Build and run your Dungeons & Dragons 5e campaign on World Anvil!

START NOW

Vanir Fäolin

1 Level (0/300 XP for level-up) Folk Hero Background High Elf Race / Species / Heritage Lawful Good Alignment
Juggernaut
Level 1
Hit Dice: 1/1
1d12+2 Class 1

STR 15

+2

DEX 12

+1

CON 14

+2

INT 10

+0

WIS 13

+1

CHA 8

-1

14
Hit Points
+1
Initiative (DEX)
18
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+3 Attack mod
WIS Ability
+1 Abi Mod
11 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+4 Strength
+1 Dexterity
+4 Constitution
+0 Intelligence
+1 Wisdom
-1 Charisma
saving throws
+1 Acrobatics DEX
+3 Animal Handling WIS
+0 Arcana INT
+4 Athletics STR
-1 Deception CHA
+0 History INT
+3 Insight WIS
-1 Intimidation CHA
+0 Investigation INT
skills
+3 Medicine WIS
+0 Nature INT
+3 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Shield +4 STR 1d6+2 Bludgeoning
 Push(M)
Longsword +4 STR 1d8+2 Slashing
 Versatile (1d10), Sap(M)
Attacks

Spell Book

Dark Vision (60 Feet)
Iron bond - Level 1
Battlecry - Level 1
Rustic Hospitality
Fey Ancestry - You have Advantage on saving throws you make to avoid or end the Charmed condition.
Keen Senses - You have proficiency in the Insight, Perception, or Survival skill.
Trance -You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

Features & Traits
Chainmail
Long Sword
Shield
Explorer's pack
Cook's Utensils

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Simple Weapons
Martial weapons
All Armor
Shields
Vehicles (land)
Cook's Utensils

Languages & Proficiencies
I’m slow to trust titles and reputation; I judge people by what they actually do. I’m happiest when I have something useful to do with my hands, and I have a habit of putting myself between danger and someone who can’t defend themselves.

Personality Traits
Duty. Strength means little if it isn’t used to protect others. I should do what is right even when doing so costs me personally.

Ideals
My family and the life they gave me shaped everything I am. I will protect the people I care about, especially Arya, even if doing so means standing alone against something stronger than I am.

Bonds
I take responsibility for things that aren’t entirely mine to carry. Once I decide someone needs protecting, I have trouble accepting that they may not want—or need—me to put myself in harm’s way.

Flaws
-Sap(If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.)
-Push(If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.)

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
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

https://roll20.net/compendium/dnd5e/Items:Longsword?expansion=33335

Longsword

Weapon

Common

Properties

Versatile

Mastery

Sap

Description


A longsword is a type of sword characterized by a double-edged blade (typically 30–40 inches) and a long, cruciform-hilted grip designed for two-handed use. These versatile weapons weigh 2.5–4 lbs, balancing, cutting, and thrusting, and were used for war, dueling, and self-defense.




Type Damage Damage Range
Martial Melee 1d8 Slashing

Cost: 15 GP
Weight: 3 lb

https://roll20.net/compendium/dnd5e/Items:Longsword?expansion=33335

Longsword

Weapon

Common

Properties

Versatile

Mastery

Sap

Description


A longsword is a type of sword characterized by a double-edged blade (typically 30–40 inches) and a long, cruciform-hilted grip designed for two-handed use. These versatile weapons weigh 2.5–4 lbs, balancing, cutting, and thrusting, and were used for war, dueling, and self-defense.




Type Damage Damage Range
Martial Melee 1d8 Slashing

Cost: 15 GP
Weight: 3 lb

Player's Handbook

Chain Mail

Armor (Heavy)

Common

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Type AC STR Req. Stealth Dis.
Heavy 16 13 Yes

Cost: 75 gp
Weight: 55 lbs

Explorer's Pack

Adventuring Gear Common

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Cost: 10 gp Weight: 59 lb


 

The statblocks of your class features

Homebrew

Juggernaut

The Juggernaut

A lone warrior stands amid a slew of fallen bodies. He turns his gaze up towards the horizon, spotting another band of furious enemies. He raises his maul and adopts a savage stance, bracing himself against the second storm.   An armor-clad maiden stands surrounded by enemies, her allies scattered across the battlefield. With a grin on her face, she slams her shield into the earth. With a wave of force the enemies are sent flying and taking their place around her are her wounded, but now safe allies.   A large orc clad in plate armour stands hunched over a table of a mock battlefield. Outside the safety of the tent rings a warning bell. taking up his greatsword, the warrior strides out of the tent, ready to put his long hours of planning to its final test.  

The Insurmountable

Juggernauts, masters of battlefield control, are warriors whose love of the battle spurs them to gain greater control over it. Using the innate magic present in all beings, juggernauts channel this energy into their weapon, often swearing oaths in order to bind the shield to them in whats known as a iron bond. By using the weight of their weapon, the juggernaut throws enemies around the battlefield, drawing attention away from their companions and keeping them safe. To these tanks, their weapon represents their honour, oath and spirit. Without it they are nothing more than an average warrior.  

Creating a Juggernaut

A juggernaut's main power is their weapon and the bond that strengthens it. How did you come to be a juggernaut? Who taught you your ways? What is the story behind your current weapon? Is it special to you, or did you just find it? A juggernaut's primary function is making enemies turn their animosity towards you instead of those you wish to protect.   Most juggernauts tend to be good in nature due to the nature of their charge, but depending on the environment a juggernaut is in, or who has influenced them, some can become bodyguards or enforcers of powerful beings such as devils or tyrants.
hit dice: 1d12
hit points at 1st level: 12 + your Constitution modifier
hit points at higher levels: 1d12 (or 7) + your Constitution modifier per juggernaut level after 1st
armor proficiencies: All armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools:
saving throws: Strength, Constitution
skills: Choose two from: Athletics, Insight, Investigation Medicine, Perception, Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

(a) chain mail or (b) scale mail
(a) a martial weapon and a shield or (b) 2 martial weapons
(a) an explorer's pack or (b) a dungeoneer's pack
spellcasting:
class features:

Quick Build

  You can make a juggernaut quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Folk Hero background. Third, choose Chain Mail, a Longsword and a shield, and an Explorer's Pack.  
 

Class Features

  As a juggernaut, you get the following class features.  

Hit Points

  Hit Dice: 1d12 per juggernaut level Hit Points at 1st Level: 12 + your Constitution modifier Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per juggernaut level after 1st  

Proficiencies

  Armor: All armor, shields Weapons: Simple weapons, martial weapons Saving Throws: Strength, Constitution Skills: Choose two from Athletics, Insight, Investigation, Medicine, Perception, and Survival.  

Starting Equipment

  You start with the following equipment, in addition to the equipment granted by your background:  
  • (a) chain mail or (b) scale mail
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) an explorer's pack or (b) a dungeoneer's pack
 
 

Iron Bond

  At 1st level, you gain the ability to form a powerful bond with your weapon. You can bond with a weapon over the course of 1 hour, which can be done during a short rest. You must be holding the weapon for the duration, at the conclusion of which you gain the following benefits while holding the bonded weapon.  
  • Your bonded weapon is indestructible by nonmagical means, weighs nothing for you, and is 3 times heavier than normal for other creatures.
  • You know the general direction of your bonded weapon provided it is on the same plane of existence, and you can pinpoint its exact location if you are within 30 feet of it.
 

Bonding with a Shield

  You can also form an Iron Bond with a shield, and doing so gives it the following additional properties:  
  • The bonded shield counts as a simple melee weapon that deals 1d6 bludgeoning damage.
  • You can don and doff the shield using an Interact with an Object action.
  Artist Credit: Dongjin Lee  

Battlecry

  When you unlock this at 1st level, as a bonus action you can either taunt people into fighting you, or rally the spirits of your friends.   Once you have used your battlecry the number of times shown for your juggernaut level in the Battlecries column of the Juggernaut table, you must finish a short or long rest before you can use your battlecry again.   Juggernaut Save DC: 8 + your proficiency bonus + your Constitution modifier.  

Taunt

  Choose one creature within 30 feet of you who can see or hear you. The affected creature must succeed on a Wisdom saving throw against your Juggernaut save DC or have disadvantage on any attack they make against anyone except you until the end of their next turn. Targets are immune to this effect if they can't see or hear you or if they can't be frightened.  

Rally

  Creatures of your choice within 30 feet of you gain temporary hit points equal to your juggernaut level.  
 

Juggernaut Specialty

  At 2nd level, you gain a Juggernaut Specialty. Choose one of the following options.  

Heavy Handed

  Your attacks are brutal and unexpectedly harsh.   When you score a critical hit with a melee weapon attack, the creature has disadvantage on its next attack roll.  

Reckless Defense

  If you see a big hit coming in, you know how to throw it aside with all your might. The strain from this leaves you open for a counterattack, however.   When a creature hits you with an attack, you can use your reaction to force the creature to reroll the attack roll, and it must use the new roll. When you do so, the next time a creature makes an attack against you before the start of your next turn, it has advantage on the attack roll.  

Unyielding Strength

  You're strong enough to actually trust people as far as you can throw them.   Shove attacks you make on your turn push creatures 10 feet. Additionally, after a creature makes a melee attack against you, you can use your reaction to make a shove attack against them, regardless if their attack hit or not.  

Superior Health

  When you gain this feature at 2nd level, your hit point maximum increases by 2 points, and it increases by 1 every time you gain a Juggernaut level.   At 13th level, your hit point maximum increases by an additional 13 points, and it now increases by 2 every time you gain a Juggernaut level.  

Juggernaut Ideal

  At 3rd level, you must choose an ideal to strive for, which is described below. You gain an Ideal feature from this path at 3rd level, 7th level, 11th level, and 15th level.  

Mighty Physique

  At 5th level, you learn to put your mighty strength to use for offense and control. You are considered proficient in Athletics, and use double your proficiency bonus for Athletics checks. If you are already proficient in Athletics, choose another proficiency from your class list.  

Extra Attack

  At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  
 

Improved Iron Bond

  Starting at 6th level, you gain the following benefits:  
  • If your bonded weapon is within 30 feet of you, you can use your bonus action to summon it to your hand.
  • As a bonus action, you can shunt your bonded weapon into a pocket dimension and re-summon it using a bonus action. You can only send your bonded weapon to the pocket dimension if you are holding it, and the weapon can stay in this pocket dimension forever with no ill effects on it.
  • Your bonded weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
 

Stockade

  Starting at 6th level, in combat, the area within 5 feet of you is considered difficult terrain for creatures you choose.   In addition, whenever you make an opportunity attack, you can attempt to grapple or shove the creature instead of making a melee attack.  

Indefatigable

  Starting at 9th level, you gain a bonus equal to your proficiency bonus to all saving throws to avoid exhaustion, stage 5 of exhaustion for you now reduces your speed to 5, and you now have 7 stages of exhaustion, instead of 6. Stage 6 is now unconsciousness, and 7 is death.  

Improved Grapple

  At 10th level, when grappling a creature, you can drag them with you with no penalty to your movement.  

Improved Shove

  Starting at 13th level, whenever you successfully shove a creature, you can push it away from you as well as knock it prone.  

Jötungrip

  At 14th level, you can wield two-handed melee weapons in one hand, but you can only add half your proficiency bonus (rounded up) to attacks with them.   Additionally, if you are wielding a weapon with the versatile property in one hand, you can use the two-handed die instead.   If you are Small, you can now wield weapons with the heavy property in two hands with no penalty.  
 

Improved Juggernaut Specialty

  At 17th level, the specialty you chose at the beginning of your adventure has grown more powerful.  

Heavy Handed

  On a critical hit, use the maximum die results on your damage dice.  

Reckless Defense

  When you use your reaction to force the attacker to reroll their attack, they do so with disadvantage. If the attack still hits you, you can make a melee weapon attack against the attacker as part of the same reaction.  

Unyielding Strength

  Creatures that you grapple are considered restrained.  

Steeled Nerves

  At 18th level, you've sustained so many wounds, you're almost numb to the big hits. Any critical hit against you becomes a normal hit.  

Unstoppable Force

  At 20th level, as an action you can become the ultimate paragon of force, gaining the following benefits for 1 minute:  
  • You have resistance to all damage.
  • You are immune to being grappled, paralyzed, petrified, restrained, and stunned, and you can't be knocked prone.
  • You can't be forcefully moved, your speed can't be reduced by any means, and you can walk through any creature's space.
  • Attacks with a bonded weapon deal double damage to objects and structures.
  Once you use this feature, you can't use it again until you finish a long rest.
subclass options:
bbcode

Juggernaut Ideals

  At 3rd level, a Juggernaut chooses an Ideal to strive for. Your chosen Ideal grants you features at 3rd, 7th, 11th, and 15th level.  
 

Defender

  Defenders are juggernauts that seek to protect and heal those around them. Whether they are on the front lines holding back the enemy, or sticking in the back keeping a wizard or archer safe, they are welcome additions to any team for taking and dealing damage.  

Health Sacrifice

  Starting at 3rd level, as an action, you can sacrifice a small portion of yourself to heal your allies or demolish your foes. You can spend an amount of Hit Dice per round equal to half your proficiency bonus.   Heal. As an action, you can touch one creature and heal them by expending some of your Hit Dice. Roll the dice and add your Constitution modifier to each, restoring a number of hit points equal to the total.   Harm. When you hit a creature with a melee weapon attack, you can expend some of your Hit Dice to infuse your attack with a burst of radiant energy. Roll the dice and add your Constitution modifier to each, dealing extra radiant damage equal to the total, in addition to the weapon's damage.  

Shelter

  Starting at 7th level, you can make Medicine checks as a bonus action on your turn, and you gain proficiency in Medicine. If you are already proficient in this skill, you can choose to be proficient in one of the following skills: Intimidation, Insight, Perception, or Survival.   Additionally, you have advantage on checks to diagnose diseases and other medical conditions or to identify a creature's wounds or cause of death.  

Bastion

  Starting at 11th level, while holding your bonded weapon, you can use your action to create an impenetrable dome of force in a 15-foot radius around you, and lasts until the end of your next turn.   When you create the dome, choose any number of willing creatures you can see within 120 feet of you. Each creature teleports to an unoccupied space of its choice inside the dome and can move through the dome freely, including yourself.   A hostile creature that is in the dome's area when you create it is pushed to the nearest unoccupied space and must make a Constitution saving throw against your Juggernaut save DC or take 2d8 force damage.   The dome prevents hostile creatures from passing or reaching through it and it prevents their spells and attacks made with ranged or reach weapons from entering it.   Once you use this feature, you can't use it again until you finish a long rest.  

Hospice

  Starting at 15th level, you gain the power to bring someone back if they've died recently. You can cast revivify once per long rest.  
Defenders are the juggernauts who aim to protect the weak and innocent from further harm. Their fighting style involves mainly protecting, taunting, and blocking enemies from harming others, even being able to make an aura of safety around them and their allies when they really need it most.   Defenders are kind people that always give their best in combat.
  Artist Credit: Wizards of the Coast  
 

Ravager

  The phrase, "Your best defense is offense," embodies this class. Ravagers are juggernauts who seek the path to defense in violence. Their goal is to end fights as quickly as possible, dealing consistent damage whether attacking or positioning their enemies.  

Ruthless

  Starting at 3rd level, your shove attacks deal bludgeoning damage equal to your Strength modifier.   Additionally, when you successfully start a grapple and at the start of each of your turns, any creature you have grappled takes bludgeoning damage equal to your Strength modifier.  

Determined

  Starting at 7th level, little can stand in the way between you and your goals. You ignore nonmagical difficult terrain, and you gain climbing and swimming speeds equal to your walking speed.   Additionally, you can move through a hostile creature's space, though you can't end your movement in an occupied space.  

Oh No You Don't

  Starting at 11th level, when a hostile creature successfully ends your grapple, you can use your reaction to make a grapple attack against any creature within 5 feet of you.  

Relentless

  At 15th level, even as your strength begins to fade, you keep fighting. Having 0 hit points doesn’t knock you unconscious, but you must still make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points.  
Ravagers are juggernauts who seek the path to defending those they care about through violence. They stay right up in the thick of it and keep the focus on them.   Ravagers are aggressive, brutal and versatile, and they are proud of their abilities, always trying to prove themselves in battle.
  Artist Credit: Eriklyart/Rienque LeVerite  
 

Giantslayer

  Giantslayers focus all of their strength and skill with weapons into single powerful strikes meant to cripple the largest of foes. With their size and bulk they can effectively grapple, pin, and submit far larger opponents.   They prize themselves on their unique tactics to fight these monsters and their resistance to their attacks, while striking back with equal ferocity.  

Enlarge

  Starting at 3rd level, you have the ability to grow to an immense size to fight your enemies. You can use a bonus action to gain the following benefits for one minute:  
  • Your size doubles in all dimensions, and your weight is multiplied by eight.
  • Your size increases by one category. If you were Small, now you are Medium. If you were Medium, now you are Large.
  • You have advantage on Strength checks and Strength saving throws.
  • Your weapons also grow to match your new size. While these weapons are enlarged, you deal 1d4 extra damage when you make melee weapon attacks with them.
  Everything you are wearing and carrying changes size with you. Any item dropped returns to normal size at once.   If there isn’t enough room for you to double in size, you attain the maximum possible size in the space available.   This effect can not be counterspelled or dispelled.   You can use this feature twice per long rest. At 11th level you regain all your expended uses of this feature when you finish a short or long rest.  

Mountainous Frame

  Starting at 7th level, you've enlarged yourself so much, that some of the growth has stuck around even after you shrink to normal size. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.   In addition, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.  

Titanic Strike

  Starting at 11th level, you merrily crush your opponents to dust. When you take the Attack action, you can choose to forgo any extra attacks you have and make an attack with disadvantage.   If you hit, the attack is a critical hit. You can't use this feature if you already have disadvantage on your attack roll.  

Titan-Sized

  At 15th level, you can use a bonus action to consume two uses of Enlarge, instead of one, to grow even larger. You can also use a bonus action consume an extra use of Enlarge if you are already Enlarged.   While you are Titan-sized, you gain the following benefits in place of the Enlarge feature's benefits:  
  • Your normal size quadruples in all dimensions, and your weight is multiplied by sixty four.
  • Your size increases by two categories of your original. If you were Small, now you are Large. If you were Medium, now you are Huge.
  • Your weapons also grow to match your new size. While these weapons are Titan-sized, you deal 2d4 extra damage when you make melee weapon attacks with them.
 
Giantslayers have no problem standing up to larger opponents. Mainly because when they do, they can look them in the eye by growing to an inhuman size, dealing singular, heavy blows.   In battle, they are usually right up in the front wrestling with the giant for his weapon. Giantslayers are a hearty bunch that always love a good rumble.
  Artist Credit: Wizards of the Coast  
 

Dreadnought

  Some juggernauts are beaten and battered for their entire life, but this gives them an ideology of survival, that outlasting an enemy in combat is a guaranteed path to victory.   The Dreadnought does just that, shrugging off mighty blows endlessly until their opponent eventually tires and is dealt the killing blow.   Consummate professionals among juggernauts, dreadnoughts never seem to let up. Even in the biggest and bloodiest battles, they and their squad are always the last ones standing.  

Defensive Formation

  Starting at 3rd level, all allies within 5 feet of you gain half cover, and when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.   If the attack hits, you can deal bludgeoning damage equal to your Strength modifier to the attacker.  

Bolstering Ranks

  At 7th level, when you take the Help action to assist with a Charisma check, the creature you helped gains a bonus to the roll equal to the number of allies you can see within 10 feet of you, to a maximum bonus of +5.   Additionally, you gain proficiency in one of the following skills of your choice: Deception, Intimidation, Persuasion, or Performance.  

Grit

  At 11th level, all damage except for psychic damage that you take is reduced by an amount equal to your Constitution modifier.  

Resolute

  At 15th level, at the start of each of your turns, if you have no more than 3 times your character level in hit points remaining, you regain hit points equal to your Constitution modifier + half your Juggernaut level.   You don't gain this benefit if you have 0 hit points.  
If one hasn't fought a Dreadnought before, it can be very jarring. Their large shield always seems to interpose itself between you and them. No matter how many times you strike, their stamina never seems to wane.   Most Dreadnoughts are usually level-headed and stoic.
  Artist Credit: WillOBrien  
 

Sanguinaire

  Sanguinaires tend to be unlucky adventurers who were bitten by a vampire to gain life-draining power. These juggernauts are usually thralls for more powerful vampire lords, but some though, through research, planning, or good (or bad) luck, stumbled upon similar powers.   No matter how they came across the power, they are fierce, intimidating, and despite all the injuries they face, they seem to sow themselves back together in front of your very eyes.  

Draining Strikes

  Starting at 3rd level, your attacks gain a life draining aura. Once per turn when you hit a living creature with a melee weapon attack, you gain temporary hit points equal to your Constitution modifier, and the creature's hit point maximum is reduced by the same amount.   The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.   Additionally, at 7th level, you can use a bonus action to convert an amount of temporary hit points equal to your Constitution modifier into hit points.   At 15th level, when you hit a creature with a melee weapon attack, the amount of temporary hit points you gain from this feature increases to twice your Constitution modifier, and the amount of temporary hit points you can convert to hit points increases to twice your Constitution modifier.  

Bloodsense

  At 7th level, you have advantage on any checks to see through an illusory disguise within 10 feet of you, and on all checks to find the location of living humanoids that involve scent or blood.   Additionally, if there is a living humanoid within 10 feet of you, you know their location.  

Supernatural Charm

  Starting at 11th level, as an action you can target one humanoid you can see within 30 feet of you. If the target can see you, they must succeed on a Wisdom saving throw or be charmed by you.   The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can.   If you or your companions harm the charmed target, the effect ends. Otherwise, the effect lasts 1 minute or until you are unconscious, are on a different plane of existence than the target, or take a bonus action to end the effect.   Once you use this feature, you can't use it again until you finish a long rest.  

Misty Escape

  At 15th level, if you drop to 0 hit points, you can instead drop to 1 hit point and immediately be under the effects of the spell gaseous form for 1 minute.   Once you use this feature, you can't use it again until you finish a long rest.  
Sanguinaires are quite intimidating combatants. They throw opponents around the battlefield, gashing deep and sucking the very life out of them, seemingly closing all of their wounds sustained from the fighting.   The stare of one can make a grizzled veteran become their biggest fan, trying their absolute best to help the Sanguinaire. Sanguinaires are usually arrogant and gluttonous.
 
LevelProficiency BonusFeaturesBattlecries
1st+2Iron Bond, Battlecry2
2nd+2Juggernaut Specialty, Superior Health2
3rd+2Juggernaut Ideal3
4th+2Ability Score Improvement3
5th+3Mighty Physique, Extra Attack3
6th+3Improved Iron Bond, Stockade4
7th+3Ideal Feature4
8th+3Ability Score Improvement4
9th+4Indefatigable4
10th+4Improved Grapple5
11th+4Ideal Feature5
12th+4Ability Score Improvement5
13th+5Improved Shove, Improved Superior Health5
14th+5Jotungrip6
15th+5Ideal Feature6
16th+5Ability Score Improvement6
17th+6Improved Juggernaut Specialty7
18th+6Steeled Nerves7
19th+6Ability Score Improvement7
20th+6Unstoppable Force8

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 10ft
Duration Up to 1 hour
Components V, S

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

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

Statblocks for your Trinkets, businesses, building, castles, empires.

DnD 5e XAN

Cook's Utensils

Tool Adventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit.
Components. Cook's utensils include a metal pot, knives, forks, a stirring spoon, and a ladle.
History. Your knowledge of cooking techniques allows you to assess the social patterns involved in a culture's eating habits.
Medicine. When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction.
Survival. When foraging for food , you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.
Prepare Meals. As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your cook's utensils and sufficient food.
COOK'S UTENSILS

Activity DC
Create a typical meal 10
Duplicate a meal 10
Spot poison or impurities in food 15
Create a gourmet meal 15
Common

Cost: 1 gp Weight: 8 lb.


 

Shovel

Adventuring Gear Common

A standard shovel used for digging.

Cost: 2 gp Weight: 5 lbs


 

DnD 5e, PHB

Pot, Iron

Adventuring Gear Common

A mundane pot made of iron, small enough to be considered 'portable'. Its capacity is 1 gallon liquid.

Cost: 2gp Weight: 10 lbs.


 

DnD 5e SRD

Clothes, Common

Adventuring Gear Common

This set of clothes could consist of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.

Cost: 5sp Weight: 3lb


 

World Anvil: The Ultimate Worldbuilding Toolset & RPG Campaign Manager

Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!

  • Speed up prep with a whole library of community statblocks you can copy (and edit!)
  • Enthrall your players with interactive maps, timelines, and a whole wiki of your world
  • Keep track of NPCs, PC character sheets, monster stats, treasure, journals, notes and more
  • Quickly look up essential info with session notes, campaign map markers, and bookmarked lore at your fingertips
  • Build your own campaign setting, or expand a prewritten campaign, with expertly created worldbuilding templates and prompts
  • Control who sees what in your worldbuilding wiki with secrets and subscriber groups
  • Collaborate with players and GMs to build the campaign setting of your dreams 
  • NEVER lose your notes!

GET STARTED TODAY!

Take the first step. Create your account. Your world and characters await!

100+ RPG systems