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Ikir

2 Level (0/900 XP for level-up) Entertainer Background Fey Mice Race / Species / Heritage Alignment
The Pugilist
Level 2
Hit Dice: 2/2
1d8+2 Class 1

STR
18
+4
DEX
18
+4
CON
14
+2
INT
11
+0
WIS
13
+1
CHA
16
+3
17
Hit Points
+4
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
35
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+6 Strength
+4 Dexterity
+4 Constitution
+0 Intelligence
+1 Wisdom
+3 Charisma
saving throws
+6 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+4 Athletics STR
+3 Deception CHA
+0 History INT
+1 Insight WIS
+5 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+0 Nature INT
+3 Perception WIS
+5 Performance CHA
+5 Persuasion CHA
+0 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Handaxe +6 STR 1d6+4 slashing
 Light, Thrown, Vex
Fisticuffs +8 STR 1d6+4 bludgeoning
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Spare the Dying 1 Action Touch Instantaneous V,S
Dancer, jester, Storyteller

Fey Guardian
Your creature type is both humanoid and fey. You have advantage on Charisma based skill checks made when interacting with Fey creatures.

Fey Radiance
You are resistant to radiant damage.

Natural Climber: You have a climbing speed equal to your walking speed, and you have advantage on ability checks made to climb.

By Popular Demand
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Fisticuffs
At 1st level, your years of fighting in back alleys and
taverns have given you mastery over combat styles that use
unarmed strikes and pugilist weapons, which are simple
melee weapons without the two-handed property, whips,
and improvised weapons. You may not use the finesse
property of a weapon while using it as a pugilist weapon.
You gain the following benefits while you are unarmed
or using only pugilist weapons and you are wearing light
or no armor and not using a shield:
• You can roll a d6 in place of the normal damage of
your unarmed strike or pugilist weapon. This die
changes as you gain pugilist levels, as shown in the
Fisticuffs column on the Pugilist table.
• When you use the Attack action with an unarmed
strike or a pugilist weapon on your turn, you can make
one unarmed strike or grapple as a bonus action.

Iron Chin
Beginning at 1st level, you can use Constitution instead
of Dexterity to determine your armor class when you are
wearing light or no armor and are not using a shield.

Moxie
Starting at 2nd level, your experience laying the
beatdown on others has given you a moxie you
can channel in the midst of battle. This swagger is
represented by a number of moxie points. Your pugilist
level determines the maximum number of points you
have, as shown in the Moxie Points column of the
Pugilist table.
You can spend these points to fuel various moxie
features. You start knowing three such features: Brace
Up, The Old One-Two, and Stick and Move. You learn
more moxie features as you gain levels in this class. You
regain all expended moxie points when you complete a
short or long rest.
Brace Up
You can use a bonus action and spend 1 moxie point to
brace for attacks. Roll your fisticuffs die + your pugilist
level + your Constitution modifier and gain that many
temporary hit points.
The Old One-Two
Immediately after you take the Attack action on your
turn, you can spend 1 moxie point to make two unarmed
strikes as a bonus action.
Stick and Move
You can use a bonus action and expend 1 moxie point to
make a shove attack or take the Dash action.

Street Smart
Beginning at 2nd level, carousing, shadowboxing, and
sparring all count as light activity for the purposes of
resting for you. Additionally, once you have caroused in
a settlement for 8 hours or more, you know all public
locations in the city as if you were born and raised there
and you cannot be lost by non-magical means while
within the city.

Mobile
You are exceptionally speedy and agile. You gain the following benefits:
Your speed increases by 10 feet.
When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Features & Traits
Flute
Cute lil bowtie bowtie made by beloved admirer
Costume
and a pouch containing 15gp
Weaver's Tools
Handaxe
An Explorer’s Pack

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common and Sylvan
Disguise kit
Flute
Light armor
Simple weapons, improvised weapons, whip, hand crossbow
Weaver's Tools

Languages & Proficiencies
117 yrs
2 feet
They eat buttered popcorn kernels like peanuts. mmm crunchy.

Notes


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