Aetilius Brave

8 Level (0/48000 XP for level-up) Acolyte (of Selune) Background Tiefling Race / Species / Heritage Chaotic Good Alignment
Mythal Knight
Level 8
Hit Dice: 8/8
1d10+2 Class 1

STR
15
+2
DEX
8
-1
CON
14
+2
INT
14
+2
WIS
10
+0
CHA
14
+2
88
Hit Points
-1
Initiative (DEX)
21
Armor Class (AC)
+3
Prof. Bonus
30/60/30
Speed (walk/run/fly)
10
Passive Perception
Spellcasting ...
+5 Attack mod
CHA Ability
+2 Abi Mod
13 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
-1 Dexterity
+2 Constitution
+5 Intelligence
+0 Wisdom
+5 Charisma
saving throws
-1 Acrobatics DEX
+0 Animal Handling WIS
+5 Arcana INT
+2 Athletics STR
+2 Deception CHA
+2 History INT
+3 Insight WIS
+5 Intimidation CHA
+2 Investigation INT
skills
+0 Medicine WIS
+2 Nature INT
+0 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+5 Religion INT
-1 Sleight of Hand DEX
-1 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Mythal Axe +7 STR 1d8+2 Slashing
 Thrown (20/60)
Attacks

Spell Book


  • Darkvision - 60ft

  • Hellish Resistance: Resistance to Fire damage

  • Mark of Shame: Burns in proximity to divine magic

  • Extra Attack



Features & Traits

  • Plate Armour

  • Aetilius' Shield

  • Dread Helm



Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
All of your spell slots are the same level. To cast one of your spells, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
Spell Save DC = 8 + Proficiency bonus + Charisma modifier
Spell Attack Modifier = Proficiency bonus + Charisma modifier
You can use your Mythal Weapon as a spellcasting focus for your spells.
Spellcasting


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
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

Aetilius's Shield

Adventuring Gear (Shield)

Very Rare

A custom designed shield crafted for Aetilius Brave by Donn Ingram of the Tempered Blade in Neverwinter. The shield features a lightweight steel frame with chainmail inlay; and has removable solid steel cover plates which can be fitted to provide protection against pervasive attacks, or removed to suit aerial combat.




  • The shield provides a +3 bonus to AC

  • While the cover plates are fitted, the shield also provides advantage on Dexterity Saving Throws

  • However, while the cover plates are fitted, the shield reduces the wearer's flight speed by 20ft



Flask Mechanism

The shield is also fitted with a spring loaded flask dispensing system designed by Olexia Walnir of Springs, Rings 'n' Things in Neverwinter.

As an action, this can be loaded with a glass flask of liquid.

As a bonus action, the mechanism built into the handle can be triggered, which will launch the flask forward up to 20ft.

On impact, the flask will break and release it's contents.

Alchemists Fire Flask

The flask contains a sticky fluid which ignites on contact with air.

Any creature within a 5ft radius of the point of impact must make a DC10 Dexterity saving throw or take 1d4 Fire damage at the start of each turn.

The creature can end this damage by using its action to make a DC10 Dexterity Saving Throw to extinguish the flames


Acid Flask

The flask contains a potent corrosive acid.

Any creature within a 5ft radius of the point of impact must make a DC10 Dexterity saving throw or take 2d6 Acid damage.

Holy Water Flask

The flask contains blessed water.

Any undead creature within a 5ft radius of the point of impact must make a DC10 Dexterity saving throw or take 2d6 Radiant damage.

Oil Flask

The flask contains flammable lantern oil.

On impact, the oil spills across the floor, creating an area of difficult terrain in a 10ft radius of the impact point. This oil is also flammable.

Cost: 50GP
Weight: 15lb

The statblocks of your class features

Blade Master

You have mastered the shortsword, longsword, scimitar, rapier and greatsword. You gain the following benefits when using any of them:

  • You gain +1 bonus to attack rolls you make with the weapon.
  • On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants you a +1 bonus to your AC until the start of your next turn or until you’re not holding the weapon.
  • When you make an opportunity attack with the weapon, you have advantage on the attack roll.

 

Mythal Knight

You were previously the Acolyte of the Shattered God, acting as the living avatar of the imprisoned Primordial Xanith. Wil Achard, the Hawk of The Triumvirate ambushed you in the Rakheen and damaged your mind, leaving you comatose. In order to prevent disaster, Xanith bonded with the nearest mortal attuned to the Mythal. This left you stripped of the abilities which directly channeled the power of Xanith or his aspects. But you have discovered you are still attuned to the Mythal, and remain able to channel it.


CLASS FEATURES
Mythal
You are attuned to the mythal, the invisible flow of mystical energy which surrounds Lanath. Your body is a conduit for for this energy, allowing you to dissipate the energy from magical attacks.
You gain resistance to Force and Psychic damage.
Mythal Battleaxe
You gain the ability to manifest the energy of the mythal into the phyiscal form of a battleaxe. This weapon is a manifestation of your soul, and you can manifest it as a free action. The mystic weapon is considered magical for the purposes of overcoming resistances, and gains the following bonus to hit and damage rolls.
LevelWeapon Bonus
1 - 5 +1
6 - 10 +2
11 - 15 +3
16 - 20 +4

Ignite (Level 2)
As a bonus action you can cause your Mystic Weapon to become encased in a field of arcane energy.
On a hit, this energy is discharged through the target, dealing 1d4 additional damage as either Force or Psychic.
After the field has been discharged, it must be reactivated.
Bonus damage increases to 1d6 at level 7, 1d8 at level 13 and 1d10 at level 20
Weapon Throw (Level 2)
You can throw your Mystic Weapon at a single target within 30ft, using the same attack modifier as you would for a standard melee attack. As a bonus action, you can recall the weapon to your hand. The weapon disappears and reforms in your hand.
Spellcasting (Level 3)
You have learned to weave the strands of mythal to affect the world with arcane power.
You are able to learn spells from the Wizard's Spell List. The total number of spells known at each level is listed in the table below. You cannot change spells once learned.
The table also shows how many spell slots you have available at each level, and what the level of those slots is. All of your spell slots are the same level. To cast one of your spells, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
Spellcasting Ability
Charisma is your spellcasting ability for your spells, so you use your Intelligence modifier whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell Save DC = 8 + Proficiency bonus + Charisma modifier
Spell Attack Modifier = Proficiency bonus + Charisma modifier
Spellcasting Focus
You can use your Mythal Weapon as a spellcasting focus for your spells.
 


LevelProficiency BonusFeaturesMystic Weapon BonusIgnite DamageSpells KnownSpell SlotsSlot Level
1st+2Mythal, Mystic Weapon+1-0--
2nd+2Ignite, Weapon Throw+1d40--
3rd+2+1d4121
4th+2Ability Score Improvement+1d4221
5th+3Extra Attack+1d4231
6th+3+2d4332
7th+3Ignite Improvement (d6)+2d6342
8th+3Ability Score Improvement+2d6442
9th+4+2d6553
10th+4Guardian Stance Improvement (d6)+2d6553
11th+4Extra Attack+3d6663
12th+4Ability Score Improvement+3d6663
13th+5Ignite Improvement (d8)+3d8774
14th+5+3d8774
15th+5+3d8884
16th+5Ability Score Improvement+4d8884
17th+6+4d8995
18th+6+4d8995
19th+6Ability Score Improvement+4d810105
20th+6Extra Attack, Ignite Improvement (d10)+4d1010105

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

elsanchez45.

Statblock Type

Character Sheet (2020)

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