Remove these ads. Join the Worldbuilders Guild

Wade Wallowhorn

1 Level (0/300 XP for level-up) Angler/Fisherman Background Hippodon Race / Species / Heritage Neutral Alignment
Fisherman
Level 1
Hit Dice: 1/1
1d10+2 Class 1

STR
15
+2
DEX
14
+2
CON
14
+2
INT
12
+1
WIS
15
+2
CHA
11
+0
12
Hit Points
+2
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
Walking 30ft, Swimming 40ft
Speed (walk/run/fly)
12
Passive Perception
Spellcasting ...
+4 Attack mod
WIS Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+4 Strength
+2 Dexterity
+2 Constitution
+1 Intelligence
+4 Wisdom
+0 Charisma
saving throws
+2 Acrobatics DEX
+4 Animal Handling WIS
+1 Arcana INT
+2 Athletics STR
+0 Deception CHA
+1 History INT
+2 Insight WIS
+0 Intimidation CHA
+1 Investigation INT
+4 Fishing Tools WIS
skills
+2 Medicine WIS
+3 Nature INT
+2 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Spear - One Hand +4 STR 1d6+2 Piercing
 Thrown (20/60ft), Versatile
Spear - Two Hand +4 STR 1d8+2 Piercing
 Thrown (20/60ft), Versatile
Fishing Rod +4 STR 1d4+2 Bludgeoning
 Finesse, Reach, Special
Attacks

Spell Book

Race Features:


Hold Breath: You can hold your breath for up to 30 minutes.
Powerful Build: Due to your robust and muscular build, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Natural Weapons: You have powerful jaws and tusks. You are proficient with your unarmed strikes, which deal 1d4 piercing damage.
Aquatic Affinity: You have advantage on Strength (Athletics) checks made in water.
Tough Hide: Your tough hide provides you with natural armor. While not wearing armor, your Armor Class is equal to 12 + your Dexterity modifier.

Class Features:


LEVEL 1: FISHER’S INTUITION
You have an innate understanding of aquatic environments. You gain proficiency in Survival and Nature checks related to aquatic environments, and you have advantage on checks made to find and catch fish.
LEVEL 1: WATER BREATHING
You can hold your breath for a number of minutes equal to 10 times your Constitution modifier (minimum of 10 minutes).

Features & Traits
Armor: Fisherman Clothes
Weapons: Spear, Fishing Rod
Tools: Fishing Tools, Net, Fishing Boat

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Armor Proficiencies: Light armor, medium armor
Weapon Proficiencies: Simple weapons, Tridents, Nets
Tools: Fishing Tools, Water Vehicles
Saving Throws: Strength, Wisdom
Skills: Nature, Survival, Animal Handling
Languages: You can speak, read, and write Common and Aquan.

Languages & Proficiencies


™ & © 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

DnD 5e SRD SRD

Spear

Melee Weapon Thrown, Versatile Common

Type Damage Damage Range Properties
Simple 1d6 / 1d8 Piercing 20/60 ft Thrown, Versatile

Cost: 1 gp Weight: 3 lb


 

DnD 5e SRD SRD

Net

Ranged Weapon Thrown.
A Large or smaller creature hit by a net is Restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
When you use an action, Bonus Action, or reaction to Attack with a net, you can make only one Attack regardless of the number of attacks you can normally make. Common

Type Damage Damage Range Properties
Martial None 5/15 ft Thrown.
A Large or smaller creature hit by a net is Restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
When you use an action, Bonus Action, or reaction to Attack with a net, you can make only one Attack regardless of the number of attacks you can normally make.

Cost: 1 gp Weight: 3 lb


 

Fishing Tackle

Adventuring Gear Common

This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.

Cost: 1gp Weight: 4lb


 

Fishing Rod

Weapon

Common

Properties:

Finesse, Reach, Special  

Special Properties:

  • Hooked Strike: If you roll a natural 20 on an attack roll with this weapon, you can attempt to grapple the target (if they are no more than one size larger than you) as a bonus action. The grappled target is considered restrained until they escape the grapple.
  • Fishing Line: The fishing rod has a thin but sturdy line attached to the end, extending up to 30 feet. As an action, you can use the fishing rod to attempt to disarm a target within 30 feet, using a Dexterity (Sleight of Hand) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check.

This fishing rod is crafted from durable wood with a sturdy reel and a strong fishing line. While it’s primarily used for catching fish, it can also be wielded as an improvised weapon in a pinch. The long reach and flexibility make it a unique choice for combatants looking for unconventional methods to engage their foes.

Type Damage Damage Range
Simple Melee 1d4 Bludgeoning 5ft - 30ft


Weight: 3 Ibs

The statblocks of your class features

Fisherman

The Fishermen is a master of aquatic environments, skilled in fishing, navigating waterways, and utilizing their connection to water for both sustenance and defense. Fishermen are vital to their communities, providing food, protection, and guidance through their deep understanding of rivers, lakes, and other bodies of water. They are equally adept in combat and survival, making them versatile and resourceful adventurers.
hit dice: 1d10
hit points at 1st level: 1d10 + Constitution Modifier
hit points at higher levels: 1d10 + Constitution Modifier Per Level After 1st
armor proficiencies: Light armor, medium armor
weapon proficiencies: Simple weapons, Tridents, Nets
tools: Fishing Tools, Water Vehicles
saving throws: Strength, Wisdom
skills: Choose three from Athletics, Nature, Perception, Survival, Insight, Animal Handling, Stealth
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a trident or (b) a spear

  • (a) a light crossbow and 20 bolts or (b) a shortbow and 20 arrows

  • (a) a dungeoneer’s pack or (b) an explorer’s pack

  • Fisher’s tools, a net, and a small boat (if campaign appropriate)
spellcasting:
None
class features:

Level 1: Fisher’s Intuition

You have an innate understanding of aquatic environments. You gain proficiency in Survival and Nature checks related to aquatic environments, and you have advantage on checks made to find and catch fish.  

Level 1: Water Breathing

You can hold your breath for a number of minutes equal to 10 times your Constitution modifier (minimum of 10 minutes).  

Level 2: Harpoon Mastery

You are proficient with nets and tridents, and you gain a +2 bonus to attack rolls with these weapons. Additionally, when you hit a creature with a net, it is restrained until it succeeds on a DC 10 Strength check.  

Level 3: Fishing Techniques

Choose a Fishing Technique archetype, which grants you features at 3rd, 7th, 11th, 15th, and 18th levels.  

Level 4: Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 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.  

Level 5: Catch of the Day

Once per day, you can spend 1 hour fishing to catch enough fish to feed a number of people equal to your Fisher level.  

Level 6: Underwater Camouflage

You gain advantage on Stealth checks while underwater.  

Level 8: Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 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.  

Level 9: Evasive Maneuvers

Your experience navigating treacherous waters has made you exceptionally agile. You can use the Dash action as a bonus action on your turn. Additionally, when you take the Dash action, difficult terrain doesn’t cost you extra movement, and you have advantage on Dexterity saving throws until the start of your next turn.  

Level 10: Master Angler

Your experience and skill allow you to catch even the rarest and most elusive of fish. You can always find a fish when you attempt to catch one, regardless of environmental conditions.  

Level 12: Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 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.  

Level 14: Tidal Surge

You can summon the power of the river to aid you in battle. As an action, you can cause a surge of water to push back enemies. All creatures within a 20-foot radius must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or be pushed back 15 feet and knocked prone. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain all uses after a long rest.  

Level 16: Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 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.  

Level 17: Master of the Waters

You have become one with the aquatic environment, gaining the following benefits:  
  • Aquatic Adaptation: You gain a swimming speed equal to twice your walking speed, and you can breathe underwater.
  • Waterborne Stealth: You can use the Hide action as a bonus action while you are submerged in water.
  • Predatory Strikes: When you hit a creature that is submerged in water with a weapon attack, the attack deals an additional 2d6 damage.
 

Level 19: Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 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.  

Level 20: Legendary Fisherman

You become a legendary figure among anglers. You gain immunity to being charmed or frightened by aquatic creatures, and you can call upon the spirit of the river to guide your actions. Once per long rest, you can reroll a failed attack roll, ability check, or saving throw.
subclass options:

Shoreline Protector

Level 3: Guardian of the Waters

You gain proficiency in heavy armor and shields. You also gain the ability to protect your allies. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.  

Level 7: Anchor Throw

You can throw your trident or spear with incredible force. When you make a ranged attack with a thrown weapon, you can choose to make it a special attack. If the attack hits, the target is restrained and takes an additional 2d6 piercing damage. The target must use an action to make a DC 15 Strength check to free itself.  

Level 11: Deflecting Wave

You can use your reaction to create a wave of water that deflects an attack. When you or a creature within 5 feet of you is hit by an attack, you can use your reaction to reduce the damage by 1d10 + your Wisdom modifier.  

Level 15: Guardian’s Stand

You can plant yourself firmly in place to protect an area. As a bonus action, you can enter a defensive stance for 1 minute. While in this stance, you cannot be moved against your will, and you have advantage on Strength saving throws and checks.  

Level 18: Tidal Shield

You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons while you are within 10 feet of a body of water.  

Deepwater Hunter

Level 3: Ambush Predator

You gain proficiency in Stealth checks. When you attack a creature that hasn’t taken a turn in the combat yet, you have advantage on the attack roll, and the attack deals an extra 1d6 damage.  

Level 7: Silent Swimming

You gain a swimming speed equal to your walking speed, and you can move stealthily at full speed while swimming.  

Level 11: Hunter’s Strike

When you hit a creature with an attack, you can use your bonus action to make an additional attack against the same creature.  

Level 15: Water’s Veil

You can cast Greater Invisibility on yourself once per long rest without expending a spell slot.  

Level 18: Apex Predator

You have advantage on attack rolls against any creature that is swimming. Additionally, when you hit a creature that is swimming with an attack, that creature is stunned until the end of its next turn.  

River Mystic

Level 3: Mystical Angler

You gain the ability to cast spells. Choose two cantrips from the Druid spell list. You also learn two 1st-level spells of your choice from the Druid spell list. You can cast each of these spells once per day. Wisdom is your spellcasting ability for these spells.  

Level 7: Healing Waters

You can use your knowledge of the river to heal others. As an action, you can touch a creature and restore hit points equal to 1d8 + your Wisdom modifier. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain all uses after a long rest.  

Level 11: River’s Boon

You can cast Water Breathing and Water Walk once per day each without expending a spell slot.  

Level 15: Nature’s Ally

You can summon a water elemental to assist you. You can cast Conjure Elemental (water elemental only) once per long rest without expending a spell slot.  

Level 18: Mystical Guardian

You can cast Control Water once per day without expending a spell slot. Additionally, when you cast a spell that deals damage, you can choose to change the damage type to cold or bludgeoning.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Hippodons

The Hippodons are a formidable and robust race resembling the mighty hippos of the natural world. Standing on average at around 6 to 7 feet tall, they possess a stocky and muscular build. Their skin is thick and tough, providing a natural armor that ranges in color from muddy browns to dark grays.
ability score increase: Your Constitution score increases by 2, and your Strength score increases by 1.
age: Hippodons mature relatively quickly, reaching adulthood around the age of 5 and can live up to 50 years.
alignment: Hippodons are often neutral, favoring a balanced and pragmatic approach to life. However, individual personalities can vary widely, and hippodons can be found across the entire alignment spectrum.
Size: Medium
speed: Your base walking speed is 30 feet, and you have a swimming speed of 40 feet.
Languages: You can speak, read, and write Common and Aquan.
race features:
Ability Score Increase: Your Constitution score increases by 2, and your Strength score increases by 1.   Size: Hippodons are large and powerful creatures. Your size is Medium.   Speed: Your base walking speed is 30 feet, and you have a swimming speed of 40 feet.   Hold Breath: You can hold your breath for up to 30 minutes.   Powerful Build: Due to your robust and muscular build, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.   Natural Weapons: You have powerful jaws and tusks. You are proficient with your unarmed strikes, which deal 1d4 piercing damage.   Aquatic Affinity: You have advantage on Strength (Athletics) checks made in water.   Tough Hide: Your tough hide provides you with natural armor. While not wearing armor, your Armor Class is equal to 12 + your Dexterity modifier.   Languages: You can speak, read, and write Common and Aquan.
Hippodons have large heads with powerful jaws and tusks, giving them a distinct and imposing appearance. Their eyes are small but alert, and their ears are often flat against their heads. Despite their somewhat intimidating appearance, Hippodons are known for their calm and steady demeanor.   These creatures are adapted for life both on land and in the water. Their limbs are well-suited for navigating both environments, with webbed toes aiding them in swimming. Hippodons are equally comfortable on the riverbanks as they are submerged, and their hold breath ability allows them to remain submerged for extended periods.   In terms of culture, Hippodons are often found in coastal regions and river valleys, building communities that thrive in harmony with aquatic ecosystems. They are known for their strong sense of community, pragmatic approach to problem-solving, and their appreciation for the balance of nature.   As a race, Hippodons are versatile, finding roles as both skilled warriors and adept laborers. They often forge bonds with other races, contributing their unique strengths to diverse communities. Whether on land or in water, the Hippodons' presence is a symbol of strength, adaptability, and a connection to the natural world.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

Morgatron247.

Statblock Type

Character Sheet (latest)

Link/Embed