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Grevin Longtoe in Dungeons & Dragons 5e

Grevin Longtoe

5 Level (0/14000 XP for level-up) Farmer (Smith) Background Forest Gnome Race / Species / Heritage Forreta (Hearth) Alignment
Rune Fighter
Level 5
Hit Dice: 5/5
1d10+2 Class 1

STR 18

+4

DEX 8

-1

CON 15

+2

INT 10

+0

WIS 12

+1

CHA 10

+0

52
Hit Points
-1
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
2 / 2
Second Wind
2 / 2
Giant Might
Spellcasting ...
+5 Attack mod
CON Ability
+2 Abi Mod
13 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+4 Strength
-1 Dexterity
+2 Constitution
+3 Intelligence
+4 Wisdom
+3 Charisma
saving throws
-1 Acrobatics DEX
+4 Animal Handling WIS
+3 Arcana INT
+10 Athletics STR
+0 Deception CHA
+0 History INT
+1 Insight WIS
+0 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+3 Nature INT
+1 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+0 Religion INT
-1 Sleight of Hand DEX
-1 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
War Pick +7 STR 1d8+4 piercing
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
https://dnd5e.wikidot.com/fighter:rune-knight

Darkvision 60 ft
Gnome Magic: minor illusion cantrip, speak with animals # is PB, regain all on LR
Origin Feat: Tough (+2HP/Lvl) (6+Con+2/Lvl)
Extra Attack x1
Fighting Style Feat: Interceptor (on attack hit on creature within 5 ft, use reaction to reduce damage by 1d10+PB)
Second Wind: bonus action, regain 1d10+fighter lvl, regain 1 on SR, all on LR. Can move half speed without triggering attack of opportunity
Action Surge: + attack action
Tactical Mind: can use Second Wind to add 1d10 to ability check, if fails then don't use up second wind
Giant's Might: # is PB, as bonus action, if less than large then become large, adv on strength checks/saves, once per turn, an attack deals an extra 1d6 dmg, regain on LR

Cloud: Adv on SoH & Deception checks, REACTION when you or creature within 30 feet is hit by attack, use reaction to choose a creature other than attacker to become the target of the attack with the same attack roll, regardless of attack range, regain on SR or LR
Fire: PB doubled for proficient tool checks, FREE ACTION x1 when you hit a creature with weapon attack, summon flaming shackles, deal 2d6 fire dmg, restrain for 1 min, fire dmg ticks at start of each enemy turn, at end of each turn enemy can roll STR saving throw (DC 8+PB+CON), regain on SR or LR

Frost: Adv on Animal Handling and Intimidation, BONUS ACTION to last 10 minutes +2 bonus to all saving throws using strength or constitution, regain on SR or LR

Stone: Adv on insight checks, darkvision to 120, REACTION when creature you can see ends turn within 30 feet, use reaction to force creature to make WIS sav (DC 8+PB+CON), on fail CHARMED for 1 minute with speed 0 incapacitated into dreamy stupor, can roll again at end of each turn, regain on SR or LR


UNARMED STRIKE
Instead of using a weapon to make a melee attack, you can use a punch, kick, head-butt, or similar forceful blow. In game terms, this is an Unarmed Strike-a melee attack that involves you using your body to damage, grapple, or shove a target within 5
feet of you. Whenever you use your Unarmed Strike, choose one of the following options for its effect.

Damage. You make an attack roll against the target. Your bonus to the roll equals your Strength modifier plus your Proficiency Bonus. On a hit, the target takes Bludgeoning damage equal to 1 plus your Strength modifier.

Grapple. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled condition. The DC for the saving throw and any escape attempts equals 8 plus your Strength modifier and Proficiency Bonus. This
grapple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it. See also "Grappling."

Shove. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or you either push it 5 feet away or cause it to have the Prone condition. The DC for the saving throw equals 8 plus your Strength modifier and Proficiency Bonus. This shove is possible only if the target is no more than one size larger than you.

GRAPPLING
A creature can grapple another creature. Characters typically grapple by using an Unarmed Strike. Many monsters have special attacks that allow them to quickly grapple prey. However a grapple is initiated, it follows these rules. See also "Unarmed
Strike" and "Grappled."

Grappled Condition. Successfully grappling a creature gives it the Grappled condition. One Grapple per Hand. A creature must have a hand free to grapple another creature. Some stat blocks and game effects allow a creature to grapple using a tentacle, a maw, or another body part. Whatever part a grappler uses, it can grapple only one creature at a time with that part, and the grappler can't use that part to target another creature unless it ends the grapple. Escaping a Grapple. A Grappled creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the grapple's escape DC, ending the condition on itself on a success. The condition also ends if the grappler has the Incapacitated condition or if the distance between the Grappled target and the grappler exceeds the grapple's range.

GRAPPLED [CONDITION]
While you have the Grappled condition, you experience the following effects.
Speed 0. Your Speed is 0 and can't increase
Attacks Affected: You have disadvantage on attack rolls against any target other than the grappler.
Movable. The grappler can drag or carry you when it moves, but every foot of movement costs it 1 extra foot unless you are Tiny or two or more sizes smaller than it.

Features & Traits
Box of six mystery potions ***
Square leather box - the square hole. Picky about items put into it, have to be square
Plan for better war pick
Large Gauger eye (beholder kin)
75 gold
Rune from Jared which can understand with "Cloud" rune to contain power and storm

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Minor Illusion Cantrip
Speak with Animals, # = PB/LR
Spellcasting
3 Martial Weapons
L, M, H Armor
Tools: Smith, Carpenter
Runes: 2, two items on LR
Armor: Chain shirt

Cloud, Fire, Frost, Stone, Hill7, Storm7

Languages & Proficiencies


™ & © 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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Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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