⬡
Blorc Shaftoe
Fighter 12 · Rune Knight · Orc (Frost Giant) · Soldier · Lawful Evil · DJRubes
20AC
+2Initiative
40ftSpeed
+4Prof Bonus
Hit Points
114 / 114
Ability Scores
Saving Throws
Proficient Skills
Passive Perception: 14
Proficiencies
Senses
Darkvision 120 ft
Passive Perception 14
Personality Traits
Ideals
Bonds
Flaws
Resources
No combatants — click Sync to pull enemies, or add party members
Hotbar
Slot 1
Slot 2
Slot 3
Slot 4
Slot 5
Slot 6
Spell Slots
1st
2nd
3rd
114
/
114
20AC
+2Init
40ftSpeed
+4Prof
10Hit Dice
⚡ Bonus Action ○ Ready
Giant's Might Long
1 min · Large form · Adv STR checks & saves · +1d8 dmg
Frost Rune Short
10 min · +2 STR/CON saves or DC 14 CON → Restrained (1 target)
Hill Rune Short
1 min · Resistance to Bludgeoning, Piercing & Slashing
Adrenaline Rush Short
Dash this turn · Gain 4 Temp HP
Second Wind Long
Heal 1d10+10 HP · Or: Tactical Mind — boost a failed check
⚔ Action 0/2 Attacks
2
Attacks per Action
Extra Attack · Fighter 12
Action Surge Short
Gain one additional Action this turn — doubles attack slots
Weapons
·
Grapple / Shove
Replaces 1 attack · STR Athletics +10 · Shove = Prone or 5ft push
·
Erupting Earth [spell slot]
Uses full Action · 3d12 dmg · DEX DC 18 · 20ft difficult terrain
·
Earthen Grasp [slot · conc]
Uses full Action · STR DC 18 · Restrained · 2d6/turn · 1 min
·
Rock Throw / Mold Earth [at-will]
Rock Throw replaces 1 attack (+10 / 2d10+6) · Mold Earth uses full Action
🛡 Reaction ○ Ready
Runic Shield Long
Ally within 60ft is hit → force attacker to reroll, use lower result
Cloud Rune Short
Creature within 30ft is hit → redirect attack to any other creature within 30ft
Fire Rune Short
On your hit: target DC 17 STR or Restrained + 2d6 fire/turn
Indomitable Long
Failed save → reroll, keep result (+10 bonus to new roll)
Relentless Endurance Long
Drop to 0 HP → set to 1 HP instead (not killed outright)
·
Opportunity Attack
Enemy leaves your reach → 1 free attack · Always available
🏃 Movement & Positioning
Base Speed30 ft
Whip Reach10 ft
Giant's Might sizeLarge
Difficult terrain×½
·
Cleave setup
Move adjacent to 2nd enemy — Hellfire Axe Cleave triggers on kill
·
Mold Earth first
Create difficult terrain, then advance — forces enemies into choke points
·
Wall of Stone control
10 panels (5×5 ft) · Split battlefield before moving into position
Successes
Failures
⬡ Rune Status — Master of Runes · 2 uses/Short Rest each
Conditions
Exhaustion
0
No effect
Blinded
Charmed
Deafened
Frightened
Grappled
Incapacitated
Invisible
Paralyzed
Petrified
Poisoned
Prone
Restrained
Stunned
Unconscious
Enemy Tracker
No enemies tracked
Saved Encounters
Load replaces current enemies
⚔ Combat Log
—No events this session
Fighter Class Features
Rune Knight Subclass
Frost Giant Traits (True Form)
Orc Species Traits
Feats
Weapon Masteries
Custom Abilities
Cantrips — Always Available
Mold Earth
Transmutation · Instantaneous or 1 hour
Cantrip
Choose a 5-foot cube of loose earth you can see within range. One of the following effects occurs:
• Excavate: Instantaneously dig and move the earth to another unoccupied space on the ground within 30 ft of you. This movement doesn't require the earth to pass through the intervening space.
• Shape: Shape the earth into any form you choose, up to a roughly sculpted statue. The shape lasts for 1 hour.
• Difficult Terrain: Cause the earth to ripple and churn, making it difficult terrain. Up to 4 five-foot squares can be affected. The effect lasts for 1 hour.
• Quick Reshape: Cause the earth to open, close, rise, fall, contract, or expand briefly (instantaneous).
If you use this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time.
• Excavate: Instantaneously dig and move the earth to another unoccupied space on the ground within 30 ft of you. This movement doesn't require the earth to pass through the intervening space.
• Shape: Shape the earth into any form you choose, up to a roughly sculpted statue. The shape lasts for 1 hour.
• Difficult Terrain: Cause the earth to ripple and churn, making it difficult terrain. Up to 4 five-foot squares can be affected. The effect lasts for 1 hour.
• Quick Reshape: Cause the earth to open, close, rise, fall, contract, or expand briefly (instantaneous).
If you use this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time.
"The battlefield lacked structure. I corrected it."
Magic Stone
Transmutation · 1 minute
Cantrip
You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack (+10) with one of the pebbles by throwing it or hurling it with a sling. If thrown, range is 60 ft. If slung, range is normal.
On a hit: 1d6 + 6 bludgeoning damage.
Whether the attack hits or misses, the spell then ends on the stone. If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.
On a hit: 1d6 + 6 bludgeoning damage.
Whether the attack hits or misses, the spell then ends on the stone. If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.
Blorc selects stones from the earth as a sculptor selects clay — each one already knows what it will become.
2nd Level
Dust Devil
Conjuration · Concentration, up to 1 minute
2nd Level
Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.
Any creature that ends its turn within 5 ft of the dust devil must make a Strength saving throw (DC 18). On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the devil. On a success, the creature takes half the damage and isn't pushed.
As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and disperses it. Creatures within 5 ft when it passes must succeed on the save or be blinded until the start of your next turn.
Any creature that ends its turn within 5 ft of the dust devil must make a Strength saving throw (DC 18). On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the devil. On a success, the creature takes half the damage and isn't pushed.
As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and disperses it. Creatures within 5 ft when it passes must succeed on the save or be blinded until the start of your next turn.
Higher Levels: When cast using a 3rd-level slot or higher, damage increases by 1d8 for each slot level above 2nd.
Sand already wants to move. Blorc simply gives it direction.
Maximilian's Earthen Grasp
Transmutation · Concentration, up to 1 minute
2nd Level
You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw (DC 18).
On a failed save: The target takes 2d6 bludgeoning damage and is Restrained for the spell's duration.
On a success: The target takes half the damage and is not restrained.
While restrained, the target takes 2d6 bludgeoning damage at the start of each of your turns.
As a bonus action, you can cause the hand to crush the restrained target, dealing 2d6 bludgeoning damage to it.
To break free, the restrained target can use its action to make a Strength check (DC 18). On a success, the target escapes and the restraint ends. The hand lasts for the spell's duration.
On a failed save: The target takes 2d6 bludgeoning damage and is Restrained for the spell's duration.
On a success: The target takes half the damage and is not restrained.
While restrained, the target takes 2d6 bludgeoning damage at the start of each of your turns.
As a bonus action, you can cause the hand to crush the restrained target, dealing 2d6 bludgeoning damage to it.
To break free, the restrained target can use its action to make a Strength check (DC 18). On a success, the target escapes and the restraint ends. The hand lasts for the spell's duration.
Blorc does not grab. He places the earth where it needs to be — and the earth holds.
3rd Level
Erupting Earth
Transmutation · Instantaneous
3rd Level
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw (DC 18).
On a failed save: 3d12 bludgeoning damage.
On a success: half damage.
The ground in the area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
On a failed save: 3d12 bludgeoning damage.
On a success: half damage.
The ground in the area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
Higher Levels: +1d12 damage per slot level above 3rd.
The earth remembers pressure. Blorc reminds it all at once.
5th Level
Wall of Stone
Evocation · Concentration, up to 10 minutes
5th Level
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-by-10-foot panels. Each panel must be contiguous with at least one other panel.
If the wall cuts through a creature's space when it appears, the creature is pushed to one side. If the creature would be surrounded on all sides, it may make a DEX saving throw (DC 18). On a success, it can use its reaction to move up to its speed so the wall doesn't trap it. On failure, it is trapped and takes 10d10 bludgeoning damage.
The wall can have any shape you desire, though it can't occupy the same space as a creature or object. Merges with existing stone surfaces.
Making it permanent: If the wall is still standing when the spell ends, it becomes permanent. You can make this permanent with Wish or sustained concentration until the end of its duration.
If the wall cuts through a creature's space when it appears, the creature is pushed to one side. If the creature would be surrounded on all sides, it may make a DEX saving throw (DC 18). On a success, it can use its reaction to move up to its speed so the wall doesn't trap it. On failure, it is trapped and takes 10d10 bludgeoning damage.
The wall can have any shape you desire, though it can't occupy the same space as a creature or object. Merges with existing stone surfaces.
Making it permanent: If the wall is still standing when the spell ends, it becomes permanent. You can make this permanent with Wish or sustained concentration until the end of its duration.
"I no longer think in feet and inches. I think in walls."
6th Level
Move Earth
Transmutation · Concentration, up to 2 hours
6th Level
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension.
For a 40-foot square: you can create a pillar up to 20 feet high, raise or lower elevation by 20 feet, dig a trench 20 feet deep, and so on.
Each 10-minute interval: At the end of every 10 minutes you spend concentrating, you can choose a new area of terrain to affect.
Creatures are not harmed by the terrain's gradual movement — they cannot normally be trapped or injured by it.
Limitation: Cannot manipulate natural stone or stone construction. Rocks and structures composed of rock remain intact. However, the spell can alter the level of a floor in a stone room.
For a 40-foot square: you can create a pillar up to 20 feet high, raise or lower elevation by 20 feet, dig a trench 20 feet deep, and so on.
Each 10-minute interval: At the end of every 10 minutes you spend concentrating, you can choose a new area of terrain to affect.
Creatures are not harmed by the terrain's gradual movement — they cannot normally be trapped or injured by it.
Limitation: Cannot manipulate natural stone or stone construction. Rocks and structures composed of rock remain intact. However, the spell can alter the level of a floor in a stone room.
The battlefield is not fixed. Blorc simply decides where things belong, then waits for the earth to agree.
Investiture of Stone
Transmutation · Concentration, up to 10 minutes
6th Level
Rock and stone spread across your body until you assume a stony appearance. For the duration, you gain these benefits:
• Resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
• You can move across difficult terrain made of earth or stone without spending extra movement.
• You can move through solid earth or stone as if it were air and without destabilizing it. You cannot end your movement inside solid matter — if you do, you are ejected to the nearest unoccupied space, the spell ends, and you are stunned until the end of your next turn.
For Blorc: This spell represents the art school's deepest teaching — that stone is not outside him but an extension of his giant self. When active, frost-veined stone visibly spreads across his blue skin, and his already-massive silhouette becomes a walking monument.
• Resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
• You can move across difficult terrain made of earth or stone without spending extra movement.
• You can move through solid earth or stone as if it were air and without destabilizing it. You cannot end your movement inside solid matter — if you do, you are ejected to the nearest unoccupied space, the spell ends, and you are stunned until the end of your next turn.
For Blorc: This spell represents the art school's deepest teaching — that stone is not outside him but an extension of his giant self. When active, frost-veined stone visibly spreads across his blue skin, and his already-massive silhouette becomes a walking monument.
"Stone remembers every empire buried beneath it." When Blorc wears stone, the stone remembers him.
Other Abilities
Detect Magic
Divination · Concentration, 10 min
1st Level
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Rock Throw
Giant Natural Weapon · Instantaneous
Natural
Blorc hurls a massive rock as a ranged weapon attack (+10). On a hit: 2d10 + 6 bludgeoning damage.
As a Frost Giant by nature, Blorc can throw rocks of enormous size. He selects them deliberately — the weight, the balance, the arc. It is not a crude act. It is applied geometry.
As a Frost Giant by nature, Blorc can throw rocks of enormous size. He selects them deliberately — the weight, the balance, the arc. It is not a crude act. It is applied geometry.
Create Sand Golem
Art School Technique · During Rest · Homebrew
Special
During a rest, Blorc spends at least 1 hour sculpting a golem from sand, earth, or stone. Unlike summoning, this is construction — the golem does not pre-exist. Blorc creates it.
Suggested Stat Block (confirm with DM):
• Large Construct · AC 13 (natural armor) · HP 50–80
• Speed 30 ft · STR 18 (+4) · DEX 8 (−1) · CON 16 (+3) · INT 3 (−4) · WIS 6 (−2) · CHA 1 (−5)
• Slam: +6 to hit · 2d8+4 bludgeoning
• Immunity: Poison, Psychic, condition immunities (charmed, exhausted, frightened, paralyzed, petrified, poisoned)
• Sand Form: Can move through gaps as small as 1 inch without squeezing
• Duration: Until destroyed or Blorc dismisses it (action). Collapses at end of next long rest.
• Control: Blorc commands it mentally within 60 ft. Without orders it stands motionless.
Sculpting as Combat Art: The golem carries the impression of Blorc's hands. Each one is unique — the art school taught him that no two sculptures are the same, because no two moments in the earth are the same.
Suggested Stat Block (confirm with DM):
• Large Construct · AC 13 (natural armor) · HP 50–80
• Speed 30 ft · STR 18 (+4) · DEX 8 (−1) · CON 16 (+3) · INT 3 (−4) · WIS 6 (−2) · CHA 1 (−5)
• Slam: +6 to hit · 2d8+4 bludgeoning
• Immunity: Poison, Psychic, condition immunities (charmed, exhausted, frightened, paralyzed, petrified, poisoned)
• Sand Form: Can move through gaps as small as 1 inch without squeezing
• Duration: Until destroyed or Blorc dismisses it (action). Collapses at end of next long rest.
• Control: Blorc commands it mentally within 60 ft. Without orders it stands motionless.
Sculpting as Combat Art: The golem carries the impression of Blorc's hands. Each one is unique — the art school taught him that no two sculptures are the same, because no two moments in the earth are the same.
A month of training. Now the sand answers.
✨ Custom / Added Spells
No custom spells added yet.
Currency
0
PP
45
GP
0
EP
0
SP
0
CP
Encumbrance
Carried: 185 lb of 345 lb encumbered
0Encumbered 345Push 690
Weapons
Click a weapon to edit its stats. These same weapons appear as roll buttons in the Combat tab.
Special Items
Bracelet of Create Fruit & Sparkling Water
Creates food and water at will.
Blue Crystal
Magic. Can be used to turn things to ice.
Curse of the Cloud Giant
Active curse — details with DM.
Tiny (Giant Animal Companion)
Giant animal. Travels with Blorc.
Sand Golem (Rest Ability)
Can create a sand golem during a rest. Details TBD with DM.
Attunement
0 / 3 Attuned
Equipment Slots
Inventory
Companions track their own HP and conditions independently. Click ability scores to roll checks. Golem must be created during a rest — toggle it active when sculpted.
Tiny Large Fey
Fey Warg · Companion · Named creature
14AC
85HP
50 ftSpeed
+2Initiative
15Perception
60 ftDarkvision
Ability Scores
Strength18+4
Dexterity14+2
Constitution16+3
Intelligence8−1
Wisdom12+1
Charisma10+0
Saves
Strength+6
Dexterity+4
Constitution+5
Immunities & Resistances
Languages
Hit Points
85
/ 85 HP
Attacks
🐺 Bite
DC 13 STR save or knocked Prone
+6
2d6+4 Piercing
🐾 Rampage Bite
Bonus action · After dropping a creature to 0 HP
+6
2d6+4 Piercing
Traits
Pack Tactics
Advantage on attack rolls against a creature if at least one of Tiny's allies is within 5 ft of the creature and the ally isn't incapacitated.
Fey Ancestry
Advantage on saving throws against being charmed. Immune to magical sleep effects. As a Fey creature, Tiny can pass through the Feywild boundary under certain conditions.
Rampage
When Tiny reduces a creature to 0 HP with a melee attack on its turn, Tiny can take a bonus action to move up to half its speed and make a Bite attack.
Keen Hearing & Smell
Advantage on Perception checks that rely on hearing or smell.
Conditions
Blinded
Charmed
Frightened
Grappled
Incapacitated
Paralyzed
Poisoned
Prone
Restrained
Stunned
Sand Golem Large Construct
Inactive
Created during rest · Collapses at end of next long rest · Controlled within 60 ft
13AC
65HP
30 ftSpeed
−1Initiative
DC 18Escape DC
60 ftControl Range
Ability Scores
Strength18+4
Dexterity8−1
Constitution16+3
Intelligence3−4
Wisdom6−2
Charisma1−5
Immunities
Condition Immunities
Hit Points
65
/ 65 HP
Attacks
🤛 Slam
Melee · Reach 5 ft
+6
2d8+4 Bludgeoning
🌪 Sand Burst
30-ft cone · DEX save DC 18 or blinded 1 turn
—
Save DC 18
Traits
Sand Form
The golem can move through any gap at least 1 inch wide without squeezing. It cannot end its movement inside a solid object.
Construct Nature
Does not require air, food, drink, or sleep. Takes no orders from anyone other than Blorc. Without orders, it stands motionless and takes no actions.
Impermanence
The golem collapses at the end of Blorc's next long rest. If Blorc is incapacitated or moves more than 60 ft away and loses line of sight, the golem stops acting until control is re-established.
Sculptor's Mark
Each golem Blorc creates is unique — bearing the impression of the hands and intentions of the sculpting session. No two are identical.
Conditions
Blinded
Grappled
Incapacitated
Prone
Restrained
Stunned
Character Info
Alignment
Lawful Evil
Background
Soldier
Species
Orc (Frost Giant)
Age (as giant)
9
Height
9 ft
Weight
300 lbs
Former Name
Jack Shaftoe
Former Class
Eldritch Knight
Player
DJRubes
Appearance
Origin
During an expedition into pre-collapse giant ruins, Jack Shaftoe touched a frost giant rod covered in runes no one could read — against all warnings. The rod permanently transformed him: glacier-blue skin, giant physiology, rune scars burned into flesh, frost-infused blood. He did not view it as a curse. He believes the rod revealed his true form. Jack Shaftoe died beneath the mountain. Blorc walked out.
The Art School
Blorc encountered a coastal institute teaching sand sculpting as serious discipline. He stayed two seasons. He learned that sand is compressed stone, that stone is compressed time, that terrain has memory. Earth magic followed naturally — Mold Earth, Dust Devil, Wall of Stone, Erupting Earth, Magic Stone. He does not think of these as spells. He thinks of them as large-scale sculpting. Combat and sculpting are the same action at different scales.
Known Abilities (Homebrew / Art School)
• Mold Earth (cantrip)
• Magic Stone (cantrip)
• Dust Devil (2nd)
• Maximilian's Earthen Grasp (2nd)
• Erupting Earth (3rd)
• Wall of Stone (5th)
• Move Earth (6th)
• Investiture of Stone (6th)
• Create Sand Golem (rest)
• Detect Magic
• Rock Thrown 2d10+STR
• Giant Rod 2d10
Confirm spell slots and casting stat with DM. Flavored as earthcraft instinct, not traditional spellcasting.
Sample Quotes
"Jack Shaftoe was temporary."
"I did not survive the curse. I inherited it."
"The battlefield lacked structure. I corrected it."
"Sand is merely stone learning patience."
"Small folk build upward because they fear the earth."
📖
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Session Notes
Campaign Notes
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