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Elovar the White

8 Level (38475/48000 XP for level-up) Criminal, highway robber Background Half-elf Race / Species / Heritage Chaotic normal Alignment
Fighter
Level 8
Hit Dice: 7/8
1d10+2 Class 1

STR
20
+5
DEX
14
+2
CON
15
+2
INT
10
+0
WIS
12
+1
CHA
11
+0
70
Hit Points
+2
Initiative (DEX)
18
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
+8 Strength
+2 Dexterity
+5 Constitution
+0 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+8 Athletics STR
+3 Deception CHA
+0 History INT
+4 Insight WIS
+0 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+3 Nature INT
+1 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+0 Religion INT
+5 Sleight of Hand DEX
+5 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longsword (flaming) +8 STR 1d8+1d6+5 Slashing, Fire
Longsword +8 STR 1d8+5 Slashing
 6d6 temp. hitpoints, +2d6 Max health 1/2 temp health
Longsword 2h (flaming) +8 STR 1d10+1d6+5 Slashing, Fire
Dagger +8 STR 1d4+5 Piercing
Spear +8 STR 1d6+5 Piercing
Spear throw +5 DEX 1d8+2 Piercing
Handaxe +8 STR 1d6+5 Slashing
Longbow +5 DEX 1d8+2 Piercing
 +1d6 electric damage
Attacks

HALF-ELF

DARKVISION


Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

FEY ANCESTRY


You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

BACKGROUND

CRIMINAL CONTACT


You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

FIGHTER

FIGHTING STYLES


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 you can draw upon 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


At 2nd level, you can push yourself beyond the normal limits for a moment. On your turn, you can take an additional action in addition to the normal one allotted to you. Once you use this feature, you must finish a short or long rest before you can use it again.

MARTIAL ARCHETYPE: CHAMPION

IMPROVED CRITICAL


At 3rd level, your weapon attacks now score a critical hit on a roll of 19 or 20.

at 7th level , you can add half your proficiency bonus(Round up) to any strenght dex or constitution check u make that doesnt already use your proficiency bonus,inaddition,when you make a running long jump,the distance you can cover increases by a number of feet equal to your strenght modifier

FEATS

DUAL WIELDER


You master fighting with two weapons, gaining the following benefits:

  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
    You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
    You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

SAVAGE ATTACKER


Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.

Features & Traits
Crowbar
A set of dark common clothes including a hood
Backpack
1 Beer
Healer kit (9x)
Tinder box
Thieving tools
3 wooden legs
Bear coat
Golden ring
Gaming set
ring with magic effect nr 41
green shinning stone(2gold piec)
smuggler dagger (Spaarpot 25 gold)
kisr met groene edelsteentjes qatz
Bonesaw
Handcuffs
potion stone giant strength
Signal whistle
Bear tooth
Special rose (red)
Half a dick
Key

Equipment Copper: 0, Silver: 1500, Electrum: 0, Gold: 725, Platinum: 0 Money

HALF-ELF

Laguages: Common, Elven, Orcish

BACKGROUND

Skill Proficiencies Deception, Stealth
Tool Proficiencies One type of gaming set, thieves' tools

FIGHTER

Armor: All armour, shields
Weapons: Simple weapons, martial weapons

Languages & Proficiencies
I would rather make a new friend than a new enemy.

Personality Traits
Charity. I steal from the wealthy so that I can help people in need. (Good)

Ideals
I will become the greatest thief that ever lived.

Bonds
I have a 'tell' that reveals when I'm lying.

Flaws
Draken poten
Sword of life 4x (Longrest)(4xtotaal long rest)
Blue meteor
3 eels
1 draak schup
1x protector undead scroll
2 schedels
Hout schild
Ring tegen psychic

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.

The statblocks of your Weapons, armor and other important/magical equipment

Snakes & Saloons

Splint Armor

Armor Common

Type AC STR Req. Stealth Dis. Properties
Heavy 17 15 YES

Cost: 200gp Weight: 60lbs


 

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 SRD SRD

Longsword

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Martial 1d8 / 1d10 Slashing Versatile

Cost: 15 gp Weight: 3 lb


 

DnD 5e SRD SRD

Longsword

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Martial 1d8 / 1d10 Slashing Versatile

Cost: 15 gp Weight: 3 lb


 

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

DnD 5e SRD SRD

Spear

Melee Weapon Thrown, Versatile Common

Type Damage Damage Range Properties
Simple 1d6 / 1d8 Piercing 20/60 ft Thrown, Versatile

Cost: 1 gp Weight: 3 lb


 

DnD 5e SRD SRD

Handaxe

Melee Weapon Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d6 Slashing 20/60 ft Light, Thrown

Cost: 5 gp Weight: 2 lb


 

The statblocks of your class features

Fighter


Hit Points

Hit Dice: d10 per Fighter level
Hit Points at first Level: 1d10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier

Proficiences

Armor: All armour, 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

Starting Equipment

You start with the following equipment in addition to the equipment granted by your background   (a) chain mail or (b) leather armour, longbow and 20 arrows (a) a martial weapon and shield or (b) two martial weapons (a) a light crossbow and 20 bolts or (b) two handaxes (a) a dungeoneers pack or (b) explorers pack

Dual Wielder

You master fighting with two weapons, gaining the following benefits:

  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Savage Attacker

Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.

Statblocks for your familiars, mounts etc.

Mule CR: 1/8 (25XP)

Medium beast, unaligned
Armor Class: 10
Hit Points: 4-11-18 (2D8+2)
Speed: 40 ft

STR

14 +2

DEX

10 +0

CON

13 +1

INT

2 -4

WIS

10 +0

CHA

5 -3

Senses: Passive Perception 10
Challenge Rating: 1/8 (25XP)

Beast of Burden. The mule is considered to be a Large Animal for the purpose of determinining its carrying capacity.
  Sure-Footed. The Mule has Advantage on Strength and Dexterity Saving Throws made against effects that would knock it prone.

Actions

Hooves. Melee weapon attack: +2 to hit, reach of 5 ft, one target. Hit: 3-4-6 1d4+2 Bludgeoning Damage

Statblocks for race/species of the character.

Half-Elf

Ability Score Increase +2 Charisma, Two other ability scores of your choice increase by 1
Size Medium
Speed 30ft

Darkvision

Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.


Fey Ancestry

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.


Skill Versatility

You gain proficiency in two skills of your choice.

Languages. Common, Elvish, and one extra language of your choice.

Criminal

You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.

Skill Proficiencies Deception, Stealth
Tool Proficiencies One type of gaming set, thieves' tools
Equipment
  • A crowbar
  • a set of dark common clothes including a hood
  • and a belt pouch containing 15 gp

Features

Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.   Specialty There are many kinds of criminals, and within a thieves' guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below.   d8|Specialty 1|Blackmailer 2|Burglar 3|Enforcer 4|Fence 5|Highway robber 6|Hired killer 7|Pickpocket 8|Smuggler  

Suggested Characteristics

Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.

Traits

d8Personality Trait
1I always have a plan for when things go wrong.
2I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
3The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
4I would rather make a new friend than a new enemy.
5I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
6I don't pay attention to the risks in a situation. Never tell me the odds.
7The best way to get me to do something is to tell me I can't do it.
8I blow up at the slightest insult.

Ideal

d6Ideal
1Honor. I don't steal from others in the trade. (Lawful)
2Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
3Charity. I steal from the wealthy so that I can help people in need. (Good)
4Greed. I will do whatever it takes to become wealthy. (Evil)
5People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
6Redemption. There's a spark of good in everyone. (Good)

Bond

d6Bond
1I'm trying to pay off an old debt I owe to a generous benefactor.
2My ill-gotten gains go to support my family.
3Something important was taken from me, and I aim to steal it back.
4I will become the greatest thief that ever lived.
5I'm guilty of a terrible crime. I hope I can redeem myself for it.
6Someone I loved died because of a mistake I made. That will never happen again.

Flaw

d6Flaw
1When I see something valuable, I can't think about anything but how to steal it.
2When faced with a choice between money and my friends, I usually choose the money.
3If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
4I have a 'tell' that reveals when I'm lying.
5I turn tail and run when things look bad.
6An innocent person is in prison for a crime that I committed. I'm okay with that.


Source: PHB, page 129

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dwagertje.

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