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Dragony Tortolini

1 Level (0/300 XP for level-up) Background Spiked Dragon Tortle Race / Species / Heritage Neutral lawful Alignment
Samurai
Level 1
Hit Dice: 1/1
1d10+2 Class 1

STR
16
+3
DEX
13
+1
CON
15
+2
INT
10
+0
WIS
18
+4
CHA
11
+0
12
Hit Points
+1
Initiative (DEX)
18
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
Spellcasting ...
+6 Attack mod
WIS Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+3 Dexterity
+4 Constitution
+0 Intelligence
+4 Wisdom
+0 Charisma
saving throws
+3 Acrobatics DEX
+4 Animal Handling WIS
+0 Arcana INT
+5 Athletics STR
+0 Deception CHA
+0 History INT
+4 Insight WIS
+0 Intimidation CHA
+0 Investigation INT
skills
+4 Medicine WIS
+0 Nature INT
+4 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Clawed strike +3 STR 1d4+3
Horns +3 STR 1d6+3
Shell slam +3 STR 1d8+3
Bloodbane +5 STR 1d10+3
 Finnesse, Versatile
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Fire breath 15ft cone 2d6
 Notes:Dex save. DC 8 + con mod + prof

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


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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The statblocks of your Weapons, armor and other important/magical equipment

Homebrew

BloodBane

Weapon

Legendary Requires Attunement

Bloodlust: Bloodbane has an insatiable thirst for blood. Whenever it draws blood, it feeds on the life force of its victim, granting the wielder a brief surge of power. However, the more it feeds, the stronger its curse becomes.   Generational Vengeance: The curse of Bloodbane affects not only its current wielder but also their descendants. Those who inherit the blade find themselves haunted by vengeful spirits seeking retribution for past bloodshed. The spirits become more restless and malevolent with each passing generation.   Shadowbound: The katana is bound to the Shadowfell, and when drawn, it opens a temporary rift to that plane. This connection attracts shadowy entities, making it easier for creatures from the Shadowfell to cross over into the Material Plane, leading to unexpected encounters.   Soul Tether: The soul of the first wielder is trapped within the blade, tormented by the deeds committed with Bloodbane. The trapped soul occasionally whispers secrets and cryptic warnings to the current wielder, but its influence can be maddening.

Bloodbane is an ancient katana with a blade forged from obsidian-black steel. The blade is etched with eerie crimson runes that seem to pulse with a faint, malevolent energy. The hilt is wrapped in worn, blood-red silk, and a tassel made of hair from a creature of the Shadowfell dangles from the pommel.

Type Damage Damage Range
Martial Melee 1d10 Slashing 5ft


Weight: 3lb

The statblocks of your class features

Samurai

Quick Build: You can quickly build a Samurai by following these suggestions. Firstly, Wisdom to be your highest score for you abilities, followed by either Strength or Dexterity depending on your style to be wearing heavy armor for melee attacks or becomes a Ronin for a faster movement and evasion.
hit dice: 1d10
hit points at 1st level: 10 + Constitution modifier
hit points at higher levels: 1d10 (or 6) + Constitution modifier per Samurai level after 1st
armor proficiencies: Light armor, Medium Armor
weapon proficiencies: Simple weapons, martial melee weapons, longbow
tools: none
saving throws: Dexterity, Constitution
skills: Choose two from Acrobatics, Athletics, History, Insight, Investigation, Perception, Religion, Survival
starting equipment:
You start with the following equipment, in addition to the
equipment granted by your background:
• a) longsword or b) a martial weapon
• a) leather armor or b) scale mail
• a) a shortsword or b) any simple melee weapon
• a) an explorers pack or b) a scholars pack
spellcasting:
class features:

FIGHTING STYLE

You adopt a particular style of fighting as your specialty, Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.   ARCHERY You gain a +2 bonus to attack rolls you make with ranged weapons.   DEFENSE While you are wearing armor, you gain a +1 bonus to AC.   DUELING When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon,   GREAT WEAPON FIGHTING 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, you can reroll the die and must use the new roll, 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.   TWO-WEAPON FIGHTING When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.  

SKILLED ATTACKER

Whenever you make a melee weapon attack with one of your samurai weapons, (eg: longswords, shortswords, etc.) you may choose to use Dexterity instead of Strength for the attack and damage roll, even if the weapon isn't a finesse weapon.  

FOCUS

Starting at 2nd level, your mental strength gives you mastery in fighting in battles, resulting in a level of focus during the chaos. This focus is represented in a number of focus points. Your samurai level determines how many focus points you have as shown on the Focus Points table. These points replenish after you finish a short or long rest. Once per turn, you can spend one focus point, as a bonus action, to grant yourself advantage on your next attack you take with one of your samurai weapons. You must declare you are spending a focus point before you make your initial attack roll.  

HONORABLE DUEL

Starting at 2nd level, you force a target to focus its attention on you for battle. Convincing them to view you as an enemy worthy of their attention in a fight. You can spend an action and 1 focus point to force a creature to make a wisdom saving throw.   Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier   On a failed save, you compel a creature to fight you, the creature has disadvantage on all attack rolls made on creatures, other than you, until the end of your next turn.  

ABILITY SCORE IMPROVEMENT

When you reach 4th level, and again at 8th, 10th, 14th, 16th, and 19th 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.  

EXTRA ATTACK

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 13th level in this class.  

KNOW THY ENEMY

Starting at 6th level, you can spend 1 focus point as a bonus action and the weapon you are currently wielding gets a +1 bonus to attack and damage rolls. This number increases to +2 at level 12, and to +3 at level 18. This skill lasts for 1 minute and can only have one use active at a time.  

MENTAL FOCUS

Starting at 9th level, you can use your action to spend 1 focus point to end one effect on yourself that is causing you to be charmed or frightened.  

UNSHAKEABLE

Beginning at 11th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest  

PATH OF THE SWORD

At level 15, you can advance towards an enemy ignoring your surroundings, you no longer have to spend extra movement to pass through difficult terrain.  

ENEMY SENSE

Starting at level 18, you are so alert to your surroundings that enemies have a hard time catching you by surprise, enemies cannot get advantage against you as a result of being hidden from you, as long as you aren't incapacitated.  

MENTAL CLARITY

Starting at level 20, when you roll for initiative and you have no focus points remaining you regain 4 focus points.
subclass options:

PATH OF HONOR

This path focuses on the loyalty to ones "lord" a samurai exhibited when they served a noble. They are not ones to question an order and they perform tasks given to them with precision and skill. They wear heavy armor and fight with a variety of weapons and techniques for any situations depending on what is asked of them. They would lay down their lives for their lords and serve them till the day their lords die even going as far as to end their own lives if ordered to, no task is too great to please their king.  

STRONG FORTITUDE

At 3rd level you gain proficiency in heavy armor, martial ranged weapons. In addition as long as you are wearing heavy armor and no shield, you can add your Dexterity modifier to your armor class (max 2).  

BENEVOLENCE

Starting at 3rd level, as a bonus action you can perform an "act of kindness" for one willing creature, you can choose one other creature, within 10 feet of you, that can see or hear you, and heal them equal to 1d10 + your Samurai level, this increases to 2d10 at level 12, you can perform this skill a number of times equal to your Wisdom modifier. When you finish a long rest you regain all expended uses.

COURAGE

Starting at 7th level, you are confident in your fighting prowess, so much so that you feel you can handle multiple enemies at the same time. When you use your Honorable Duel skill you may select an additional target beyond the first, this number increases to 3 at level 10, and to 4 at level 15. Additionally, While you are conscious you are immune to being frightened or magically paralyzed.  

SHARP REFLEXES

Starting at 12th level, the duration of your Honorable Duel becomes 1 minute on each target. Additionally, if a target of your Honorable duel casts a spell that would cause you to make a Dexterity saving throw to take half damage when you succeed, you can use your reaction to spend 1 focus point and take no damage instead.  

UNYIELDING SPIRIT

Starting at level 17, when you are reduced to 0 hit points and are not killed outright, you can choose to spend 2 focus points and drop to 1 hit point instead.  

PATH OF THE RONIN

The Ronin is a samurai whose lord has passed on or has been removed from power, resulting in their own dishonor. A samurai who chooses to continue life without following a noble and without ending their own life, to save face, soon after becomes a Ronin. A Ronin is a wandering samurai, with no ties to a king or noble, and chooses to continue living on his own. A Ronin sometimes lives life day to day as a mercenary or can be hired as a body guard for a rich ruler of a small settlement of land or a trade caravan, while some end up turning to a life of crime such as a bandit or an organized crime group.  

UNARMORED MASTER

When you choose this path at 3rd level, while you are wearing no armor (you can wear common clothes) and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Additionally, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases to 20 feet at 12th level  

BATTLE SENSE

Starting at 3rd level, when you are wielding a weapon you are proficient with and another creature hits you with a melee weapon attack you can use your reaction to spend 1 focus point to quickly position your blade to parry the attack increasing your AC by your proficiency bonus for that attack possibly causing it to miss you. You must declare this skill before you see the roll, and before the DM says whether the attack hits or misses. Additionally, when you hit with a melee attack you can spend 1 focus point and use the Dodge action as a bonus action.  

QUICK STRIKE

Starting at 7th level, when you dash towards an enemy and move at least 10 feet or more in a straight line, you can use a bonus action to make a melee attack with a samurai weapon as you pass the creature, this movement does not provoke opportunity attacks.

CHAIN STRIKE

Starting at 12th level, when you make a dash action and move at least 10 feet in a straight line you can spend 1 focus point and make a melee attack against a creature, you may then move past that creature, this movement does not provoke opportunity attacks, and if there is another creature at least 15 feet away from your first attack target, you may move up to an additional 10 feet and use a bonus action to attack the second creature.  

FINAL STRIKE

At 17th level, when you make a melee attack against a creature and hit, if there is no other creatures within 5 ft of you or the creature, you can spend 2 focus points and have the creature make a constitution saving throw (DC8 + Proficiency + Dexterity) on a failed save you deal double damage dice to the creature (example; if a greatsword is 2d6 +modifiers then the damage becomes 4d6+ modifiers)

PATH OF THE CURSED BLADE

Samurai who follow the path of the cursed blade have come into possession of a blade with a terrible dark magic about it, or perhaps it has come into possession of them instead. Followers of this path are bound to their weapons and its magical forces. Samurai who have taken this path delve into dark magic's and uses this darkness to fuel themselves and cast this magic.

SPELLCASTING

When you reach 3rd level, your blade has given you supernatural powers by your curse granting you the ability to cast spells.  

Cantrips

You learn 3 cantrips: minor illusion (this spell does not count towards your cantrips known) and 2 of your choice from your samurai spell list. You learn an additional cantrip at level 10.  

Spell Slots.

The Cursed Blade Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   Spells Known of 1st-Level and Higher. You know three 1st level samurai spells of your choice.  

Spellcasting Ability.

Wisdom is your spellcasting ability for your samurai spells, since you learn your spells through careful contemplation and the knowledge that your blade bestows upon you. You use your Wisdom whenever a spell refers to your spellcasting ability.   In addition, you use your Wisdom modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier
Level Cantrips Known Spells Known Spell Slots Spell Level
3 2 3 2 1
4 2 4 2 1
5 2 4 2 1
6 2 4 3 2
7 2 5 3 2
8 2 6 3 2
9 2 6 3 2
10 3 7 4 3
11 3 8 4 3
12 3 8 4 3
13 3 9 4 3
14 3 10 4 3
15 3 10 4 3
16 3 11 4 4
17 3 11 4 4
18 3 11 4 4
19 3 12 4 4
20 3 13 4 4

CURSED LINK

Starting at 3rd level, you have learned a dark ritual that curses a sword causing the blade to become magically bonded with you. You perform this ritual over the course of one hour, which can be done during a short rest. The ritual consists of modifying your blade through a dark forging process. The weapon must be within your reach during the ritual the conclusion of which you complete the forging process of the blade and it is cursed and bound to you. When you are cursed with this weapon you cannot be disarmed of it while you are conscious.   You gain the flaw: "The blade and you have a strong desire to be together, so much so that being apart by more than a few feet causes you to become focused on nothing more than the retrieval of this blade."   You also create a mark that magically appears on your body (like that of a tattoo) that symbolizes your link to your weapon. When the blade is out of your grip and is within a 30 foot range you can use a bonus action to call the blade and have it harmlessly fly through the air landing safely in your hands. You can only have one weapon bonded to you through this method and creating a bond with another weapon causes the previous "blade" to break and become unusable and unrepairable.  

AFTERIMAGE

Starting at 3rd level when you cast the minor illusion cantrip you can make an image of yourself that resembles you and mimics your movements. When an attack is made against you and misses you, if your illusion is within 5 feet of you, you can use your reaction to spend 1 focus point and dispel the illusion, causing it to vanish and you may attack the creature that missed you. Giving off the appearance that the creature attacked the illusion thinking it was you.  

CURSED SHADOW

Starting at level 7, as a bonus action, you can spend 2 focus points to create a shadowy blade resembling your cursed weapon which lasts for 1 minute. Each turn as a bonus action you can have the shadowy weapon make a melee spell attack, on a hit the target takes Necrotic damage equal to 1d8 + your Wisdom modifier.  

SHADOW COPIES

At level 12, when you cast minor illusion as a cantrip you can make 3 illusionary copies of yourself instead of just one, when a creature attacks you while you are within five feet of a copy, the creature has disadvantage on all attack rolls. You can use this skill a number of times equal to your Wisdom modifier. You regain all uses after a long rest.

CURSED POSSESSION

At level 17, as an action, if you are below half your hit points, you can spend 4 focus points and activate your curse to take control over your mind and body causing markings to appear on your body and you attack anything you see as an enemy. You have resistance to bludgeoning, slashing, and piercing damage while "marked" and at the beginning of each of your turns the curse has control, you heal hit points equal to 1d8 + your Constitution modifier, you also have advantage on all wisdom saving throws while this effect is active. This ability can only be used if you are in combat and not at 0 hit points.  

CURSED BLADE SPELLS

Cantrips (0 level) Blade Ward (PHB) Booming Blade (SCAG) Frostbite (EE) Green Flame Blade (SCAG) Guidance (PHB) Mage Hand (PHB) Magic Stone (EE) Minor Illusion (PHB) Ray of Frost (PHB) Sword Burst (SCAG) True Strike (PHB)  

1st level

Armor of Agathys (PHB) Arms of Hadar (PHB) Charm Person (PHB) Expeditious Retreat (PHB) False Life (PHB) Heroism (PHB) Hex (PHB) Ice Knife (EE) Silent Image (PHB) Tasha's Hideous Laughter (PHB) Zephyr Strike (XGTE)  

2nd level

Absorb Elements (PHB) Blur (PHB) Crown of Madness (PHB) Cloud of Daggers (PHB) Darkness (PHB) Darkvision (PHB) Heat Metal (PHB) Magic Weapon (PHB) Shadow Blade (XGTE) Silence (PHB) Warding Wind (EE)  

3rd level

Bestow Curse (PHB) Fear (PHB) Flame Arrows (EE) Haste (PHB) Melf's Minute Meteors (EE) Nondetection (PHB) Remove Curse (PHB) Water Walk (PHB)  

4th level

Confusion (PHB) Freedom of Movement (PHB) Hallucinatory Terrain (PHB) Phantasmal Killer (PHB) Storm Sphere (EE) Warding Wind (XGTE)
LevelProficiency BonusFocus PointsFeatures
1+2Fighting Style, Skilled Attacker
2+22Focus, Honorable Duel
3+23Samurai Path Feature
4+24Ability Score Improvement
5+35Extra Attack
6+36Know Thy Enemy
7+37Samurai Path Feature
8+38Ability Score Improvement
9+49Mental Focus
10+410Ability Score Improvement
11+411Unshakeable
12+412Samurai Path Feature
13+513Extra Attack (2)
14+514Ability Score Improvement
15+515Path Of The Sword
16+516Ability Score Improvement
17+617Samurai Path Feature
18+618Enemy Sense
19+619Ability Score Improvement
20+620Mental Clarity

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Dragon Tortle

Ability Score Increase +2 Str, +1 Wis, +1 Cha
Size Medium
Speed 30ft

-Age. Young dragon-tortles grow quickly. They walk days after hatching, attain the size and development of a 10-year-old human child by the age of 5, and reach adulthood by 15. They live to be around 65.   -Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon is determined by the dragon type, as shown in the table.

Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)
-Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.   -Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.   -Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield’s bonus as normal.   -Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell.   -Survival Instinct. You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.       *SPIKED DRAGON-TORTLE*   Spiked dragon-tortles are a rare variation of dragon-tortles that are larger than usual. They have spikes on their shells and horns on their heads. They exclusively have fire breath weapons, and their shells can be used for attack as well as defense. They typically hold high positions of power, such as royalty, high nobility, or high ranking military officials such as generals, and tend toward extreme alignments. Evil spiked dragon-tortles may rule as tyrants, while good ones are benevolent rulers or famed heroes. Whatever the situation, a spiked dragon-tortle is a force to be reckoned with.   -Ability Score Increase. Your Strength and Constitution scores increase by 2, and your Wisdom and Charisma scores increase by 1. Shell Spin   ºAt level 5, you master a helpful skill. Retreating into your shell mid-jump, you can use prior momentum to make an Unarmed Strike or Shell Spike Slam to attack a creature while gaining the benefits of your Shell Defense. After using this action, you have a +4 bonus to AC, advantage on Strength and Constitution saving throws, disadvantage on Dexterity saving throws, have a speed of 0, and are prone until you use an action to emerge from your shell. Creatures hit by this attack must succeed on a strength saving throw against your strength (Athletics) check or be knocked prone.   -Horns. You can use the horns on your head to make a gore attack that deals piercing damage equal to 1d6 + your Strength modifier.   -Big Boi. You are sufficiently large that you can use Two-Weapon Fighting without requiring the weapons to have the "light" property. Size   -Size: Spiked dragon-tortles can grow up to more than 900 pounds and up to 8 feet tall. Your size is medium.   -Spiked Shell. The back of your shell is covered in spikes. Hostile creatures do not gain advantage attacking you from behind, and any creature that misses an unarmed strike or natural weapon attack on you from behind takes 1d4 slashing or piercing damage (DM's rule). You also can use an action to perform a slam attack with the back of your shell to do piercing damage equal to 1d8 + your Strength modifier.   -Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 18 (your Dexterity modifier doesn’t affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield’s bonus as normal.
 

Languages. Aquan, Common and Draconic

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