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Jorren 'Keel' Dalmaris

4 Level (0/6500 XP for level-up) Sailor/Rift Salvager Background Water Genasi Race / Species / Heritage Lawful Evil Alignment
Fighter (Champion)
Level 4
Hit Dice: 4/4
1d9+1 Class 1

STR
15
+2
DEX
14
+2
CON
13
+1
INT
10
+0
WIS
10
+0
CHA
10
+0
30
Hit Points
+2
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30/60/-
Speed (walk/run/fly)
10
Passive Perception
1 / 1
Action Surge
Spellcasting ...
+3 Attack mod
CON Ability
+1 Abi Mod
11 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+4 Strength
+2 Dexterity
+3 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+4 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
+4 Athletics STR
+0 Deception CHA
+0 History INT
+0 Insight WIS
+0 Intimidation CHA
+0 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+0 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+0 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Scythe +4 STR 2d4+2 slashing
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Shape Water +3 1 action 30 ft Instantaneous, or 1 hour S

Level 2 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Create or Destroy Water +3 1 action 30 ft Instantaneous VSM


Grappler




Features & Traits


Black Half Plate (spiked, rusted) (Med. Armour, disadv. on stealth checks, AC=15+DEX max+2), Scythe, Handaxe,




Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money


Proficiencies


Sailing


Languages


Common and Primordial


Armor


All armor, shields


Weapons


Simple weapons, martial weapons


Tools


Navigator's Tools




Languages & Proficiencies


Lust




Flaws


Taller individual; 6'7. Light brown eyes, Black curled hair (Jerry curls, James brown Black, rusted helm (scar down left eye socket) covering face/eyes; Black cape; Rusty chainmail greeves

Keel was part of a salvage crew that first discovered the Tooth Crater. After contact, he became volatile—raving about things that had never existed. He was quarantined and scrubbed, but gaps remain in time and ultimately the scrubbing was partially unsuccessful. He shouldn't remember the tooth…




Notes


™ & © 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.

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Fighter


Hit Points

Hit Dice: d10 per Fighter level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 + your Constitution modifier per fighter level after 1st

Proficiences

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Overview & Creation

Well-Rounded Specialists

Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.

Trained for Danger

Not every member of the city watch, the village militia, or the queen's army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.

Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life they left behind. There are greater risks, perhaps, but also much greater rewards.


Class Features

Fighting Style

You adopt a particular style of fighting as your speciality. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

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.

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 weapons must have the two-handed or versatile property for you to gain this benefit.

Protection

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. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself form 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.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of you regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

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

The number of attacks increases to three when you reach 11th level in this class and four when you reach 20th level in this class.

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use the feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background.

  • (a) chain mail or (b) leather armor, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack

 


Subclass Options

Battle Master

Champion

Wrangler


LevelBonusFeatures
1st+2Fighting Style, Second Wind
2nd+2Action Surge (one use)
3rd+2Martial Archetype
4th+2Ability Score Improvement
5th+3Extra Attack
6th+3Ability Score Improvement
7th+3Martial Archetype feature
8th+3Ability Score Improvement
9th+4Indomitable (one use)
10th+4Martial Archetype feature
11th+4Extra Attack (2)
12th+4Ability Score Improvement
13th+5Indomitable (two uses)
14th+5Ability Score Improvement
15th+5Martial Archetype feature
16th+5Ability Score Improvement
17th+6Action Surge (two uses), Indomitable (three uses)
18th+6Martial Archetype feature
19th+6Ability Score Improvement
20th+6Extra Attack (3)

Champion


Hit Points

Hit Dice: d10 per Champion level
Hit Points at first Level: See Fighter
Hit Points at Higher Levels: See Fighter

Proficiences

Armor: See Fighter
Weapons: See Fighter
Tools: See Fighter
Saving Throws: See Fighter
Skills: See Fighter

Overview & Creation

The archetypal Champion focuses on the development of raw physical power hone to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.


Class Features

Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a role of 19 or 20.

Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus (rounded up) to an Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Grappler

Strength 13 or higher

You’ve developed the skills necessary to hold your own in close--quarters Grappling. You gain the following benefits:  

  • You have advantage on Attack rolls against a creature you are Grappling.
  • You can use your action to try to pin a creature Grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both Restrained until the grapple ends.
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    Water Genasi

    Ability Score Increase +1 Wis, +2 Con
    Size Medium
    Speed 30 ft

    The lapping of waves, the spray of sea foam on the wind, the ocean depths—all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish.   Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi’s hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams.   Age Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.   Alignment Independent and self-reliant, genasi tend toward a neutral alignment.   Acid Resistance You have resistance to acid damage.   Amphibious You can breathe air and water.   Swim You have a swimming speed of 30 feet.   Call to the Wave You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

    Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.

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    Level 0 Spells

    Xanathar's Guide to Everything

    Shape Water

    0-level (Cantrip) Transmutation

    Casting Time 1 action
    Range 30 feet
    Duration Instantaneous, or 1 hour
    Components S

    You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

    • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
    • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
    • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
    • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

    If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


     

    Class(es): Druid, Sorcerer, Wizard

    Level 2 Spells

    SRD

    Create or Destroy Water

    1-level Transmutation

    Casting Time: 1 Action
    Range/Area: 30 ft (30 ft )
    Components: V, S, M
    Materials: a drop of water if creating water or a few grains of sand if destroying it
    Duration: Instantaneous
    Damage/Effect: creation
    You either create or destroy water. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.   Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
    Available for: Cleric, Druid, Oath of the Open Sea, The Fathomless

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