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Argus the Gem Knight

7 Level (0/34000 XP for level-up) +2 STR Cap/+1 STR Bonus; Inheritor Background Goliath Race / Species / Heritage Neutral Good Alignment
Fighter (Rune Knight)
Level 7
Hit Dice: 7/7
1d10+4 Class 1

STR
20
+5
DEX
11
+0
CON
18
+4
INT
16
+3
WIS
10
+0
CHA
12
+1
74
Hit Points
+0
Initiative (DEX)
17
Armor Class (AC)
+3
Prof. Bonus
35ft.
Speed (walk/run/fly)
10
Passive Perception
3 / 3
Runes
+6 Expertise Bonus
+3 Proficiency Bonus
+8 Strength
+0 Dexterity
+7 Constitution
+3 Intelligence
+0 Wisdom
+1 Charisma
saving throws
+0 Acrobatics DEX
+3 Animal Handling WIS
+9 Arcana INT
+11 Athletics STR
+1 Deception CHA
+3 History INT
+0 Insight WIS
+1 Intimidation CHA
+6 Investigation INT
skills
+0 Medicine WIS
+3 Nature INT
+0 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+3 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Flail +8 STR 1d8+5 Bludgeoning
Greatsword +8 STR 2d6+5 Slashing
 Heavy, two-handed
Handaxe +8 STR 1d6+5 Slashing
 Light, thrown (range 20/60)
Attacks
Racial
Giant Ancestry: You are descended from Giants. Choose one of the following benefits—a supernatural boon from your ancestry; you can use the chosen benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest:
Stone's Endurance (Stone Giant) - When you take damage, you can take a Reaction to roll 1d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.

Large Form - Starting at character level 5, you can change your size to Large as a Bonus Action if you're in a big enough space. This transformation lasts for 10 minutes or until you end it (no action required). For that duration, you have Advantage on Strength checks, and your Speed increases by 10 feet. Once you use this trait, you can't use it again until you finish a Long Rest.

Powerful Build - You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity.
















Fighter
Fighting Style - You have honed your martial prowess and gain a Fighting Style feat of your choice
Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.
Defense - While you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.

Second Wind - You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.

Action Surge - You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.

Tactical Mind - You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.

Subclass: Rune Knight
Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant's craft and learned how to apply magic runes to empower your equipment.

Bonus Proficiencies - You gain proficiency with smith's tools, and you learn to speak, read, and write Giant.

Rune Carver - You can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.
Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.
Number of Runes Known: 2
The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.

-Cloud Rune - This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.
In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest.

-Fire Rune - This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Giant's Might - You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
-If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
-You have advantage on Strength checks and Strength saving throws.
-Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Extra Attack - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.


Features & Traits
Chain mail
Greatsword
Flail
Two handaxes
Dungeoneer's pack
Playing Card Set

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 1400, Platinum: 16 Money
Languages: Common/Giant/Primordial/Undercommon
Skils: Arcana(B+Expertise from F)/Athletics(C+Expertise from F)/History(C)/Investigation(F)/Survival(B)
Tools: Jeweler's Tools/Smith's Tools
Other: Playing Cards

Languages & Proficiencies
Stat Array: Madman - 15/11/15/14/10/11
Racial ASIs: +2 STR/+1 CON/+1 CHA
Level 1 Feat:
Arcane Sense
-Gain Expertise in Arcana
-You can cast detect magic at will without using a spell slot
-+1 to INT, to a max of 20






Level 4 Feat/ASI: +1 STR/+1 INT

Level 5 Feat:
Skill Expert
-Increase one ability score of your choice by 1, to a maximum of 20. STR
-You gain proficiency in one skill of your choice. Investigation
-Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. Athletics


Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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