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Kodak SwiftFist

2 Level (0/900 XP for level-up) Traveling Merchant Background Goliath Race / Species / Heritage Neutral Good Alignment
Martial Artist
Level 2
Hit Dice: 2/2
1d8+2 Class 1

STR
12
+1
DEX
16
+3
CON
14
+2
INT
10
+0
WIS
14
+2
CHA
10
+0
16
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
40/80
Speed (walk/run/fly)
12
Passive Perception
2 / 2
Focus Points
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+5 Dexterity
+2 Constitution
+0 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+5 Acrobatics DEX
+2 Animal Handling WIS
+0 Arcana INT
+3 Athletics STR
+0 Deception CHA
+2 History INT
+4 Insight WIS
+0 Intimidation CHA
+0 Investigation INT
skills
+2 Medicine WIS
+0 Nature INT
+2 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+0 Religion INT
+3 Sleight of Hand DEX
+5 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unarmed Strike +5 DEX 1d4+3 Bludgeoning
 Melee Attack
Attacks

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 50, Platinum: 0 Money
Elvish
Celestial
Dwarvish
Common

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

The statblocks of your class features

Sentinel

Sentinel

Prerequisite: 4th+ Level, Proficiency with any Martial Weapon
Repeatable: No
 

You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

Guardian. Immediately after a creature within 5 feet of you takes the Disengage Action or makes an Attack Roll against a target other than you, you can make an Opportunity Attack against that creature.

Halt. When you hit a creature with an Opportunity Attack, the creature’s Speed becomes 0 for the rest of the turn.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Goliath

Ability Score Increase +2 STRENGTH and +1 CONSTITUTION
Size Medium
Speed 30ft

Weapon proficiencies:

Great axe & Great sword.    

STONE’S ENDURANCE:

YOU CAN FOCUS YOURSELF TO OCCASIONALLY SHRUG OFF INJURY. WHEN YOU TAKE DAMAGE, YOU CAN USE YOUR REACTION TO ROLL A D12. ADD YOUR CONSTITUTION MODIFIER TO THE NUMBER ROLLED AND REDUCE THE DAMAGE BY THAT TOTAL. AFTER YOU USE THIS TRAIT, YOU CAN’T USE IT AGAIN UNTIL YOU FINISH A SHORT OR LONG REST.    

POWERFUL BUILD:

YOU COUNT AS ONE SIZE LARGER WHEN DETERMINING YOUR CARRYING CAPACITY AND THE WEIGHT YOU CAN PUSH, DRAG OR LIFT.    

MOUNTAIN BORN:

YOU ARE ACCLIMATED TO HIGH ALTITUDE, INCLUDING ELEVATIONS ABOVE 20,000 FEET. YOU ARE ALSO NATURALLY ADAPTED TO COLD CLIMATES.  

COLD RESISTANCE:

YOU HAVE RESISTANCE TO COLD BASED DAMAGE FROM ATTACKS,THE WEATHER OR MAGIC.

Languages. Giantish & Kelldorian (Common)  

Extra Languages:

If you have an INTELLIGENCE of 15 or more you can read,write and choose TWO EXTRA Languages from Orcish,Goblin,Troll (Mountain) or Thullish (Ogre).

Stone's Endurance

Goliath

You can supernaturally draw on unyielding stone to shrug off harm. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.   You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Mountain Born

You have resistance to Cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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

DnD 5e Players handbook

Clothes, Travelers

Adventuring Gear Common

A set of common travelers clothes to protect from the elements. This may be a set of oiled leathers or tailored furs.

Cost: 2 gp Weight: 4 lb.


 

DnD 5e XAN

Cook's Utensils

Tool Adventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit.
Components. Cook's utensils include a metal pot, knives, forks, a stirring spoon, and a ladle.
History. Your knowledge of cooking techniques allows you to assess the social patterns involved in a culture's eating habits.
Medicine. When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction.
Survival. When foraging for food , you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.
Prepare Meals. As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your cook's utensils and sufficient food.
COOK'S UTENSILS

Activity DC
Create a typical meal 10
Duplicate a meal 10
Spot poison or impurities in food 15
Create a gourmet meal 15
Common

Cost: 1 gp Weight: 8 lb.


 

Thieves' Tools

Tool Common

Characters proficient with thieves' tools can use them to find and disarm traps and to open locks. Normally, these tasks are impossible without appropriate tools. A set of thieves' tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.

Cost: 25 gp Weight: 1 lb


 

DnD 5e SRD

Bedroll

Adventuring Gear Common

You never know where you’re going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.

Cost: 1gp Weight: 7lb


 

DnD 5e SRD

Mess Kit

Adventuring Gear Common

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

Cost: 2sp Weight: 1lb


 

DnD 5e SRD

Rations (1 day)

Adventuring Gear Common

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

Cost: 5sp Weight: 2lb


 

Xanathar's Guide to Everything

Rope of Mending

Wondrous Item Magical Common

You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.

Cost: 50 - 100gp


 

DnD 5e SRD

Rope, Hempen

Adventuring Gear Common

Rope, has 2 hit points and can be burst with a DC 17 Strength check.

Cost: 1gp Weight: 10lb


 

DnD 5e SRD

Tinderbox

Adventuring Gear Common

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch -- or anything else with abundant, exposed fuel -- takes an action. Lighting any other fire takes 1 minute.

Cost: 5sp Weight: 1lb


 

DnD 5e SRD

Torch

Adventuring Gear Common

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

Cost: 1cp Weight: 1lb


 

DnD 5e SRD

Waterskin

Adventuring Gear Common

A waterskin can hold 4 pints of liquid.

Cost: 2sp Weight: 5lb


 

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NekOmega.

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