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Bart Horgonen

6 Level (0/23000 XP for level-up) Sailor Background Human Race / Species / Heritage Neutral Good Alignment
Battle Master Fighter
Level 5
Hit Dice: 5/5
1d10+3 Class 1
Barbarian
Level 1
Hit Dice: 1/1
1d12+3 Class 3

STR
18
+4
DEX
16
+3
CON
16
+3
INT
10
+0
WIS
11
+0
CHA
12
+1
68
Hit Points
+3
Initiative (DEX)
17
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
_ / 4
Superiority Dice (d8)
_ / 2
Rage (+2)
+6 Expertise Bonus
+3 Proficiency Bonus
+7 Strength
+3 Dexterity
+6 Constitution
+0 Intelligence
+0 Wisdom
+1 Charisma
saving throws
+3 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
+7 Athletics STR
+1 Deception CHA
+0 History INT
+3 Insight WIS
+4 Intimidation CHA
+0 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+3 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+0 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unarmed Attack +7 STR 1d8+4 Bludgeoning
Attacks

Unarmed Fighting (TCE).

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, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

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

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.

Unarmored Defense

While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

-You have advantage on Strength checks and Strength saving throws.
-When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
-You have resistance to bludgeoning, piercing, and slashing damage.
-If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Ship's Passage

When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

Durable

Hardy and resilient, you gain the following benefits:

-Increase your Constitution score by 1, to a maximum of 20.
-When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).

Crusher

You are practiced in the art of crushing your enemies, granting you the following benefits:

-Increase your Strength or Constitution by 1, to a maximum of 20.
-Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
-When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.

Features & Traits

Equipment Copper: 100, Silver: 50, Electrum: 0, Gold: 600, Platinum: 0 Money
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Navigator's tools, vehicles (water), Brewer's supplies
Saving Throws: Strength, Constitution
Skills: Insight, Intimidation, Survival, Athletics, Perception
Languages: Common, Dwarvish, Elvish

Languages & Proficiencies
Maneuver save DC = 15

Commanding Presence

When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.

Goading Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you.
You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Disarming Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target,
forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Battle Master Maneuvers


™ & © 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

DMG

Cloak of Protection

Wondrous Item

Uncommon Requires Attunement

You gain a +1 bonus to AC and saving throws while you wear this cloak.


Homebrew

Air Jet Knuckles

Wondrous Item

Rare strength 16+ Requires Attunement

Description.

These paired knuckle dusters are forged from a rare oceanic stone that forms in lance-like spikes deep on the sea floor. These stones naturally absorb ambient magical energy and expel it in concentrated bursts of high-pressure air. Each knuckle is embedded with tiny vents that release controlled air jets with each strike.

Knuckle Dusters

Enhanced Unarmed Strikes.

Your unarmed strikes deal 1d4 + your Strength modifier bludgeoning damage.
If your unarmed strike damage die is higher from other features (e.g. Monk martial arts), you may use that die instead.

Dual wield.

When you make an unarmed strike as part of your Attack action and are wielding both knuckles, you may use a bonus action to make one additional unarmed strike. You do not add your Strength modifier to the damage of this bonus strike.


Amplified Impact.

Your unarmed strikes deal an additional +2 bludgeoning damage, as bursts of pressurized air enhance each hit.

Air Lance Jab.

As an action, you release a focused blast of compressed air from the knuckles in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 14 Dexterity saving throw, taking 4d6 bludgeoning damage and being knocked prone on a failed save, or half as much damage and not knocked prone on a successful save.
You can use this feature 2 times per long rest.

Air Shield.

You can cast the Shield spell without material components, as a swirling wall of dense air forms instantly around you.
You can use this feature 3 times per long rest.


Weight: 2 lb.

Homebrew

Sailor's boots

Armor

Uncommon

Description.

A magically enchaned leather shoe, often worn by Sailors and Pirates, which enhances the wearer's reflexes and balance.

Sea Legs.

You have advantage on saving throws made to avoid being knocked prone.

Surefooted.

You ignore nonmagical difficult terrain caused by sand, mud, or slick surfaces (like a wet deck or mossy stone).

Type AC STR Req. Stealth Dis.
No

Cost: 100GP

EGTW

Amulet of the Drunkard

Adventuring Gear

Uncommon

-This amulet smells of old, ale-stained wood.
-While wearing it, you can regain 4d4 + 4 hit points when you drink a pint of beer, ale, mead, or wine.
-Once the amulet has restored hit points, it can't do so again until the next dawn.

Cost: -
Weight: -

Bag of Holding

Wondrous Item

Uncommon

-This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. Retrieving an item from the bag requires an action.

-If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

-Placing a bag of holding inside an extradimensional space created by a Heward's Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Cost: 400gp
Weight: 15lb

Homebrew

Bottle of Endless Rum

Adventuring Gear

Uncommon

Description.

This elegant bottle, enchanted with subtle elven magic, refills itself with a rich, dark rum once crafted by the high brewers of the Silver Forest. The rum is renowned for its smooth taste and calming warmth, often said to steady even the most frayed nerves.

The bottle holds up to 2 charges and regains all charges daily at dawn.
As an action, you can expend 1 charge to fill the bottle with up to 7 dl of enchanted elven rum.

Liquid Courage.

A creature that drinks at least 1 dl of the rum gains advantage on the next saving throw they make against the Frightened condition within the next hour.


Weight: 1 lb

Chest of Preserving

Wondrous Item

Common

-This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it.
-The chest is 2½ feet long, 1½ feet wide and 1 foot tall with a half barrel lid.
-It weighs 25 pounds.

Cost: -
Weight: 25lb

Compass of True North

Wondrous Item

Common

• This compass always points north, even in magical environments.

Cost: -
Weight: -

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.


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