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Briar Beast

2 Level (700/900 XP for level-up) A fighter Hailing from orcinia that goes by the name of Briar Beast has come to the land of the undead to fuck shit up and chew bubblegum and he's all out of bubblegum. Background Half-Orc Race / Species / Heritage 0 Alignment
Fighter
Level 2
Hit Dice: 2/2
1d10+3 Class 1

STR
13
+1
DEX
15
+2
CON
16
+3
INT
10
+0
WIS
13
+1
CHA
13
+1
11
Hit Points
+2
Initiative (DEX)
18
Armor Class (AC)
+2
Prof. Bonus
30 ft
Speed (walk/run/fly)
11
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+2 Dexterity
+5 Constitution
+0 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+3 Athletics STR
+1 Deception CHA
+0 History INT
+1 Insight WIS
+1 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+0 Nature INT
+5 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+0 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Battleaxe +1 STR 1d8+1 Slashing
 Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Source: PHB, page 149. Available in the SRD and the Basic Rules.
Light Crossbow +1 STR 1d8+1 Piercing
 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. 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. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. 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. Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. Source: PHB, page 149. Available in the SRD and the Basic Rules.
Attacks
Age. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
Darkvision. Thanks to your orc 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.
Menacing. You gain proficiency in the Intimidation skill.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Features & Traits
Battleaxe, shield, chainmail, light crossbow and 19 bolts, explorers pack.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 5, Platinum: 0 Money
You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.

Languages & Proficiencies
Kill or be killed.

Personality Traits
Kill and kill some more

Ideals
None other than kill

Bonds
None

Flaws
None

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

The statblocks of your class features

[block: Fighting Style PHB p72 You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once]
[block: even if you get to choose again.   Archery PHB p72 You gain a +2 bonus to attack rolls you make with ranged weapons.   Blind Fighting TCE p41 You have blindsight with a range of 10 feet. Within that range]
[block: unless the creature successfully hides from you.   Defense PHB p72 While you are wearing armor]
[block: you gain a +1 bonus to AC.   Dueling PHB p72 When you are wielding a melee weapon in one hand and no other weapons]
[block: you gain a +2 bonus to damage rolls with that weapon.   Great Weapon Fighting PHB p72 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]
[block: 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.   Interception TCE p41 When a creature you can see hits a target]
[block: you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.   Protection PHB p72 When a creature you can see attacks a target other than you that is within 5 feet of you]
[block: you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.   Superior Technique TCE p41 You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects]
[block: the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).   You gain one superiority die]
[block: which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.   Thrown Weapon Fighting TCE p42 You can draw a weapon that has the thrown property as part of the attack you make with the weapon.   In addition]
[block: you gain a +2 bonus to the damage roll.   Two-Weapon Fighting PHB p72 When you engage in two-weapon fighting]
[block: you can add your ability modifier to the damage of the second attack.   Unarmed Fighting TCE p42 Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll]
[block: the d6 becomes a d8.   At the start of each of your turns]
[block: you can deal 1d4 bludgeoning damage to one creature grappled by you.   Second Wind PHB p72 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 PHB p72 Starting at 2nd level]
[block: you can take one additional action.   Once you use this feature]
[block: but only once on the same turn.   Martial Archetype PHB p72 At 3rd level]

Ferren Background


1d20 Background
1A nasty fight left you scarred.
2You were seduced by a devil. Gain 1 Corruption.
3You spent a few years in the wilderness. Gain a random wilderness profession.
4You killed someone in cold blood. Gain 1 Corruption.
5You fell in love with a human and had a child.
6You were raised by priestesses of the Moon Maiden.
7You stumbled into a hidden kingdom and remained there for 1d6 years.
8Someone important to you died; the loss haunts you still.
9Some rotten child mistook you for a cat and took you home. You only just escaped with your life.
10You earned a living working in one of your professions.
11You traveled extensively. You can speak one additional language.
12Someone discovered your true nature and mistook you for a skinchanger. You left everything behind to start over somewhere else.
13You received an education. You know how to read the Common Tongue.
14You helped defend your community from a beastmen attack.
15You found a scroll containing an incantation of a rank 0 spell (chosen by the GM).
16You unmasked a killer or a cultist at large in your community.
17You created a lasting piece of art. Add artist to your list of professions.
18You found a potion (of the GM’s choice).
19Someone important owes you a big favor.
20You came into money. Start the game with 2d6 cp.
[block: and 18th level.   No Subclass Selected Select a subclass to view its feature(s) here.   Ability Score Improvement PHB p72 When you reach 4th level]
[block: you can't increase an ability score above 20 using this feature.   If your DM allows the use of feats]
[block: you may instead take a feat.   Martial Versatility TCE p41 4th-level fighter optional feature   Whenever you reach a level in this class that grants the Ability Score Improvement feature]
[block: as you shift the focus of your martial practice:   Replace a fighting style you know with another fighting style available to fighters. If you know any maneuvers from the Battle Master archetype]
[block: you can replace one maneuver you know with a different maneuver. Extra Attack PHB p72 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.   Ability Score Improvement PHB p72 When you reach 6th level]
[block: you can't increase an ability score above 20 using this feature.   If your DM allows the use of feats]
[block: you may instead take a feat.   Martial Archetype feature PHB p72 At 7th level]
[block: you gain a feature granted by your Martial Archetype.   No Subclass Selected Select a subclass to view its feature(s) here.   Ability Score Improvement PHB p72 When you reach 8th level]
[block: you can't increase an ability score above 20 using this feature.   If your DM allows the use of feats]
[block: you may instead take a feat.   Indomitable PHB p72 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.   Martial Archetype feature PHB p72 At 10th level]
[block: you gain a feature granted by your Martial Archetype.   No Subclass Selected Select a subclass to view its feature(s) here.   Extra Attack (2) PHB p72 At 11th level]
[block: you can attack three times whenever you take the Attack action on your turn.   Ability Score Improvement PHB p72 When you reach 12th level]
[block: you can't increase an ability score above 20 using this feature.   If your DM allows the use of feats]
[block: you may instead take a feat.   Indomitable (two uses) PHB p72 At 13th level]
[block: you can use Indomitable twice between long rests.   Ability Score Improvement PHB p72 When you reach 14th level]
[block: you can't increase an ability score above 20 using this feature.   If your DM allows the use of feats]
[block: you may instead take a feat.   Martial Archetype feature PHB p72 At 15th level]
[block: you gain a feature granted by your Martial Archetype.   No Subclass Selected Select a subclass to view its feature(s) here.   Ability Score Improvement PHB p72 When you reach 16th level]
[block: you can't increase an ability score above 20 using this feature.   If your DM allows the use of feats]
[block: you may instead take a feat.   Action Surge (two uses) PHB p72 At 17th level]
[block: but only once on the same turn.   Indomitable (three uses) PHB p72 At 17th level]
[block: you can use Indomitable three times between long rests.   Martial Archetype feature PHB p72 At 18th level]
[block: you gain a feature granted by your Martial Archetype.   No Subclass Selected Select a subclass to view its feature(s) here.   Ability Score Improvement PHB p72 When you reach 19th level]
[block: you can't increase an ability score above 20 using this feature.   If your DM allows the use of feats]
[block: you may instead take a feat.   Extra Attack (3) PHB p72 At 20th level]
[block: you can attack four times whenever you take the Attack action on your turn.   ]

Statblocks for your familiars, mounts etc.

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Created by

Nbrooks0256.

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