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Arthur The Stallion in Dungeons & Dragons 5e

Arthur The Stallion

6 Level (5/10/23000 XP for level-up) Background Ungulates Race / Species / Heritage lawful Neutral Alignment
Battle Bomber
Level 6
Hit Dice: 5/6
1d6+4 Class 1

STR 15

+2

DEX 16

+3

CON 18

+4

INT 20

+5

WIS 14

+2

CHA 18

+4

57
Hit Points
+6
Initiative (DEX)
20
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
15
Passive Perception
154/308 / 64
Inflation Limit: 0/97
bombs 11 / dont really use the mutagen
potions 11
Spellcasting ...
+16 Attack mod
INT Ability
+5 Abi Mod
32 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+4 Strength
+9 Dexterity
+11 Constitution
+13 Intelligence
+4 Wisdom
+8 Charisma
saving throws
+6 Acrobatics DEX
+2 Animal Handling WIS
+7 Arcana INT
+2 Athletics STR
+4 Deception CHA
+10 History INT
+2 Insight WIS
+4 Intimidation CHA
+7 Investigation INT
skills
+2 Medicine WIS
+7 Nature INT
+5 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
+5 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Hoof attack +2 STR 1D6+2 Bludgening
 natural weapons are treated as light finesse weapons
bunsen burner +5 INT 2d6 fire
blowgun +3 DEX 1+3 piercing
 loading
body slam +2 STR 2d12+2
Bomb +5 INT 3d6+5 fire
 bomb potion
Mutagen +5 INT -
 increase one ability score by +4  and give a +2 to natural armor, but in exchange decreases the opposite ability score by -2
the Nukor +3 DEX 3D12+3 inflation dmg
 parts to grow bigger when aimed at and boils their insides unless set to stun
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Berry Squash 25 instant 2D10
Smother ‘Em 120 2d10 bludgeoning damage
 Notes:Description: The caster inflates one of their “assets”, such as their rear, to full their inflation limit and knocked down an enemy near them causing that enemy to become proned if the enemy fails a Strength Saving throw against the caster’s DC taking 1d10 bludgeoning damage. The enemy remains prone until the caster sits up or is popped. The one pinned under the caster can get out after succeeding a Strength saving throw. The caster can deflate after a minute of forcing it out. While the enemy is under the caster, they take 1d6 from suffocation. At level 6, the caster can pin 2 enemies under them and the enemies have disadvantage for their saving throws. At level 9, they can pin 3 enemies. At level 12, they can pin 4 enemies and instead deal 3d6 per turn.
Healing Puffkiss 1d10 infaltion/heal
 Notes: Description: send a Healing puffkiss to an ally you see within 60ft, Healing 1d10 but also causing the same amount healed to be dealt as inflation damage. If the character healed popped because of this effect then they do not gain any health. At level 6, heals 2d10. At level 9, heals 3d10. At level 12, does not lose the effect of healing when an ally pops.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Mage Balloon 3d10 inflation damage
 Notes: Description: The caster creates a semi-transparent balloon that when it touches someone it pops, immediately making them immobile for 3 hours unless the target has resistances to inflation damage. It also causes 3d10 inflation damage to the one who touched it thus popping the balloon. The caster can see using the balloon as if it was the caster’s eyes. At player level 6, this spell deals 5d10 damage. At player level 9, the immobilization effect now lasts 24 hours and can be reapplied as the caster likes unless the target pops. At player level 12, The immobilization effect is permanent unless the caster decides to undo the spell’s effects. At player level 15, The spell can pop the target immediately if the caster sneak attacked the target unless they have resistances to inflation damage then it does half their limit (The caster can’t pop the target using this spell unless the inflation damage caused by the spell makes them pop).
Cure Wounds
 Notes:heal 1d8+spell casting modifyer

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #

Inflation Limit: 52
Weaponized Potions


At 1st level, you learn how to create all sorts of crazy potions that can either act as powerful spells,  for subtle traps, or even strengthen yourself. When you cast spell (except certain cantrips), you use a potion as a focus for them. Anyone can use them as long as you make the potion to where it can activate in a certain such as swallowing. You can make anything from extracts to bombs to mutagens using the craft option.
Brew Potion


At level 1, you can brew new potions fully after a long rest or half your potions for a short rest with the base number of potions you can brew being is your Intelligence modifier for miscellaneous and 1 for potions meant to act as spells. You gain more potions each level as you would for spells and gain another misc potion every two levels. 


-Bomb: by using one potion you can make a number of bombs equal to your class level + Intelligence modifier. The bombs have a range of 20 feet and does 1d6 + Intelligence modifier gaining another 1d6 every two levels. The damage type relates to what kind of potion you used to make such as if you used a inflation potion it will do inflation damage or if it was a fire potion it will do fire damage.  Those caught in the splash radius perform a Dexterity saving throw for half damage. The DC being your Spell Save DC.


-Mutagen: You use a potion to create two  mutagen which can increase one ability score by +4  and give a +2 to natural armor, but in exchange decreases the opposite ability score by -2 such as: strength and intelligence; constitution and charisma; dexterity and wisdom. The effect last for 10 minutes per level in this class and cannot be piled upon meaning if you add a new mutagen the old one is replaced.
Tireless: You have advantage on saving throws to resist exhaustion from running or making a forced march.
Subrace: Equine, Dash, run move +20 feet (hooves)
Rubber like hide: limit +0.5
Gut Of Plenty: vore objects to add 1/5 filling. deal 1d6 for weapons or gold. +bombs explodes after you do
Body Slam: 1d12 by body slamming the target.  The damage increases by 1d12 every two levels


Balloon Shield:  once you reach past (1/2) your limit by adding +2 to AC
Self-Destruction:


At level 3, you intentionally drink up a explosive gas potion separate from your actual potions (having a number of these new potions equal to your Intelligence modifier). You take one turn to build up all the gas need to explode into a giant fireball causing 1d12 damage for every 15 points of inflation caused to reach your limit including whatever damage done by objects inside the Gut of Plenty. You will need to wait until your next turn to attack due to reforming. You can only regain one of these potions once a day. The radius of the explosion will be about 20 feet with a DC of 10 + (1/4) of size + Intelligence modifier to receive half damage if not within the first 10 feet of the explosion.
ability score improofment.

Bowling for Idiots


At 4th level, you have been bloated and blimped for so long you have learned to move quickly like a cheetah. You can now roll around no matter how big you are as if you were walking normally and even bowl your body at enemies dealing 1d8 and hits multiple people depending on size. This attack can knock them prone if they fail a Constitution Saving throw with a DC of 10 + Intelligence modifier + Proficiency bonus. 



Rubber Armor


At level 5, through so many days of experiments and inflating your body that was only rubber in likeness is now fully rubber inside and out,  and pretty thick rubber at that giving you +10 AC for when unarmored and your body can stretch to 2x your inflation limit instead of 1.5. Example, originally you would have 30, but now it would be 60. 


Mad Genius


Starting at level 6, you have learn so many things through your experiments and adventures that you gain +2 to Intelligence.ability score. Thanks to being such a genius you are able to restore both your misc potions and spell potions fully now with either a short or long rest.







Features & Traits

  • (a) a two scalpels or (b) a hand-held weaponized bunsen burner
  • (a) a light crossbow and 20 bolts or (b) a blowgun
  • A Lab coat (+2 to intelligence related checks)
  • Tinker’s tools
  • An explorer’s pack

thong of the juicy durability: causes the wearer to become a blueberry and naturally fills with juice by 10 inflation every hour and gain +1 ac whenever filled with juice

Choker of adjusting transformation inflation: Can allow the wearer to adjust their body how they see fit so long as they are a horse or hippo. (Just cant be a literal giant to stomp the big bad. Or something similar) allows the wearer to deal double damage for all Inflation related atks even to one's self. However this means the wearer takes double inflation dmg from enemies and other sources. Enemies who see the wearer must perform a Wisdom saving throw against a DC of 12 or be forced to attack the wearer solely and with any inflation attack they possess unless they don't have one and can attack the wearer with any attack.

The cock ring of unrealistic blueberry haste: get a +2 to all stats (so if u were at 20 then u are at 22 now after attuning) when filled by 1/4th ur inflation limit with juice. The wearer gets to cast haste for 3 rounds when they so choose but suffer the debuff effect at the end. The wearer gets the speed buff of haste permanently.




Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 100, Platinum: 0 Money

common


 simple weapons, blowguns, hand crossbows, rapiers, whips, and bombs.




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.

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