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Nautilus Tidewalker

1 Level (0/300 XP for level-up) Harbour Man Background Whalefolk - Sperm Whale (looks like a blue whale) Race / Species / Heritage Neutral Alignment
Mariner
Level 1
Hit Dice: 1/1
1d10+4 Class 1

STR
17
+3
DEX
14
+2
CON
19
+4
INT
12
+1
WIS
14
+2
CHA
8
-1
14
Hit Points
+2
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
Walking 30ft, Swimming 40ft
Speed (walk/run/fly)
14
Passive Perception
Spellcasting ...
+6 Attack mod
CON Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+5 Strength
+2 Dexterity
+6 Constitution
+1 Intelligence
+2 Wisdom
-1 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+1 Arcana INT
+5 Athletics STR
-1 Deception CHA
+1 History INT
+2 Insight WIS
+1 Intimidation CHA
+1 Investigation INT
skills
+2 Medicine WIS
+1 Nature INT
+4 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Anchor - Melee +5 STR 1d8+3 Bludgeoning
 Properties: Heavy, Two-Handed
Anchor - Ranged +5 STR 1d8+3 Bludgeoning
 Properties: Heavy, Two-Handed, Thrown (Range 20/60), Finesse
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Sonic Blast +6 15ft Cone 1 Minute 2d6 V
 Notes:CON Save, Thunder, Deafening

Racial Features



Aquatic Nature: You can breathe underwater and are adapted to life in the ocean depths.

Echolocation: You have proficiency in the Perception skill. In addition, you can use echolocation to perceive your surroundings. As an action, you can emit sound waves, gaining blindsight with a range of 60 feet for 1 minute. During this time, you are deafened because of the intense sensory feedback. Once you use this ability, you can't use it again until you finish a short or long rest.

Whale's Resilience: You have advantage on saving throws against being charmed or frightened.

Oceanic Heritage: You have a natural affinity for the ocean and are proficient in the Athletics skill.

Sperm Whalefolk:



Deep Diver: You have resistance to cold damage, and you are adapted to extreme cold environments, as befitting the depths you often explore.

Sonic Blast: Once per short or long rest, you can unleash a powerful sonic blast in a 15-foot cone. Creatures in the area must make a Constitution saving throw (DC 8 + your Constitution modifier + your proficiency bonus) or take 2d6 thunder damage and be deafened for 1 minute. On a successful save, the damage is halved, and the creature is not deafened. The cone increases to 30 feet at 6th level, 45 feet at 11th level, and 60 feet at 16th level.


Class Features


Anchor Toss: At 1st level, you gain the ability to hurl your anchor at enemies. As an action, make a ranged attack with your anchor. The range is 20/60 feet, and on a hit, the target takes 1d8 bludgeoning damage plus your Strength modifier. The damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. You can use your Strength or Dexterity for the attack and damage rolls.

Features & Traits
Weapons: Anchor
Armor: Scale Mail
Tools: Navigator Tools
Other:A trophy from a fallen sea creature (a tooth)

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages: You can speak, read, and write Common and Aquan.
Armor Proficiencies: Light armor, medium armor
Weapon Proficiencies: Simple weapons, Anchors
Tools: Navigators Tools
Skills: Survival, Intimidation


Disadvantages:Stealth (armor)

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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The statblocks of your Weapons, armor and other important/magical equipment

Anchor

Weapon

Varies

Properties: Heavy, Two-Handed, Thrown (Range 20/60)

Crafted from sturdy materials like iron or steel, the anchor's shaft is thick and robust, with a length designed for both two-handed wielding and effective throwing. The top end of the anchor features the characteristic flukes or arms that dig into the seabed to secure a ship, but on this weapon, these elements have been adapted for combat.

Type Damage Damage Range
Simple Melee 1d8 Bludgeoning 20/60ft


Weight: 20 ppunds

DnD 5e SRD SRD

Scale Mail Armor

Medium Armor Common

This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

Type AC STR Req. Stealth Dis. Properties
Medium 14 + Dex Modifier (max 2) YES

Cost: 50 gp Weight: 45 lb


 

Homebrew

Cloak

Adventuring Gear

Common

A standard travelers cloak made of silk with a cotton lining. While commonly black, you can also get it in brown or grey. It covers your entire torso and ends at the knee. It also means you don't have to make saving throws against the effects of Extreme Cold, as described on page 109 of the DMG. This can be worn over clothes and armor.

Cost: 20 gp
Weight: 5 lbs

The statblocks of your class features

Mariner

The Mariner is a sea-faring warrior who wields a massive anchor as their primary weapon. Born from a deep connection to the ocean, Mariners harness the power of the sea to control the battlefield and defeat their foes. With a combination of powerful ranged attacks, skilled maneuvering, and a profound resilience, Mariners excel in both naval and terrestrial combat scenarios.
hit dice: 1d10
hit points at 1st level: 1d10 + Con
hit points at higher levels: 1d10 + Con
armor proficiencies: Light armor, medium armor
weapon proficiencies: Simple weapons, Anchors
tools: Navigators Tools
saving throws: Strength, Constitution
skills: Choose two from Athletics, Acrobatics, Perception, Survival, and Intimidation
starting equipment:
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a dungeoneer's pack or (b) an explorer's pack
A set of navigators' tools and a trophy from a fallen sea creature (such as a tooth or scale)
spellcasting:
class features:

Mariner Features:

Anchor Toss: At 1st level, you gain the ability to hurl your anchor at enemies. As an action, make a ranged attack with your anchor. The range is 20/60 feet, and on a hit, the target takes 1d8 bludgeoning damage plus your Strength modifier. The damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. You can use your Strength or Dexterity for the attack and damage rolls.   Anchor Retrieval: Starting at 2nd level, you can magically summon your anchor back to your hand as a bonus action. This ability becomes more potent at higher levels, allowing you to retrieve the anchor even if it is embedded in a surface.   Sea's Resilience: At 6th level, you gain advantage on saving throws against being restrained or grappled. Additionally, as a reaction when you are hit by a melee attack, you can evoke the power of the sea to push the attacker away. The attacker must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failed save, the attacker is pushed 10 feet away from you and knocked prone. Once you use this feature, you can't use it again until you finish a short or long rest.   Whirling Anchor: At 10th level, you can make a special attack using your anchor, targeting all creatures in a 10-foot radius. Make a separate attack roll for each target. On a hit, each target takes damage as if you had hit them with your Anchor Toss.   Anchor Mastery: At 14th level, your mastery over the anchor is unmatched. The critical range for attacks with your anchor expands by 1, meaning you score a critical hit on a roll of 19 or 20.   Tempest's Wrath: At 18th level, you can harness the power of the sea to enhance your attacks. Once per long rest, when you make an Anchor Toss, you can choose to deal an additional 4d8 lightning damage. This damage increases to 6d8 if the target is in contact with water.
subclass options:

1. Stormcaller

Chain Lightning: At 3rd level, your Anchor Toss gains the ability to arc between multiple foes. When you make a successful ranged attack with your anchor, you can choose a second target within 10 feet of the original target. The second target takes half the damage of the original target. This ability increases to two additional targets at 7th level and three additional targets at 15th level.   Tempestuous Defense: At 7th level, you gain the ability to call upon the storm to shield you from harm. When you are hit by an attack, you can use your reaction to gain resistance to the triggering attack's damage type until the start of your next turn.   Storm Surge: At 15th level, you can channel the power of the storm through your anchor. Once per long rest, when you make an Anchor Toss, you can choose to deal an additional 4d8 lightning damage. This damage increases to 6d8 if the target is in contact with water.  

2. Sentinel of the Depths

Anchor's Grasp: Starting at 3rd level, when you successfully hit a target with your Anchor Toss, you can use a bonus action to attempt a grapple against that target. If successful, the target is restrained until the grapple ends, and you can choose to move with the grappled creature as if it were a size category smaller.   Depth Stride: At 7th level, you gain the ability to move effortlessly through water. You gain a swim speed equal to your walking speed, and you can breathe underwater. Additionally, you can move through difficult terrain caused by water without expending extra movement.   Tidal Fury: At 15th level, you gain advantage on all melee attack rolls against creatures that are restrained. Additionally, when you successfully grapple a creature using your Anchor's Grasp feature, you can choose to deal damage equal to your Anchor Toss damage at the start of each of the creature's turns while it remains grappled.  

3. Iron Tide

Reinforced Anchor: Starting at 3rd level, your anchor becomes a formidable weapon with added weight and durability. The damage die for your Anchor Toss increases by one size (e.g., from 1d8 to 1d10).   Ironclad Defense: At 7th level, you gain proficiency with heavy armor. While wearing heavy armor, you can add your Strength modifier to your Armor Class.   Unstoppable Force: At 15th level, when you successfully hit a target with your Anchor Toss, you can choose to forgo dealing damage and instead push the target up to 30 feet away from you. If the target collides with a solid object or another creature, it takes additional damage equal to your Anchor Toss damage.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Whalefolk

Whalefolk are a seafaring race of humanoid creatures with strong ties to the oceans. Towering over most other races, they share physical characteristics with the majestic whales that roam the deep waters. With a natural affinity for the ocean and powerful aquatic abilities, whalefolk are well-suited to life beneath the waves.
ability score increase: Constitution +2, Wisdom +1
age: Whalefolk reach maturity around the age of 15, similar to humans. A whalefolk can live up to 200 years.
Size: Medium
speed: Walking Speed 30ft, Swimming Speed 40ft
Languages: You can speak, read, and write Common and Aquan.
race features:
Ability Score Increase: Your Constitution score increases by 2, and your Wisdom score increases by 1.   Size: Whalefolk are large creatures, standing between 7 and 8 feet tall. Your size is Medium.   Aquatic Nature: You can breathe underwater and are adapted to life in the ocean depths.   Echolocation: You have proficiency in the Perception skill. In addition, you can use echolocation to perceive your surroundings. As an action, you can emit sound waves, gaining blindsight with a range of 60 feet for 1 minute. During this time, you are deafened because of the intense sensory feedback. Once you use this ability, you can't use it again until you finish a short or long rest.   Whale's Resilience: You have advantage on saving throws against being charmed or frightened.   Oceanic Heritage: You have a natural affinity for the ocean and are proficient in the Athletics skill.
Whalefolk possess a distinct and imposing presence, standing between 7 and 8 feet tall and adorned with skin that often mirrors the patterns and colors of their whale counterparts. Their bodies are streamlined and well-adapted for both swimming and walking, and their eyes reflect a depth of wisdom gained from a life connected to the vast expanses of the sea.   Whalefolk communities are often found in coastal regions or on remote islands, where they thrive in harmony with the ocean. They are known for their camaraderie, deep connections to nature, and a keen understanding of the rhythms of the tides.

Whalefolk - Sperm Whale

Sperm Whalefolk are adapted to the cold depths of the ocean, with a thicker layer of blubber and resistance to cold damage. They are skilled divers, exploring the most extreme underwater environments. Sperm Whalefolk possess a unique ability to unleash sonic blasts, a powerful tool in both communication and defense.
ability score increase: Constitution +2, Wisdom +1
age: Whalefolk reach maturity around the age of 15, similar to humans. A whalefolk can live up to 200 years.
Size: Medium
speed: Walking Speed 30ft, Swimming Speed 40ft
Languages: You can speak, read, and write Common and Aquan.
parent race: Whalefolk
race features:
Ability Score Increase: Your Constitution score increases by 2, and your Wisdom score increases by 1.   Size: Whalefolk are large creatures, standing between 7 and 8 feet tall. Your size is Medium.   Aquatic Nature: You can breathe underwater and are adapted to life in the ocean depths.   Echolocation: You have proficiency in the Perception skill. In addition, you can use echolocation to perceive your surroundings. As an action, you can emit sound waves, gaining blindsight with a range of 60 feet for 1 minute. During this time, you are deafened because of the intense sensory feedback. Once you use this ability, you can't use it again until you finish a short or long rest.   Whale's Resilience: You have advantage on saving throws against being charmed or frightened.   Oceanic Heritage: You have a natural affinity for the ocean and are proficient in the Athletics skill.  

Sperm Whalefolk:

  Deep Diver: You have resistance to cold damage, and you are adapted to extreme cold environments, as befitting the depths you often explore.   Sonic Blast: Once per short or long rest, you can unleash a powerful sonic blast in a 15-foot cone. Creatures in the area must make a Constitution saving throw (DC 8 + your Constitution modifier + your proficiency bonus) or take 2d6 thunder damage and be deafened for 1 minute. On a successful save, the damage is halved, and the creature is not deafened. The cone increases to 30 feet at 6th level, 45 feet at 11th level, and 60 feet at 16th level.

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Morgatron247.

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