Grub

4 Level (0/6500 XP for level-up) Winter/ Fartraveler Background Lizardfolk Race / Species / Heritage Chaotic Neutral Alignment
Fighter
Level 4
Hit Dice: 4/4
1d10+3 Class 1

STR
18
+4
DEX
14
+2
CON
16
+3
INT
8
-1
WIS
10
+0
CHA
10
+0
40
Hit Points
+2
Initiative (DEX)
19
Armor Class (AC)
+2
Prof. Bonus
30ft
Speed (walk/run/fly)
12
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+6 Strength
+2 Dexterity
+5 Constitution
-1 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+4 Acrobatics DEX
+0 Animal Handling WIS
-1 Arcana INT
+6 Athletics STR
+0 Deception CHA
-1 History INT
+2 Insight WIS
+2 Intimidation CHA
-1 Investigation INT
skills
+0 Medicine WIS
-1 Nature INT
+2 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
Attacks
Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.

Bite. You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Hold Breath. You can hold your breath for up to 15 minutes at a time.

Hungry Jaws. You can throw yourself into a feeding frenzy. As a bonus action, you can make a special attack with your Bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus. 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.

Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your base AC is 13 + Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Nature's Intuition. Stealth, Survival.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

Interception
TCE p41
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, 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.

Level 1: Second Wind
PHB'14 p72
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.

Level 2: Action Surge
PHB'14 p72
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional 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.

Level 3: Martial Archetype
PHB'14 p72
At 3rd level, you choose an archetype from the list available that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

No Subclass Selected
Select a subclass to view its feature(s) here.

Level 4: Ability Score Improvement
PHB'14 p72
When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Champion
PHB'14 p72
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

Level 3: Improved Critical
PHB'14 p72
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Level 4: Martial Versatility
TCE p41
4th-level fighter optional feature

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, 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, you can replace one maneuver you know with a different maneuver.

Faction Loyalty 1
Refractums Shell
Using the process of a trial from uploading your mind into the Solaris Mainframe, aka the Arcane Pillar made from using the New Creator as a Source of all. You gain a living suit of armor known as a Refractum from your Source.
You're considered to be wearing all types of armor and your Armor Class is set to 17 at 1st level, 19 at 5th level, and 21 at 11th level.

You cannot equip any type of armor or unequip the Refractum, and you do not gain any benefits from other forms of AC while under this effect unless it's from the Shield spell, Armored feat or a Shield.

(Rp Disclaimer:) Yes, you can remove the armor like normal to do everyday functions. You're not trapped in the armor.

Faction Loyalty 2
Calendar Firewall
As a reaction to an attack missing you, you prime yourself with the energy of the attack. On your next turn, you may do an additional weapon attack that adds half your total AC (rounded down) as Lightning damage.
You can use this ability twice, replenishing expended uses upon completing a long rest.

Features & Traits
Equipment: One set of traveler's clothes, any one musical instrument or gaming set you are proficient with, poorly wrought maps from your homeland that depict where you are in Faerûn, a small piece of jewelry worth 10 gp in the style of your homeland's craftsmanship, and a pouch containing 5 gpFlail
Flail
Chain Mail
Shield
2 Hand Axes
explorer's pack

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 25, Platinum: 0 Money
Saving Throw Proficiencies: Strength, Constitution
Skill Proficiencies: Perception, Intimidation, insight, Stealth, Survival, Athletics, and Acrobatics
Weapon Proficiencies: Simple and Martial weapons
Armor Training: Light, Medium, and Heavy armor and Shields
Tool Proficiencies: Drum, Forging Tools (Armor)
Languages: Common, Draconic, and Elven

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
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Character Sheet (2020)

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