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Kendrin Drake Blaiddyd in Dungeons & Dragons 5e

Kendrin Drake Blaiddyd

Hero 11 Class & Level
Lord's Apprentice Background
Faerghus Race
Chaotic Good Alignment

Strength 20
+5
Dexterity 16
+3
constitution 14
+2
intelligence 17
+3
wisdom 14
+2
charisma 14
+2
Total Hit Dice 11
Hit Die
1d10+2
+0 proficiency bonus
+7 Strength
+3 Dexterity
+4 Constitution
+3 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+3 Acrobatics
+2 Animal Handling
+3 Arcana
+8 Athletics
+2 Deception
+5 History
+5 Insight
+3 Intimidation
+4 Investigation
+2 Medicine
+3 Nature
+2 Perception
+5 Performance
+4 Persuasion
+3 Religion
+3 Sleight of Hands
+3 Stealth
+2 Survival
skills Armor - Light, Medium, Shields   Weapons - +3 with Lances, +2 with Spears and Longswords.   Languages - Fodlan, Duscur proficiencies

 
17
Armor Class
92
Hit Points
+3
Initiative
30ft
Speed
Lance 1d20+8 1d8+7 1d10+5
Attacks
WEAPONS
Lance

ARMOR
Breastplate (M), Leather shield (+1)
Equipment
FIGHTING STYLES
Dueling = Add +2 to damage rolls when wielding a melee weapon in one hand and no other weapons.

Great Weapon Fighting = When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

EXTRA ATTACK
You can attack 3 times per turn with the Weapon Attack action.

SECOND WIND
Use a bonus action to regain hit points equal to 1d10 + your level. 2 uses per long rest.

COMBAT SUPERIORITY (INFO)
Superiority Dice: 5d10
Maneuver Save DC = 8 + weapon proficiency + strength or dexterity = 16 with lances / 15 with spears and longswords

COMBAT SUPERIORITY (MANEUVERS)
Disarming Attack = When you hit a creature, attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. Add your superiority die to the attack’s damage roll. The target must make a Strength saving throw. On a failed save, it drops the object you choose.

Sweeping Attack = When you hit a creature with a melee weapon attack, you can attempt to damage another creature with the same attack if they’re within 5 feet of the original target and within your reach. It hits if the original attack roll would hit the second creature. Roll a superiority die for damage.

Commander’s Strike = When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack, adding your superiority die to the attack’s damage roll.

Menacing Attack = When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Fighting Style: Great Weapon Fighting


Hit Points

Hit Dice: d4 per Fighting Style: Great Weapon Fighting level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

Fighting Style: Dueling


Hit Points

Hit Dice: d4 per Fighting Style: Dueling level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

Second Wind


Hit Points

Hit Dice: d4 per Second Wind level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Class Features

Secound Wind

  You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.   Once you use this feature, you must finish a short or long rest before you can use it again

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


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