Hjoldahr Stoneborn
Hjoldahr Stoneborn
STEALTH DISADVANTAGE
ARMOR Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in
Great Weapon Master. On your turn, when you score a critical hit with a melee weapon or
PROFICIENCY BONUS +6 reduce a creature to 0 hit points with one, you can make one melee weapon attack as a
40
SHIELD bonus action.Before you make a melee attack with a heavy weapon that you are proficient
AC with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to
the attack’s damage.
Athlete. When you are prone, standing up uses only 5 feet of your movement.Climbing
N
CIE C
Cloak of Protection (2), Mariner (1) doesn’t cost you extra movement.You can make a running long jump or a running high jump
+23 Strength
Y
PROFI
14
swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus
+2 Wisdom to AC.
378 20d12
+3 Charisma Mage Slayer. When a creature within 5 feet of you casts a spell, you can use your reaction
to make a melee weapon attack against that creature.When you damage a creature that is
CONDITIONAL concentrating on a spell, that creature has disadvantage on the saving throw it makes to
maintain its concentration.You have advantage on saving throws against spells cast by
+2 creatures within 5 feet of you.
24 SPEED FLY CLIMB SWIM that it’s holding. You add the superiority die to the attack’s damage roll, and the target must
N
make a Strength saving throw. On a failed save, it drops the object you choose. The object
CIE C
✘
RT
EXPE
Polearm Master. When you take the Attack action and attack with only a glaive, halberd,
+0 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite
+7
end of the weapon. The weapon’s damage die for this attack is a d4, and the attack deals
+0 Arcana (Int) Darkvision bludgeoning damage. This attack uses the same ability modifier as the primary attack.While
you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an
opportunity attack from you when they enter your reach.
✘✘ +27 Athletics (Str) Resistances. Poison Squat Nimbleness. You have advantage on any Athletics or Acrobatics check you make to
escape from being grappled.
INTELLIGENCE +1 Deception (Cha) Tough. Your hit points maximum increases by 40.
11 +0 History (Int)
+0 Insight (Wis)
Slasher. Once per turn when you hit a creature with an attack that deals slashing damage,
you can reduce the speed of the target by 10 feet until the start of your next turn.When you
score a critical hit that deals slashing damage to a creature, you grievously wound it. Until
the start of your next turn, the target has disadvantage on all attack rolls.
✘✘ +13 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Practiced Expert. Your proficiency bonus is doubled for any ability check you make that uses
+0 +0 Investigation (Int)
the chosen proficiency.
Rage (Bonus Action—Unlimited). Advantage on Strength checks and Strength Saves. A +4 to
damage rolls with strength melee weapon attacks. You have resistance to bludgeoning,
+0 Medicine (Wis) Dwarven Resilience. You have advantage on piercing, and slashing damage.
WISDOM
saving throws against poison, and you have Unarmored Defense. While you aren’t wearing armor, your AC equals 19. You can use a
+0 Nature (Int) resistance against poison damage. shield and still gain this benefit.
10
Reckless Attack. When you make your first attack on your turn, you can decide to attack
✘ +6 Perception (Wis) recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during
Stonecunning. A +12 on History checks related to this turn, but attack rolls against you have advantage until your next turn.
+1 Performance (Cha) origin of stonework. Danger Sense. You have advantage on Dexterity saving throws against effects that you can
see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or
+1 Persuasion (Cha) incapacitated.
+0 +0 Religion (Int)
Extra Attack. You can attack twice, instead of once, whenever you take the Attack action on
your turn.
+2 Sleight of Hand (Dex) Fast Movement. Your speed increases by 10 feet while you aren’t wearing heavy armor.
Feral Instinct. You have advantage on initiative rolls. If you are surprised at the beginning of
CHARISMA +2 Stealth (Dex) combat and aren’t incapacitated, you can act normally on your first turn, but only if you
enter your rage before doing anything else on that turn.
12 ✘ +6 Survival (Wis)
SKILLS
Brutal Critical. Three additional weapon damage die when determining the extra damage
for a critical hit with a melee attack.
Relentless Rage. If you drop to 0 hp while you’re raging and don’t die outright, you can
make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hp instead. Each time
you use this feature after the first, the DC increases by 5. When you finish a short or long
+1 16 PASSIVE PERCEPTION rest, the DC resets to 10.
Persistant Rage. Your rage is so fierce that it ends early only if you fall unconscious or if you
choose to end it.
Indomitable Might. If your total for a Strength check is less than 40, you can use 40 place of
ADVANTAGE
✘ the total.
+2
Divine Fury. While raging, the first creature you hit on a turn with a weapon attack takes an
INITIATIVE 2 Attacks / Attack Action RACIAL TRAITS
extra 1d6+10 necrotic or radiant damage(choose when taking this feature.)
Warrior of the Gods. When a spell with the sole effect of restoring you to life(not undeath)
is cast on you, the caster doesn't need material components.
Fanatical Focus (1/Rage). While raging, if you fail a saving throw, you can reroll it, and you
NAME RANGE ATTACK DAMAGE / TYPE must use the new roll.
The Tempest Greataxe 5 ft +19 vs AC 1d12+13 slashing Zealous Presence (Bonus Action—1/Long Rest). Unleash a battle cry, up to 10 other
creatures of your choice within 60ft gain advantage on attack rolls and saving throws until
The Tempest A Great Axe with metal the color of a night’s sky. The handle is made of a dark wood of an unidentifiable variety. In combat, faint blue lightning
the start ofcrackles appear on its surface. The user’s eyes will faintly glow. Gives +2 o
your next turn.
Javelin 30/120 +17 vs AC 1d6+11 piercing Armor Proficiencies. Light Armor, Medium Armor,
Shields
Thrown
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You strive to perfect yourself physically and in execution of everything you do. The thrill of competition lights fire in your
blood, and the roar of the crowd drives you forward. Tales of your exploits precede you and might open doors or loosen
tongues.
Obstacles exist to be overcome.
Anything worth doing is worth doing best. Whether in one of the poleis, between them, or among the nonhuman peoples of Theros, physical contests and those
who pursue them command respect bordering on reverence. Athletes arise from all walks of life and all cultures and
quite often cross paths with one another.
PERSONALITY TRAITS
IDEAL
BOND
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Greataxe +2. The Tempest
Half Plate 1 40 [Greataxe +2] 1 7 A Great Axe with metal the color of a night’s sky. The
Javelin 1 2 [Cloak of Protection] 1 — handle is made of a dark wood of an unidentifiable
Explorer’s Pack 1 10 [Ring of Protection] 1 — variety. In combat, faint blue lightning crackles appear
Shield 1 6 [Boots of Striding and Springing] 1 — on its surface. The user’s eyes will faintly glow. Gives +2
Battleaxe 1 4 Horn of Valhalla, Iron 1 — on attack and damage rolls. Requires attunement.
Climber’s Kit 1 12 [Boon of Immortality] 1 — Righteous Attack: By swinging The Tempest as an action
instead of attacking a single target, you send out a
magical force imbued with the strength of a hurricane.
All targets within a 30 ft. radius of this attack must make
a DC 16 Strength saving throw, taking 5d8 radiant
damage and being pushed away from you by 10 ft. on a
failed save, or taking half as much damage and
remaining where they are on a successful save. You must
wait until the next dawn before using it again. Counts
when considering the continuation of rage.
Storm of Just Fury: Holding the Tempest aloft, radiant
beams extend out in a 20 foot radius AoE. All enemies
take 2d8 radiant damage. This effect lasts three turns
and triggers when an enemy moves into the radius or
takes a turn.
ATTUNED MAGIC ITEMS 3 / 3
Cloak of Protection. You gain a +1 bonus to AC and
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb saving throws while you wear this cloak.
Belt of Kazmairak
Barbarian Kazmairak the lucky, prized this dark oiled leather belt, with dwarven runes for life etched
deeply into its surface.
While attuned to this belt, the player requires a fourth failed death save to die, rather than three
failed saves.
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
The Tempest Greataxe Javelin Battleaxe
Martial Melee Weapon Simple Melee Weapon Martial Melee Weapon