Remove these ads. Join the Worldbuilders Guild

Gerald

6 Level (0/23000 XP for level-up) City Watch (Investigator) Background Human Race / Species / Heritage Lawful good Alignment
Battle Master Fighter
Level 5
Hit Dice: 5/5
1d10+2 Class 1
Knowledge Domain Cleric
Level 1
Hit Dice: 1/1
1d8+2 Class 3

STR
11
+0
DEX
16
+3
CON
14
+2
INT
12
+1
WIS
14
+2
CHA
14
+2
57
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
15
Passive Perception
_ / 4
Superiority Dice (d8)
_ / 1
Second Wind
_ / 1
Action Surge
Spellcasting ...
+5 Attack mod
WIS Ability
+2 Abi Mod
13 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+3 Strength
+3 Dexterity
+5 Constitution
+1 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+3 Acrobatics DEX
+2 Animal Handling WIS
+7 Arcana INT
+0 Athletics STR
+2 Deception CHA
+4 History INT
+5 Insight WIS
+2 Intimidation CHA
+4 Investigation INT
skills
+2 Medicine WIS
+7 Nature INT
+5 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Heavy Crossbow +8 DEX 1d10+3 piercing
 Ammunition, (range 100/400), heavy, loading, two-handed.
Shortword +6 DEX 1d6+3 piercing
 Finesse, Light
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mending 1 minute Touch Instantaneous V, S, M (two lodestones)
 Notes:This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Guidance 1 action Touch Concentration, up to 1 minute V, S
 Notes:You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Light 1 action Touch 1 hour V, M (a firefly or phosphorescent moss)
 Notes:You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Command 1 action 60 ft 1 round V
 Notes:You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Identify (R) 1 minute Touch Instantaneous V, S, M (a pearl worth at least 100 gp and an owl feather)
 Notes:You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Detect Magic (R) 1 action Self Concentration, up to 10 minutes V, S
 Notes:For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Detect Poison and Disease (R) 1 action Self Concentration, up to 10 minutes V, S, M (a yew leaf)
 Notes:For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Bless 1 action 30 ft Concentration, up to 1 minute V, S, M (a sprinkling of holy water)
 Notes:You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Maneuvers.

Maneuver save DC = 14

Rally

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions.
When you do so, choose a friendly creature who can see or hear you.
That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Maneuvering Attack

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position.
You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you.
That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Commander's Strike

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike.
When you do so, choose a friendly creature who can see or hear you and expend one superiority die.
That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

Second Wind

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.

Action Surge

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Archery (PHB).

You gain a +2 bonus to attack rolls you make with ranged weapons.

Watcher's Eye

Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.

Crossbow Expert

Thanks to extensive practice with the crossbow, you gain the following benefits:

-You ignore the loading quality of crossbows with which you are proficient.
-Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
-When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.

Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

-Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
-Your ranged weapon attacks ignore half and three-quarters cover.
-Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.

Features & Traits

Equipment

A Neverwintarian cloak from the "The Cloaked Ones" inscribed with the symbol of the "Investigators"
A bone whistle which to summon help with
A set of manacles (handcuffs) (6 lb)
a shortsword
waterskin
backpack
waterskin
Calligrapher's Supplies
Healer's Kit
Pearl + Owl feather

Armor

Breastplate (medium, 14+2 DEX)

Crossbow Bolt Case (1 lb.)

Max 20 bolts
20 Crossbow Bolts (0.75 lb.)

Separating Crossbow Bolt Cases

2 Blackpowder arrow
3 Stun bolt
2 Paralyzing bolt

Potion Holder Belt

2 Potion of Healing (common)
1 Potion of Watchful Rest
1 Sun Bomb


Equipment Copper: 100, Silver: 100, Electrum: 0, Gold: 120, Platinum: 0 Money

Prepared spells = 3


Ritual Casting

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your cleric spells.
Spellcasting
Skill Proficiencies: Investigation, Insight, History, Perception
Expertise: Arcana, Nature.
Tool Proficiencies: Calligrapher's Supplies
Languages: common, Dwarvish, Elvish, Undercommon, Infernal, Orc

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Constitution

Languages & Proficiencies


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

TCE

Guardian Emblem

Wondrous Item

Uncommon cleric or paladin Requires Attunement

Holy Symbol.

This emblem is the symbol of a deity or a spiritual tradition.
As an action, you can attach the emblem to a suit of armor or a shield or remove it.

Divine Protection.

The emblem has 3 charges.
When you or a creature you can see within 30 feet of you suffers a critical hit while you're wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.

The emblem regains all expended charges daily at dawn.


Homebrew

Criminal Hunter

Weapon

Rare Requires Attunement

Heavy crossbow: Ammunition, (range 100/400), heavy, loading, two-handed.

Description.

This elegant heavy crossbow is crafted from polished brown wood, adorned with silver and crimson inlays. Built into its body is a hidden secondary arcane mechanism—just beneath the bolt barrel, a small silver tube hints at its unique purpose.


Arcane Net (2/short rests)

As an action, you launch a magical net at a Large or smaller creature you can see within 40 feet. Make a ranged weapon attack. On a hit, the target is restrained for up to 10 minutes, or until it escapes. The net has no effect on Huge or larger, or formless creatures.

A creature can use its action to make a DC 14 Strength check, freeing itself or a restrained creature within reach on a success.
Dealing 5 slashing damage (AC 14) to the net destroys it and ends the effect without harming the creature.

When a creature uses an action, bonus action, or reaction to fire the Arcane Net, it can make only one attack regardless of any features that allow multiple attacks.

Type Damage Damage Range
Martial Ranged 1d10 Piercing 100/400ft


Homebrew

Commander's Necklace

Wondrous Item

Rare Battle Master fighter Requires Attunement

Description.

This elegant chain necklace bears a small emblem representing leadership and discipline. When worn by a tactician of great presence and skill, it subtly amplifies their voice and tactical clarity. While they speak, allies feel instinctively compelled to follow orders with greater precision and morale.

Variants of this necklace exist for different archetypes (e.g., Oath of Glory paladins, College of Valor bards), though the appearance remains the same.

This item has 5 charges and regains all expended charges daily at dawn.

Inspirational Word.

As a bonus action, you can expend 1 charge to gain advantage on a Charisma (Persuasion or Intimidation) check made to inspire, rally, or command others.

Tactical Leader (Attack Accuracy)

When you use the Commander's Strike maneuver, you can expend 2 charges. The ally may add your Superiority Die to both the attack roll and the damage roll.


The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

Xanip.

Statblock Type

Character Sheet (2020)

Link/Embed