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Dawn

5 Level (0/14000 XP for level-up) City Watch Background Dhampir Race / Species / Heritage Lawful Neutral Alignment
Fighter
Level 5
Hit Dice: 5/5
1d10+5 Class 1

STR
13
+1
DEX
11
+0
CON
20
+5
INT
7
-2
WIS
7
-2
CHA
3
-4
56
Hit Points
+0
Initiative (DEX)
20
Armor Class (AC)
+3
Prof. Bonus
35
Speed (walk/run/fly)
11
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
+4 Strength
+0 Dexterity
+8 Constitution
-2 Intelligence
-2 Wisdom
-4 Charisma
saving throws
+3 Acrobatics DEX
-2 Animal Handling WIS
-2 Arcana INT
+4 Athletics STR
-4 Deception CHA
-2 History INT
-2 Insight WIS
-4 Intimidation CHA
-2 Investigation INT
skills
-2 Medicine WIS
-2 Nature INT
+1 Perception WIS
-4 Performance CHA
-4 Persuasion CHA
-2 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Vampiric Bite +8 CON 1d4+5 Pierce
 Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. When you attack with this bite and hit a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways of your choice: You regain hit points equal to the piercing damage dealt by the bite. You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Handaxe +4 STR 1d8+1 Slash
Handaxe +4 STR 1d8+1 Slash
Battleaxe +4 STR 1d10+1 SLash
Attacks
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.
Deathless Nature. You don't need to breathe.
Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Grappler Feat
You have advantage on attack rolls against a creature you are grappling.
You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
Second Wind
PHB p72
[–]
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
PHB p72
[–]
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.
Manifest Echo
EGW p183
[–]
3rd-level Echo Knight feature

You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.

Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.

You can use the echo in the following ways:

As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.
When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.
Unleash Incarnation
EGW p183
[–]
3rd-level Echo Knight feature

You can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Tough Feat
Extra Attack
PHB p72
[–]
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.
Unarmed Fighting
TCE p42
[–]
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Sun Magic

Divine Depression
Enchanting your surrounding with a cold aura, all creatures of your choice, in a 20 feet radius of you gain additional radiant damage every time they get hit, equal to your spell casting modifier.

Features & Traits
Chain Mail, Battleaxe, Shield, Hooded Lantern, backpack, crowbar, hammer, 10 pitons, tinderbox, 3 days of rations, waterskin, 50 feet of hempen rope, 3 shields

Equipment Copper: 2, Silver: 2, Electrum: 2, Gold: 2, Platinum: 0 Money
Common, Elvish, Draconic, Goblin

Languages & Proficiencies
I have a strong code of honor or sense of propriety that others don't comprehend.

Personality Traits
Order. Society functions only if people do their duty and respect the chain of command.

Ideals
I owe my life to the Boros captain who took me in when I was living on the streets.

Bonds
I'm slow to trust members of other guilds.

Flaws


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