Remove these ads. Join the Worldbuilders Guild

Silver Sword

4 Level (0/6500 XP for level-up) Folk Hero Background Earth Pony - Clydsdale Race / Species / Heritage Chaotic Good Alignment
Barbarian
Level 2
Hit Dice: 1/2
1d12+3 Class 1
Fighter
Level 2
Hit Dice: 2/2
1d10+3 Class 2

STR
19
+4
DEX
16
+3
CON
16
+3
INT
8
-1
WIS
11
+0
CHA
13
+1
43
Hit Points
+3
Initiative (DEX)
17
Armor Class (AC)
+2
Prof. Bonus
30 ft
Speed (walk/run/fly)
10
Passive Perception
2 / 2
Rage
4 / 4
Cartoon Physics Points
1 / 1
Second Wind
1 / 1
Action Surge
+4 Expertise Bonus
+2 Proficiency Bonus
+6 Strength
+3 Dexterity
+5 Constitution
-1 Intelligence
+0 Wisdom
+1 Charisma
saving throws
+3 Acrobatics DEX
+0 Animal Handling WIS
-1 Arcana INT
+6 Athletics STR
+1 Deception CHA
-1 History INT
+0 Insight WIS
+3 Intimidation CHA
-1 Investigation INT
-1 Tech INT
skills
+0 Medicine WIS
-1 Nature INT
+0 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
-1 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Bolt Action Rifle +8 DEX 1d10+3 Piercing
 Attatched to battle saddle, Range (100/400)
Short Sword +7 STR 1d6+4 Piercing
 Martial, Finesse, Light
Hoof +7 STR 1d4+4 Bludgeoning
 Finesse, Heavy
Bite +7 STR 1d4+4 Bludgeoning
 Finesse, Heavy
Attacks
Class Traits

Rage -
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren’t wearing heavy armor:

You have advantage on Strength checks and Strength saving throws.

When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian.

You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Reckless Attack
You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Danger Sense
You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.

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 incapacitated.

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.

Race Features

Stand Firm -
Whenever an effect would force you to move or knock you prone, you can roll a DC 15 Strength, Dexterity, or
Constitution saving throw to ignore the movement or prone effect.

Vim & Vigor -
Whenever you roll Hit Dice to heal, add +2 to the result of each die. Whenever you gain temporary hit points, add +2 to the amount received.

Strong Back -
Your speed is not reduced by wearing heavy armor in which you are proficient, and your carrying capacity, and lift, push, and pull limits are increased by 50%.

Toughness - Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Additionally, you have a bonus Hit Die at level 1, which is 1d10 in size. You do not add it to your maximum HP, but you can use it during short rests to heal.

Features & Traits
Battle Saddle, Bolt Action Rifle, Saddle bag, Bedroll, Mess kit, Tinderbox, Rations (1 day) - 10, Waterskin, 50 ft Hempen Rope, Gun repair kit, Shovel, Iron pot

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 100, Platinum: 0 Money
Launguages - Equestrian and Cervine

Weapons - Simple Weapons, Martial Weapons, Rifles

Tools - Gun Repair kit, Vehicles (land)

Armor - Light armor, Medium armor, Shields

Languages & Proficiencies
Hold Your Horses

This power can be used in two ways:

Drag someone along: As a bonus action (2 points) you drag an adjacent creature along with any movement you use this turn and release them at the end of your turn. If the creature is resisting or is grabbed or restrained in some way, you contest your Strength against the opposing force.

Go along for the ride: Activate as your reaction (2 points) when an adjacent creature moves away from you. You can either let yourself be dragged along (letting go at any time) or you can attempt to stop the creature's movement. In that case, contest your Strength against the target's. On a success the target's movement ends. On a failure you can either let them go or go along for the ride, as above.

Montage

With access to a library, helpful friends, or intense personal dedication, you can quickly learn a new proficiency or complete a time-consuming task.

Dual Use: This ability has two uses: learning a new proficiency, or completing a task more quickly.

Cram Session: To learn a new skill, language, tool, or weapon proficiency you must first engage in a cram session taking a total study time of 24 hours minus your Intelligence score. During that time you need access to a friend already trained in the proficiency, or a well-stocked library. Activate at the end of the cram session (2 points). You gain proficiency in one skill, language, tool, or weapon until you complete a long rest. You can refresh this power without needing the lengthy cram session by spending the required points again at the end of each long rest as long as you refresh the power every day.

Quicker Tasks: If you use this power to complete some other task (2 points), you simply cut the time requirement of the task in half. Example tasks include learning a new spell, crafting an item, searching a crime scene for clues, traveling to another town with your companions, and so on. If the task takes more than one day to complete, each day that you spend the point cost you progress at double the normal rate.

Cartoon Physics


™ & © 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

The statblocks of your class features

Barbarian

hit dice: 1d12
hit points at 1st level: 12 + your Constitution modifier
hit points at higher levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: Simple weapons, Martial weapons
tools: None
saving throws: Strength, Constitution
skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
starting equipment:
A great axe or any martial weapon. Two hand axes or any simple weapon. An explorers pack.
spellcasting:
class features:
Rage   In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.   While raging, you gain the following benefits if you aren’t wearing heavy armor:   You have advantage on Strength checks and Strength saving throws.   When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage.   If you are able to cast spells, you can’t cast them or concentrate on them while raging.   Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.   Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.   Unarmored Defense   While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
subclass options:

Fighter

hit dice: 1d10
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools:
saving throws:
skills:
starting equipment:
spellcasting:
class features:
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 options:

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Earth Pony - Clydsdale

Earth ponies are the most numerous of the equine races. They reside in groups ranging in size from small, nomadic herds to massive cities. Their natural magic is subtle and often manifests as superior strength, stamina, personal magnetism, or close ties with the plants and creatures of the earth. Earth ponies are responsible for nearly all food production in Equestria. Although they are incapable of flight like pegasi, or direct control of their magic like unicorns, they can still excel in any profession. Perhaps it’s that perceived need which drives many earth ponies to become the nation’s foremost experts in their fields of interest.
ability score increase: From Strength, Constitution, and Charisma, choose one to increase by 2; the others increase by 1.
age: Up to 100
Size: Medium
speed: 30 ft
Languages: Equestrian and one additional
race features:
Natural Weapons - You are proficient with your hoof and bite attacks, which are finesse, heavy weapons that deal 1d4 bludgeoning damage.   Cutie Mark - All ponies receive a cutie mark by adulthood. You determine what your cutie mark looks like and the ideal it represents. DM determines what abilities this gives you.   Close To The Earth - You gain proficiency in one skill from this list: Animal Handling, Athletics, Insight, Medicine, Nature, or Survival.   Stand Firm - Whenever an effect would force you to move or knock you prone, you can roll a DC 15 Strength, Dexterity, or Constitution saving throw to ignore the movement or prone effect.   Vim & Vigor - Whenever you roll Hit Dice to heal, add +2 to the result of each die. Whenever you gain temporary hit points, add +2 to the amount received.   Strong Back - Your speed is not reduced by wearing heavy armor in which you are proficient, and your carrying capacity, and lift, push, and pull limits are increased by 50%.   Toughness - Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Additionally, you have a bonus Hit Die at level 1, which is 1d10 in size. You do not add it to your maximum HP, but you can use it during short rests to heal.
Clydesdales are larger than other ponies, and stronger. They tend to have longer, shaggier hair, especially around their fetlocks.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

Co2 Atom.

Statblock Type

Character Sheet (latest)

Link/Embed