Remove these ads. Join the Worldbuilders Guild

Grub

13 Level (0/140000 XP for level-up) Elemental Jungle Background Lizardfolk/Symbiote Race / Species / Heritage Chaotic Neutral Alignment
Fighter
Level 13
Hit Dice: 13/13
1d13+5 Class 1

STR
28
+9
DEX
22
+6
CON
20
+5
INT
14
+2
WIS
16
+3
CHA
14
+2
523
Hit Points
+6
Initiative (DEX)
25
Armor Class (AC)
+5
Prof. Bonus
75ft
Speed (walk/run/fly)
18
Passive Perception
+10 Expertise Bonus
+5 Proficiency Bonus
+15 Strength
+7 Dexterity
+11 Constitution
+3 Intelligence
+4 Wisdom
+3 Charisma
saving throws
+6 Acrobatics DEX
+8 Animal Handling WIS
+2 Arcana INT
+19 Athletics STR
+2 Deception CHA
+2 History INT
+3 Insight WIS
+2 Intimidation CHA
+7 Investigation INT
+8 Martial WIS
+19 Smithin Tools STR
+19 Tinkerers Tools STR
skills
+3 Medicine WIS
+2 Nature INT
+8 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+2 Religion INT
+6 Sleight of Hand DEX
+11 Stealth DEX
+8 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Ability Score Increase. Your Strength and your Constitution scores increases by 1.

Size. Symbiote’s bonded size varies wildly depending on what they are bonded to, Symbiotes are usually one size larger than their host. Without a host they are small.

Speed. Your speed is usually the host's speed + 10ft, while not bonded your movement is 10ft.

Symbiotic Bond. You bond to a host organism becoming one being, or at least an unwanted guest. You have a telepathic link with your host, being able to detect thoughts and emotional signals, although the host can choose to block out certain things if they wish and while bonded the host has advantage on checks made to mind control them.

Overshadow. You can try to take control yourself without your host's command, if your host refuses you must both make a Wisdom Saving Throw, if you beat your host’s Wisdom Save then you activate the Living Suit ability. Every turn the host can attempt to regain control with another Wisdom Save, if the host succeeds then you will be forcefully retracted into the host. After a successful Overshadow you cannot attempt another until your next long rest.

Pseudopod. As a reaction you are able to extend a pseudopod tentacle to prevent an incoming attack, roll a Dexterity Saving Throw against the attack’s roll. On a successful save, take half of the damage yourself. This ability only works on physical attacks, you are unable to block magic. You can do this a number of times equal to your Constitution Modifier + your character level. This can also be used to make an attack at a creature within 5ft, the attack deals 1d4 bludgeoning + 1d4 acid/poison/necrotic.

Host Dependency. Symbiotes require a host to survive and though they can temporarily leave their host, they will need to return to them soon. A Symbiote can survive for 24 hours without a host, in this time they gain a point of exhaustion every 4 hours. They can temporarily bond with another host and drain them, doing so takes 1 hour and this removes all points of exhaustion and resets the time you can survive to 24 hours.

Living Suit
As an action, you call upon your Armor to give you an advantage in the fight. You gain the following benefits;

You gain +2 to your Weapon Attack and Damage, Gain Temp hp based on half your Max hit points.

The First Weapon Attack or Spell gains an additional 1d6 to Lightning damage adding Vorpal to the element.

Once on each of your turns, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra Vorpal damage equals half your level rounded down. This Form lasts till the end of combat and can be used once after a Short and Long Rest.


Swim Speed. You have a swimming speed of 30 feet.

Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.

Hold Breath. You can hold your breath for up to 15 minutes at a time.

Hunter's Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.

Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Hungry Jaws. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier (minimum of 1), and you can't use this trait again until you finish a short or long rest.

Languages. You can speak, read, and write Common and Draconic.

Tough

Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Dragon Features
Born from Stars, Ash, and Fire
Gain Immunity to Fire and Vorpal damage and any creature that hits you with a melee attack while within 5 feet takes up to Double your Spell Mod (Max of 15) of Astral Damage once per round.
------------
Living Time Forge
You bring a portable bauble that summons a Temporal bubble around you and teleporting your forge to your location. This Temporal Bubble only lasts for 30 mins, cannot be used by others and in combat, only you can enter and leave the bubble, and can only be used during a short/long rest or, when you need to get a Wild Card Tool.

Wild Card Tool
You are able to craft any item (Non Magical Common-Rare item) needed for the situation to solve an issue. Depending on what is being crafted it takes a duration of 1 minute in the real world to craft. This item lasts until you make another item using this ability. You are unable to sell these items. You are able to do this crafting up to your casting modifier per short or long rest. [requires tool prof otherwise roll with a DC 15 - forge cleric level]
-----------------
Unbreakable Forger
Gain the identify spell without material costs. If you are to break an Item will forging you may roll 2d100 and choose the highest cost that doesn''t end in a break. If you roll a 100 doing this the item gains Unbreakable Trait. This feature can only activate twice per month.

F-it I'll do this later
If an item does break during forging. You are able to repair things faster than normal, reduce material costs and time spent on Item Breaks by half. This effect doesn't Stack with itself.
-------------------
Paradox Shaper's Gift
A long rest grants you the ability to roll two d100s and record the numbers rolled. You can replace any Forge Check made by you or a creature you are assisting Forge. You must choose to do so before the roll, and you can replace a roll in this way only once per roll.
--------------------
Fornaxian's Blessing
Gain 2 Additional Attunement Slots, 2 Draconic Prime Materials, and for each attuned item you gain +20 Max Hp, +5 Movement to All, and +10 Temp Hp after doing a short rest.

-------------------------
Forger of all, Slave to None
You can choose one of the Forge Expertise Tables and gain all Expertises(if applicable) from the table and, then gain 1 additional Expertises from the other 2 forge tables.
Ex: Master Weapon Crafting then gain one Expertise from Armor and one Expertise from Wonderous.
------------------------
One with the Time Forge (Old Dragon Vow)
As an action you gain advantage on ability checks and d100s for up to 1 min or as long you are Forging. As long this is active you add an additional 1d6 to the roll. This can minus or add to your d100s rolls. You can use this feature once per long rest.
--------------------
Temporal Warfare
Whenever you are in True Combat with an enemy, You first must succeed a martial or investigation check against the hostile creature/object to know what the item/creature does. Whenever, you damage the creature, you can sunder the item or creature. The creature/object must make a Contested check of Athletics, Acrobatics, Slight of Hand, or Investigation. If they fail you seal one of the items, object, or creature abilities with a temporal seal till the start of your next turn. You can do this once per round.

Disclaimer: This Ability doesn't Seal Exa-Auras, Exa-Finales, or Transformations.

Deny the Void Mother
Whenever you would counter or stop an ability or spell from a hostile creature. You can use a charge from a Rare or greater Magic Item to Seal that ability or spell till the Start of your next turn. You can do this once per round.
---------------------
Dragon Vow

For the Empress!!! I Shall Know No Fear Against the Void
As an action; your items regains 1 charge for each item charge used this combat and, you heal +10 hp for each charge that was regain this way. Then you gain the following,

The Temporal Imperium's Armory
Within 60 ft all Rare or greater Items you make and are attuned to gain the following for one minute or when you use Megiddo Extermination

Weapons: Converts all Weapon damage to Astral and any bonuses to the damage is Etheral.
Armors: Your DR and Temp Hp Can't be Pierced or Ignored.
Shields: Your Movement gains Unstoppable.
Wonderous: All Saves gain +2 and if you succeed on a save due to this effect you gain 1 Time and Fate Dice. (Max of 3 per combat)

You can do this Dragon Vow twice per Long Rest.

Megiddo Extermination
As an action and while you are still in this state you throw your portable bauble into the air and shoot it to summon a portal to space as your mech, ship, crab, train, or ect shoot a huge laser from your forge down into the lands below in a 120 foot radius Dealing Xd10 True Vorpal Damage. All Hostile Creatures must make a Con Save. On a Save they take half damage and you true heal the other half, then the blast remove all debuffs from you and allies. X is for each item charge you used in this combat (The Max equal to your Level.)

Features & Traits
Gamblers Fallacy – Grub
Wondrous – Playing Cards – Draconic – Requires Attunement
This deck has managed to win from those who play against it not only their hearts, but their spades, clubs, and most importantly, their diamonds.

Luck Of The Draw
This deck of 52 cards stays at the ready at all times, always ready for a game.

Each time you make a weapon attack during true combat, you draw and play a card. This card persists until discarded, and possesses a value dependent on the card. 2-10 are equal to their number, face cards are equal to 10, and aces are either 1s or 11s.

Once you have drawn cards totaling in a value of 21 or more, you discard all played cards and an effect occurs accompanying that attack.
-
Busts:
If your total is higher than 21, you get a Bust, triggering one of the following effects on a hit, based on the last drawn suit and the total value of the cards drawn when you busted:

Hearts - Regain hit points equal to the drawn total.

Diamonds - Gain temporary hit points equal to the drawn total

Spades - Deal additional weapon damage equal to half the drawn total

Clubs - Take weapon damage equal to half the drawn total


Payouts:
If the value of the cards you've drawn equals exactly 21, you get a Payout, granting advantage to the attack that drew the most recent card, and triggering different effects based of the most recently drawn suit:

Hearts - All creatures of your choice within 60 feet gain a d12 that can be used on any one attack roll, ability check, or saving throw within the current combat. When this d12 is used, the roll is also granted advantage.

Diamonds - You have 21 DR to all sources of damage until the start of your next turn.

Spades - You gain advantage on the first attack roll, ability check, and saving throw that you make before the end of your next turn.

Clubs - This turn, you can make three additional attacks. If the first attack hits, you regain 21 hit points. If the second attack hits, you gain 21 temporary hit points. If the third attack hits, it deals an additional 21 weapon damage.


• If you get a payout while it is not your turn, the benefits occur at the start of your next turn.

Shuffling
You can use your action to shuffle the deck, adding all cards, active and discarded, back into it.
-
Stacking The Deck
Whenever you would make a saving throw during true combat, you can choose to draw a card, playing it and adding the cards value to the result of your roll.

If this gives you a Bust, its effects occur on your next weapon attack. If it gives you a Payout, its benefits occur at the start of your next turn.

You can use this ability once, regaining its use whenever the deck shuffles.

"Forget the odds, I'm feeling lucky."

Cut Out The Jokers
As a bonus action on your turn, you can take up to two joker cards and make up two ranged weapon attacks with them against a creature with a short range of 30 feet and a long range of 60 feet.

On a hit, the creature takes 1d10 + your Strength or Dexterity modifier slashing damage. These cards are considered thrown weapons.

If one card hits, the target must make a DC21 Wisdom saving throw or be affected by Confusion. If two cards hit, the creature only makes one saving throw, but at disadvantage.

You have two joker cards to throw, and they return to you once you complete a long rest.

"The only joker left is you."

Great Gamer
This deck can be used as a regular playing card deck, except that you gain the following benefits when using it:
• You gain proficiency in playing cards, or expertise if you were already proficient.
• All checks made with this deck have a +3 bonus.
• This deck can be used to cheat magically, ensuring you win. This can be detected by a creature playing against you on a successful DC 21 Wisdom (Insight) check.

"All skill? All luck? Why not both?"

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Smiths Tools expertise
Tinkerers tolls expertise
Athletics expertise

Languages & Proficiencies


™ & © 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

Pseudophoenix

Tiny celestial, lawful good
Armor Class 13 (Natural Armour)
Hit Points 7hp (2d4+2) 2d4+2
Speed 15ft Fly: 60ft

STR
4 -3
DEX
16 +3
CON
13 +1
INT
10 0
WIS
10 0
CHA
16 +3

Skills Medicine +2, Perception +2
Damage Resistances Fire
Senses Darkvision 60ft., passive perception 12
Languages Understands common and celestial but cannot speak.
Challenge 1/4


Flyby. The pseudophoenix does not provoke attacks of opportunity when leaving an enemy's reach.   Immolation. When the pseudophoenix dies, it deals 8 (2d6) fire damage to all creatures within 5ft of it.


Actions

Beak. Melee Weapon Attack: +5, Reach 5ft., one target Hit: 5 (1d4+3) piercing damage   Wing Attack. Melee Weapon Attack: +5, Reach 5ft., one target Hit: 5 (2d4) fire damage 2d4


 
[block: 500 gold Chain Mail 2x Spears 2x Hand Axes Explorers Pack Smiths Tools Livewire Artifact +1 Polearm(Lance)-Parasyte Life Force Attunement-This Item Dies if the Host Dies and they both Suffer True Death. Once Attuned it cannot be unattuned -------------------   Electro Lyfe +50 Max Hp and this Bonus is Double after Passing 250 Hp.   Living Lightning Force On your turn]
[block: you can use a bonus action to lose any resistance of all damage types and instead take 25% more damage from those damage types for One Min. After Damage is Dealt You gain Temp Hp based of the Additional Damage taken as long as you don't have temp hp.   This Effect only happens twice per round.   This Temp Hp and other forms of Temp hp can be used for activating different Active effects of this armor.   You can use this ability twice]
[block: regaining all expended uses upon completion of a short rest.   Your Right Hand Man On your turn]
[block: as a Bonus Action and while having Temp Hp to summon a battle flag from your Lance that empowers allies and yourself for this round. All allies within 30 feet of you gain advantage on their first attack roll on their turn for 1 round and gain double the amount of Temp Hp you control. You True Heal based on the amount of Temp Hp given to one ally this turn.   You can use this ability once]
[block: regaining all expended uses upon completion of a short rest.   Sonic Scream Combat On your turn]
[block: and that attack can score a critical hit on a roll of 15-20.   Using this feature forces an opportunity attack from your target]
[block: and their attack can score a critical hit on a roll of 15-20. The target attack does use their reaction if they haven't used it already.   You can use this ability three times]
[block: regaining all expended uses upon completion of a short rest.   Life Bolt Break On your turn]
[block: as a Bonus Action and in Living Lightning Force you can activate your armor to add bonus Astral damage of all melee weapon attacks equal to half of the largest amount of damage you have taken in this round.   You can use this ability Twice per Long Rest]
[block: regaining all expended uses upon completion. =======================   1 reward ticket   Wand of Wet Socks Exotic- 50]
[block: 000 gp Attunement   This wand has 5 charges. While holding it]
[block: you can use an action to expend 1 of its charges and target wearing socks you can see within 30 feet of you. The target must succeed on a your spell DC Int saving throw or be forced to have Wet Socks for 1 minute.   Wet Don't Bother Me Anyways- You gain +10 movement and a swim speed equal to your movement. If you already have a swim speed gain +10 to you swim speed. If you have wet socks on you gain a +10 fly speed.     The wand regains all expended charges daily at dawn. If you expend the wand's last charge]
[block: the wand transforms into a Wand of Wet Shirts.   Gambler's Gambit Cards 350]
[block: 000 gp Craft Slot:Wonderous(Exotic) and Weapons(Tech) Attuned Dragons:Lupin   Rod of Retribution (A) Hat of Vermin Wand of Conducting Wand of Pyrotechnics Wand of Scowls Wand of Smiles Bag of Holding Cloak of Protection (A) Serpent Scale Armor Shield+1 Ring of Missile Snaring (A) Leviathan King Egg Pocket Arcane Cannon This Pocket cannon can be summoned as an item interaction to become a Large cannon is imbued with magic. It requires no ammunition and doesn't need to be loaded. It takes one action to aim the cannon and one action to fire it. After the cannon has fired]
[block: it must recharge for 5 minutes before it can be fired again.   The creature firing the cannon chooses the effect from the following options:   Acid Jet. The cannon discharges acid in a line 300 feet long and 5 feet wide. Each creature in that line must make a DC Dexterity saving throw]
[block: a creature that fails its saving throw takes (2d10) acid damage at the start of each of its turns; a creature can end this damage by using its action to wash off the acid with a pint or more of water.   Fire Jet. The cannon discharges fire in a line 300 feet long and 5 feet wide. Each creature in the area must make a DC Dexterity saving throw]
[block: or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.   Frost Shot. The cannon shoots a ball of frost to a point you can see within 1]
SRD

Saber-Toothed Tiger

Large beast, unaligned
Armor Class 12
Hit Points 57 7d10+14
Speed 30ft

STR
18 +4
DEX
14 +2
CON
15 +2
INT
3 -4
WIS
12 +1
CHA
8 -1

Skills Perception +3 , Stealth +6
Senses passive Perception 13
Challenge 2 (450 XP)


Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strenght saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.


Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 1d10+5 piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 2d6+5 slashing damage.


 
[block: ending the effect on itself on a success.   Lightning Shot. The cannon shoots a ball of lightning to a point you can see within 1]
SRD

Saber-Toothed Tiger

Large beast, unaligned
Armor Class 12
Hit Points 57 7d10+14
Speed 30ft

STR
18 +4
DEX
14 +2
CON
15 +2
INT
3 -4
WIS
12 +1
CHA
8 -1

Skills Perception +3 , Stealth +6
Senses passive Perception 13
Challenge 2 (450 XP)


Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strenght saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.


Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 1d10+5 piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 2d6+5 slashing damage.


 
[block: or half as much damage on a successful one. Creatures wearing metal armor have disadvantage on the save.   Poison Spray. The cannon expels poison gas in a 60-foot cone. Each creature in that area must make a DC Constitution saving throw. On a failed save]
[block: ending the effect on itself on a success. ]

The statblocks of your class features

[block: Tunnel Fighter As a bonus action]
[block: and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.   Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn]
[block: you can use a bonus action to regain hit points equal to 1d10 + your fighter level.   Once you use this feature]
[block: you must finish a short or long rest before you can use it again.   Action Surge Starting at 2nd level]
[block: you can take one additional action.   Once you use this feature]
[block: but only once on the same turn.   Bonus Proficiency When you choose this archetype at 3rd level]
[block: you learn one language of your choice.   Fighting Spirit Starting at 3rd level]
[block: increasing to 10 at 10th level and 15 at 15th level.   You can use this feature three times]
[block: and you regain all expended uses of it when you finish a long rest.   Extra Attack Beginning at 5th level]
[block: 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 to four when you reach 20th level in this class   Elegant Courtier Starting at 7th level]
[block: you gain a bonus to the check equal to your Wisdom modifier.   Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency]
[block: you instead gain proficiency in Intelligence or Charisma saving throws (your choice).   Beginning at 9th level]
[block: and you can't use this feature again until you finish a long rest.   You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.   Tireless Spirit Starting at 10th level]
[block: you regain one use.   Improved Critical Beginning when you choose this archetype at 3rd level]
[block: your weapon attacks score a critical hit on a roll of 19 or 20.   Champion: Remarkable Athlete Starting at 7th level]
[block: or Constitution check you make that doesn't already use your proficiency bonus.   In addition]
[block: the distance you can cover increases by a number of feet equal to your Strength modifier.     Spear Mastery Though the spear is a simple weapon to learn]
[block: it rewards you for the time you have taken to master it. You gain the following benefits: You gain a +1 bonus to attack rolls you make with a spear. When you use a spear]
[block: and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon's die.) You can set your spear to receive a charge. As a bonus action]
[block: or an extra 1d10 piercing damage if you wield the spear with two hands. You can't use this ability if the creature used the Disengage action before moving. As a bonus action on your turn]
[block: you can increase your reach with a spear by 5 feet for the rest of your turn.   Sentinel You have mastered techniques to take advantage of every drop in any enemy's guard]
[block: gaining the following benefits: When you hit a creature with an opportunity attack]
[block: the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat)]
[block: you can use your reaction to make a melee weapon attack against the attacking creature.   Mage Slayer You have practiced techniques useful in melee combat against spellcasters]
[block: gaining the following benefits: When a creature within 5 feet of you casts a spell]
[block: you can use your reaction to make a melee weapon attack against that creature. When you damage a creature that is concentrating on a spell]
[block: that creature has disadvantage on the saving throw it makes to maintain its concentration. You have advantage on saving throws against spells cast by creatures within 5 feet of you.   Polearm Master: You can keep your enemies at bay with reach weapons. You gain the following benefits: When you take the Attack action and attack with only a glaive]
[block: and the attack deals bludgeoning damage. While you are wielding a glaive]

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.


Created by

DisowendCrayon.

Statblock Type

Character Sheet (latest)

Link/Embed