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Fredrick Fredricsson in Dungeons & Dragons 5e

Fredrick Fredricsson

6 Level (0/23000 XP for level-up) The Hunter's Guild Background Human Race / Species / Heritage Netural Good Alignment
Fighter/Graviturgy Warrior
Level 6
Hit Dice: 6/6
1d10+2 Class 1

STR 18

+4

DEX 12

+1

CON 14

+2

INT 18

+4

WIS 10

+0

CHA 8

-1

71
Hit Points
+1
Initiative (DEX)
20
Armor Class (AC)
+3
Prof. Bonus
30ft
Speed (walk/run/fly)
10
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
+7 Strength
+4 Dexterity
+2 Constitution
+4 Intelligence
+0 Wisdom
-1 Charisma
saving throws
+1 Acrobatics DEX
+0 Animal Handling WIS
+4 Arcana INT
+7 Athletics STR
-1 Deception CHA
+7 History INT
+0 Insight WIS
-1 Intimidation CHA
+4 Investigation INT
skills
+0 Medicine WIS
+7 Nature INT
+0 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+7 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Magnet Spike +8 STR 2d4+4 Bludgeoning
 Heavy, Two-handed, 2 Slots
Attacks
Race Features!
----
Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest.

Skillful. You gain proficiency in one skill of your choice. (Religion)

Versatile. You gain an Origin feat of your choice. (Toughness)

Class Features!
----
Fighting Style: 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.


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
Starting at 2nd level, 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. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.


Subclass Features!
----
Gravity Release
Starting at 3rd level, as a bonus action, you are capable of touching an object such as a weapon, potion, bomb, or any similar item and infusing it with gravity magic. You can do this a number of times equal to your proficiency modifier before the oldest one gets replaced by the newer infused item. These items stay infused with magic until your next long rest, until you use your bonus action to dispel the infusion, or until you use this feature again.

When you hit a creature with a weapon attack, you can choose to activate the gravity magic within the objects (You can choose how many and which ones will launch), causing the infused item to launch toward the creature you are attacking or another target within 30ft. If the creature is unwilling then they must make a Dexterity saving throw (DC = 8 + proficiency bonus + Strength or Dexterity modifier). On a success, the creature dodges the infused items. On a failure, the creature takes the following effects depending on the infused item:

Weapon: The creature takes the weapon's damage die in force damage.

Potion: The creature takes the effects of the potion thrown at them and must make any relevant saving throws associated with the potion (e.g., poison vial).

Magic Item: Items like bombs or other magic items with effects that activate on hit will trigger their effects.

After the attack, unless the item is a consumable like a potion, it returns to you and loses its infusion.


Crush
Also at 3rd level, once per turn when you hit a creature with a weapon attack and do not have any item infused with gravity from your Gravity Release feature. You can instead choose to infuse the hit creature with the same magic, you can have a number of creatures infused equal to your prof anymore after will replace the oldest one.

As a bonus action you can choose one or more creatures infused with gravity magic and force them to make a Constitution saving throw (DC = 8 + proficiency bonus + Strength or Dexterity modifier). On a failure the targets take 2d6 force damage and fall prone for 1 minute as they are crushed into the ground. On a success, the target takes half the damage and doesn't fall prone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success

You can crush once then you cannot use this again until a short or long rest.


Misc Features!
----
Alert
- Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.

  • Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition.

  • Features & Traits
    Traveler's Clothing
    Hunter Card
    Carving Knife
    Bug Net
    Fishing Rod
    Handaxes x2
    Dungeoneer's Pack
    1200 Research Points

    Weapon!
    Very Magnet Spike
    Materials: None


    Armor!
    Plate Armor
    Very Rare Plate Armor
    Materials: None


    Trinket!
    Sharp Whetstone
    Materials: Nargacuga Scale
    Your weapon deals an extra 1d4 slashing damage.


    Altaroth Satchel
    Materials: Quality Sac
    When placed into a trinket, that trinket becomes a bag of holding and does not count against your number of trinkets you can bring on a hunt.


    Collected Materials!

    Equipment Copper: 0, Silver: , Electrum: 0, Gold: 725, Platinum: 0 Money
    Armor: All armor, shields
    Weapons: Simple weapons, martial weapons
    Tools: Woodcarver's Tools and Cook's Utensils
    Saving Throws: Strength, Constitution, Intelligence
    Skills: Athletics, Investigation, Nature, Religion, History
    Language: Common

    Languages & Proficiencies
    4th Level ASI
    6th Level ASI

    Notes


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
    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

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