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Kallavan

3 Level (0/2700 XP for level-up) City Guard Background Crom Sprite Race / Species / Heritage Neutral Good Alignment
Fighter
Level 3
Hit Dice: 3/3
1d10+3 Class 1

STR
9
-1
DEX
19
+4
CON
16
+3
INT
12
+1
WIS
11
+0
CHA
11
+0
31
Hit Points
+4
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
Marche : 10 pieds Vol : 30 pieds
Speed (walk/run/fly)
10
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+4 Dexterity
+5 Constitution
+1 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+6 Acrobatics DEX
+0 Animal Handling WIS
+1 Arcana INT
+1 Athletics STR
+0 Deception CHA
+1 History INT
+2 Insight WIS
+2 Intimidation CHA
+1 Investigation INT
skills
+0 Medicine WIS
+1 Nature INT
+0 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+1 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longbow +6 DEX 1d8+4 piercing
 Ammunition (range 150/600), heavy, two-handed
Light Crossbow +6 DEX
Swordspear +6 DEX 1d10+4 Slashing or Piercing
  Special, Versatile (1d12), reach, heavy, Two-handed, Finesse.
Attacks
an explorer's pack, Instrument-Horn ( proficient ) , un kit de vêtement commun, Un collier possédant l'insigne ma cité, une paire de menottes et 2 clés , manteau de garde, un pochette de ceinture contenant 10 pièces d'or, 20 flèches et 20 carreaux.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
I can stare down a hellhound without flinching.

Personality Traits


™ & © 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

Leather Armor

Armor (Light)

Common

The Breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis.
Light 12-18 - No

Cost: 40gp
Weight: 10lb

https://www.dandwiki.com/wiki/Swordspear,_Variant_(5e_Equipment)

Swordspear

Weapon

Varies

A swordspear is similar to a normal spear in length, but with a bigger, wider blade that sacrifices the balance of the spear stripping it of it's ability to effectively be thrown, as well as making it more difficult to wield. The thick "spear tip" can allow for large, slashing attacks as opposed to the normal piercing strikes of a spear. Prior making an attack on a creature, a swordspear's wielder can choose to deal either piercing or slashing damage against the target. If it is not decided prior to an attack, the damage defaults to piercing damage.

Special Gore, when making a piercing attack you can spend your action to try and grapple the targeted creature, on a successful grapple the creature is gored on the swordspear allowing you to at a later turn rip the spear out of the target as a part of your next attack action to deal an extra 1d10 damage. When a creature is grappled this way they're lifted into the air to prevent them from moving. When the next attack happens the creature is thrown off the spear sending them back 10 feet.

Type Damage Damage Range
Martial Melee 1d10 / Slashing or Piercing, Special, Versatile (1d12), reach, heavy, Two-handed, Finesse. Slashing

Cost: 30gp
Weight: 15lb

DnD 5e SRD SRD

Longbow

Ranged Weapon Ammunition, Heavy, Two-Handed Common

Type Damage Damage Range Properties
Martial 1d8 Piercing 150/600 ft Ammunition, Heavy, Two-Handed

Cost: 50 gp Weight: 2 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


 

DnD 5e PHB

Crossbow, Light

Weapon

Common

Ammunition, Loading, Two-Handed

Ammunition
You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Loading
Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Range
A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Two-Handed
This weapon requires two hands to use.

Type Damage Damage Range
Simple Ranged 1d8 Piercing 80/320 ft

Cost: 25gp
Weight: 5 lb

PHB, page 151

Explorer's Pack

Adventuring Gear

Common

Includes:
  • a backpack
  • a bedroll
  • a mess kit
  • a tinderbox
  • 10 torches
  • 10 days of rations
  • a waterskin
  • 50 feet of hempen rope

Cost: 10gp
Weight: 35lb

The statblocks of your class features

Fighter(Eldritch Knight)


Hit Points

Hit Dice: d10 per Fighter(Eldritch Knight) level
Hit Points at first Level: 10 + Con
Hit Points at Higher Levels: 1d10 ( or 6 ) + Con

Proficiences

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

Class Features

Fighting Style You adopt a particular style of fighting as your specialty. 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.   • Close Quarters Shooter (UA) When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.   • 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 weapon must have the two-handed or versatile property for you to gain this benefit.   • Mariner (UA) As long as you not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.   • 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.   • Tunnel Fighter (UA) As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.   • 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 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.   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 your 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.   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 to 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 this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.


Starting Equipment

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

 


Spellcasting

Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
Cantrips You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.   Spell Slots The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.   Spells Known of 1st Level and Higher You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.   The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.   The spells you learn at 8th, 14th, and 20th level can come from any school of magic.   Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.   Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

 


Subclass Options

Weapon Bond At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.   Spellcasting When you reach 3rd level, you augment your martial prowess with the ability to cast spells.   War Magic Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.   Eldritch Strike At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.   Arcane Charge At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.   Improved War Magic Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

https://www.dandwiki.com/wiki/Sprite_(5e_Race)

Sprite

In secret groves and shaded glens, tiny sprites with dragonfly wings flutter. For all their fey splendor, however, sprites lack warmth and compassion. They are aggressive and hardy warriors, taking severe measures to ward off strangers from their homes. Interlopers that come too close have their moral character judged, they are put to sleep or frightened off.
ability score increase: Your Charisma score increases by 1, and your Dexterity score increases by 1.
age: Sprites can live to be about 130 and reach maturity at around 10.
alignment: Sprites are almost exclusively good, and, more often than not, neutral.
Size: Tiny
speed: Your base walking speed is 10 feet.
Languages: You can speak, read, and write Common and Sylvan.
sub races:
Crom Sprites
race features:
Fly. Your have a flying speed equal to 30 feet, however, you cannot fly higher than this. Heart Sight. As an action, you touch a creature and magically know the creature's current emotional state. If the target fails a Charisma saving throw, you also know the creature's alignment. The DC for this save is equal to 8 + your Charisma modifier + your proficiency bonus. Celestials, fiends, and undead automatically fail the saving throw. Invisibility. You can cast the invisibility spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.
Forest Protectors     Sprites build little villages in the boughs of trees and willing treants, in verdant glades brightened by moss, wildflowers, and toadstools. Wild nature thrives, and the sprites allow no trespassers. When intruders are spotted, the sprites lead them astray with ominous rustling from the bushes and distant snapping twigs. Creatures foolish enough to persist in intruding on a sprite's territory are stung with poisoned arrows and lulled into a senseless sleep. While they slumber, the sprites make good their escape, retreating to an even more secluded area of the forest.   Similar mishaps in many areas of terrain where these little guardians dwell. Tread lightly and respectfully or pay the price.   Heart Seers   Sprites can sense whether a creature is good or evil by the sound and feeling of its beating heart. Weighing the balance of a creature's past actions, a sprite can tell whether its heart beats rapidly in love or flags in sorrow, or whether it is darkened by hate or greed. The sprite's power to perceive the heart always shows the truth, because the heart can't lie.   Because they are judges of the heart and favor good creatures, sprites oppose the will of evil fey and pledge to thwart evil archfey at every turn. If they encounter adventurers on a quest to rid their forest of an evil fey creature or goblinoid menace, they will pledge their support and even come to their aid when the adventurers least expect it. Unlike pixies, sprites rarely indulge in frivolous merriment and fun. They are firm warriors, protectors, and judges, and their stern bent causes other fey to consider them overly dour and serious. However, a fey that respects the sprites' territory finds them staunch allies in times of trouble.   However, this is not always the case, as there is a time and season for all the sprite kind. Some clans are not talked about and are served for times of war or defense when nothing else seems to work... They are shunned by the other clans, and they are ok with that because they understand not all can handle their level of commitment to do whatever it takes, by any means necessary, however long it takes.   Clansmen and Poison Brewers   Sprites hold their kin at the highest of esteem; they never harm a fellow clansmen or do any mischief. Their clans divided up by sub-races which can be easily spotted and recognized. They mostly form either a hierarchy, a matriarch, or a patriarch, and sometimes in rare cases, they are run by a council of their elders.   In their forest domains, sprites brew toxins, unguents, antidotes, and poisons, including the sleep poison with which they coat their arrows. They venture.far into the woods to harvest rare flowers, mosses, and fungi, sometimes crossing dangerous territory to do so. If desperate, sprites even steal their ingredients from the gardens of hags.

Statblocks for companions, followers and other allies.

City Guard

City Guards come from all walks of life, whether they be born into it, a retired solider or mercenary, a reformed criminal or perhaps just your average citizen in need of a job. They form the back bone of law and order but also form an effective fighting unit in the event of a siege or bandit raid. Garrisons vary wildly depending on location and culture. Some are the perfect aspiration of honor and justice while others are little better than enforcers for the local ruler. Important things for a City Guard to consider are: How did you end up a guard? What city are you from? Why did you leave? What was your garrison like?

Skill Proficiencies One of your choice from Athletics or Acrobatics and Insight or Investigation
Tool Proficiencies You are proficient in the musical instrument of horn
Languages One non-exotic language
Equipment Instrument-Horn, a set of common clothes, City Insignia on a necklace, pair of shackles and 2 keys, Guards Cloak and a belt pouch containing 10 gp

Features

[One of the Guard: When in a city or town you can always find food and a place to sleep with the local guards garrison. The local Guards will be hesitant to start a fight with you and are likely to come to your aid in a fight, the guards will also believe you except in the face of overwhelming evidence or under the command of a superior. For this effect to apply you must be in a city that you would fit in as a Guard, this is decided by the DM.

Traits

Dice 1d8 Personality Trait
1I am always polite and respectful
2My friends know they can rely on me no matter what
3Breaking up a brawl is the fun part of my day
4I can stare down a hellhound without flinching
5I enjoy being strong and able to protect others
6My language is as foul as a bugbear
7I like the night patrols best, very peaceful and very not
8I like gate duty best

Ideal

Dice 1d6 Ideal
1Our lot is to lay down our lives for others (Good)
2I must do as the city rulers command to keep order (Lawful)
3I must do what is right for the city despite orders (Chaotic)
4People will always do as I say with force (Evil)
5There will always be crime, as sure as there will be guards (Neutral)
6I love my city, and I will do anything to protect it (Any)

Bond

Dice 1d6 Bond
1It is my duty to protect the city and its citizens
2My fellow Guards are my brothers/sisters in arms
3Someone saved my life on patrol, and I still owe them to this day
4My honor is my life
5I will never forget or forgive the crime lord who killed my fellows
6I fight for those who cannot fight for themselves

Flaw

Dice 1d6 Flaw
1I made a mistake once, and it cost a lot of lives
2My hatred for raiders is blinding and furious
3I obey the law even when it serves no good
4I can be bribed easily; a few gold here, please...
5I care only for my own authority
6I will never let injustice pass me by


Dice 1d6 Guardsman
1Wall Watchman
2Gate Guard
3Palace Gaurd
4Street Patrol
5Guard Officer
6Dungeon Warden

Statblocks for your spells.

Level 0 Spells

SRD

Booming Blade

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: self (5 foot radius)
Components: SM
Materials: a melee weapon worth at least 1 sp
Duration: 1 round
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
At higher levels: This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8 . Both damage rolls increase by 1d8 at 11th level ( 2d8 and 3d8 ) and again at 17th level ( 3d8 and 4d8 ).
Available for: Artificer, Sorcerer, Warlock, Wizard

SRD

Green-flame Blade

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: self (5 foot radius)
Components: SM
Materials: a melee weapon worth at least 1 sp
Duration: instantaneous
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
At higher levels: This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level ( 2d8 and 2d8 ) and 17th level ( 3d8 and 3d8 ).
Available for: Artificer, Sorcerer, Warlock, Wizard

Level 1 Spells

SRD

Cause Fear

1-level Necromancy

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: Concentration, up to 1 minute
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Available for: Warlock, Wizard

SRD

Shield

1-level Abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile
Range/Area: self
Components: VS
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Available for: Sorcerer, Wizard

Strixhaven: A Curriculum of Chaos

Silvery Barbs

2-level Enchantment

Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
Range/Area: 60 feet
Components: V
Duration: Instantaneous
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.   You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

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


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R0ckychan.

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