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Amai

6 Level (22150/23000 XP for level-up) Mercenary Background Sellosin (Concrete) Race / Species / Heritage Lawful Good Alignment
Bladedancer
Level 6
Hit Dice: 6/6
1d10+3 Class 1

STR
10
+0
DEX
22
+6
CON
16
+3
INT
8
-1
WIS
10
+0
CHA
20
+5
58
Hit Points
+6
Initiative (DEX)
21
Armor Class (AC)
+3
Prof. Bonus
50/100
Speed (walk/run/fly)
13
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+9 Dexterity
+3 Constitution
-1 Intelligence
+0 Wisdom
+8 Charisma
saving throws
+9 Acrobatics DEX
+0 Animal Handling WIS
-1 Arcana INT
+0 Athletics STR
+5 Deception CHA
-1 History INT
+0 Insight WIS
+5 Intimidation CHA
-1 Investigation INT
skills
+0 Medicine WIS
-1 Nature INT
+3 Perception WIS
+8 Performance CHA
+5 Persuasion CHA
-1 Religion INT
+9 Sleight of Hand DEX
+9 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Katana +9 DEX 1d8+6 Piercing
 Light, Finesse, Versatile
Katana (Blunt Side) +9 DEX 1d8+6 Bludgeoning
 Light, Finesse, Versatile, Non-Leathal
Attacks
Darkvision: 60ft

Hunter's Senses: You are proficient in the Perception skill. In addition, you have advantage on Wisdom (Perception) checks made using smell or hearing.

Tooth and Nail: Your bite and claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning or slashing damage, respectfully, equal to 1d6 + your Strength modifier for your bite or your Dexterity modifier for your claws, instead of the bludgeoning damage normal for an unarmed strike.

Tinkerer: You can craft a focus out of easy to find metal or wooden scraps over a long rest. With this focus, you gain the capability to cast all Cantrips and lvl1 spells from the Artificer spell list, but they must be prepared beforehand. You can prepare 5 spells/cantrips a day, with spell slots equal to your charisma modifier.

Unarmored Defense: Beginning at 1st Level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Art of the Dance: Limber and fluid with your motions, you gain the following benefits:
When calculating the maximum for your high jump and long jump, you use your dexterity rather than your strength.
Gain Proficiency in the Performance skill.

Performance Points: At 2nd level, you gain performance points, as shown on the bladedancer table, which you can use to fuel various features. All spent performance points are regained after completing a short or a long rest. You may spend a performance point to use the Dodge, Dash, or Disengage action. You may spend a performance point without using an action to ignore the effects of difficult terrain until the end of your next turn.

Unarmored: Starting at 2nd level, your speed increases by 5 feet while you aren't wearing armor or wielding a shield. This bonus increases when you reach certain bladedancer levels, as shown on the Bladedancer table. Additionally, if you are hit by an opportunity attack while moving, you may use your reaction and spend 1 Performance point to boost your AC by 2, potentially turning the hit into a miss.

Fighting Style - Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Dance Step - Step of the Wind;

Light as the Wind: When you pick this step at 3rd level, you gain proficiency with one Martial weapon of your choice. This weapon has the light and finesse properties while you wield it. Additionally, if there is another creature within 10-feet of you, you may use your movement up to that creature and make one weapon attack as a reaction while wielding this weapon

Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can also spend 2 performance points to make one additional attack as part of that Action.

Dance of Death - Whirlwind
Spending 1 performance point; You spin in place letting the momentum of your blades slash at your enemies, each target must succeed on a Dexterity saving throw. On a failure, each target within 5-feet of you takes the maximum damage equal to the weapon your wielding, or half as much on a success.

Dance of Death - Natural Enhancement
Spending 2 performance points; You focus on your blade as it takes in natural energy. Choose one damage type from cold, fire, lighting, or force. You deal an additional 2d6 damage of the chosen type for the attack.

Dance of Death - Arial Ballad
Spending 2 performance points; You focus on your blade as it takes in natural energy. Choose one damage type from cold, fire, lighting, or force. You deal an additional 2d6 damage of the chosen type for the attack.

Features & Traits
Katana x2, magic con stone, 30ft rope

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages: Common, Hintercant (Speak), *Japanese
Tools: Thieve's, Disguise, Artisan
Weapons: Simple, Martial
Armor: None

Languages & Proficiencies


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