints equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st

Class(es): Bard, Cleric, Druid

1d4+SpellcastingAbilityModifier Healing

PHB

Entangle

1-level Conjuration

Casting Time 1 Action
Range 90 feet
Duration Concentration, Concentration, up to 1 minute
Components V S

Grasping weeds and vines sprout from the ground in 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.

Class(es): Druid

Saving ThrowStrength

Cure Wounds

1-level Evocation

Casting Time 1 action
Range touch
Duration Instantaneous
Components V, S

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. 2nd level 2d8 , 3rd level 3d8 , 4th level 4d8 , 5th level 5d8 , 6th level 6d8 , 7th level 7d8 , 8th level 8d8 , 9th level 9d8 .

Class(es): Soulbond, Lightworker, Restoring Light Templar

PHB

Speak with Animals

1-level Divination (ritual)

Casting Time 1 Action
Range Self
Duration 10 minutes
Components V S

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Class(es): Bard, Cleric, Druid, Paladin, Ranger

Level 2 Spells

PHB

Pass without Trace

2-level Abjuration

Casting Time 1 Action
Range Self
Duration Concentration, Concentration, up to 1 hour
Components V S M
Materials (ashes from a burned leaf of mistletoe and a sprig of spruce)

A veil of shadows a nd silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Class(es): Cleric, Druid, Ranger

Dexterity (Stealth) Bonus+10

Player's Handbook

Gust of Wind

2-level Evocation

Casting Time 1 action
Range Self (60-foot line)
Duration Concentration, 1 minute
Components V,S,M (a legume seed)

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.   The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.   As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Class(es): Druid, Sorcerer, Wizard

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