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Locke Exagore

6 Level (0/23000 XP for level-up) Investigator Background "Tiefling" Race / Species / Heritage Lawful Neutral Alignment
Pugilist Exagore
Level 6
Hit Dice: 5/6
1d8+4 Class 1

STR
16
+3
DEX
13
+1
CON
18
+4
INT
14
+2
WIS
15
+2
CHA
11
+0
64
Hit Points
+1
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
35ft Walk/Climb
Speed (walk/run/fly)
15
Passive Perception
3 / 4
Moxie
3 / 3
Vampiric Empowerment
+6 Expertise Bonus
+3 Proficiency Bonus
+6 Strength
+1 Dexterity
+7 Constitution
+2 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+1 Acrobatics DEX
+2 Animal Handling WIS
+2 Arcana INT
+6 Athletics STR
+3 Deception CHA
+5 History INT
+5 Insight WIS
+3 Intimidation CHA
+5 Investigation INT
skills
+2 Medicine WIS
+2 Nature INT
+5 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+2 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unarmed Strike +6 STR 1d8+3 Bludgeoning
Vampiric Bite +7 CON 1d8 Piercing
 Simple, 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.
Javelin +6 STR 1d8+3 Piercing
 Thrown (30/120)
Attacks

Javelin (x3), Common Clothes, Backpack, Bedroll, Rations (x10), Pitons (x10), Crowbar (Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.), Hammer, Tinderbox, 50ft of Hempen Rope (Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.), Cartographer's Tools (Using cartographer's tools, you can create accurate maps to make travel easier for yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level.), Magnifying Glass (This lens allows a closer look at small objects. It is also useful as a substitute or flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.), 10ft of Chain (A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.), Torches (x10), Rabbit's Foot, Grappling Hook.





Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 1, Platinum: 0 Money

Common, Infernal


Weapons: Simple Weapons, Improvised Weapons, Whip, Hand Crossbow


Tools: Disguise Kit, Thieves' Tools, Cartographer's Tools


Armor: Light Armor




Languages & Proficiencies

TBD





Personality Traits

TBD





Ideals

TBD





Flaws
You're experienced at gaining access to people and places to get the information you need. Through a combination of fast-talking, determination, and official-looking documentation, you can gain access to a place or an individual related to a crime you're investigating. Those who aren't involved in your investigation avoid impeding you or pass along your requests. Additionally, local law enforcement has firm opinions about you, viewing you as either a nuisance or one of their own.

Official Inquiry


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Benjamin Huffman

Pugilist

For pugilists, becoming an adventurer might be the only way out of whatever miserable situation they’ve been stuck in since infancy. For others, getting lost out in the world is an escape from the tangled web of debt or enemies they’ve piled up. Other pugilists fight because it’s the only thing they know how to do. Whatever the reason for their adventuring, pugilists are as excited by the prospect of throwing punches as they are spending every last gold coin they earn.

You must have a Strength score of 13 and a Constitution score of 13 or higher in order to multiclass in or out of this class.

If playing using achievements and milestones, selecting this class duirng character creation grants the player the achievement "The Boxer".

by Fil Cieplak
hit dice: 1d8 per Pugilist level
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per Pugilist level after 1st
armor proficiencies: Light Amor
weapon proficiencies: Simple weapons, improvised weapons, whip, hand crossbow
tools: Your choice of artisan's tools, gaming set, or thieves' tools
saving throws: Strength, Constitution
skills: Choose two skills from Acrobatics, Athletics, Deception, Intimidation, Perception, Slight of Hand, and Stealth
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) leather armor or (b) any simple weapon

  • (a) a dungeoneer's pack or (b) an explorer's pack

  • (a) a set of artisan's tools, (b) a gaming set, or (c) thieves' tools

spellcasting:
None
class features:

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 benefitys 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 colum 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 not using a shield.

    Moxie

    Starting at 2nd level, our 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.

    Bloodied but Unbowed

    Starting at 3rd level, when you take damage that reduces you to half your maximum hit points or less, you can use your reaction to gain temporary hit points equal to your pugilist level + your Constitution modifier and you regain all expended moxie points. You cannot use this feature again until you finish a short or long rest.

    Fight Club

    Starting at 3rd level, you choose a fight club that best exemplifies your style. Choose from among the fight clubs listed below. Your choice grants you features at 3rd, 6th, 11th, and 17th levels.

    Ability Score Improvement

    At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, an ability score can't be increased above 20 using this feature.

    Dig Deep

    Starting at 4th level, you discover a strength inside you that can't be broken. As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage for one minute. At the end of that minute you gain a level of exhaustion.

    Extra Attack

    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

    Haymaker

    Starting at 5th level, before you make an attack roll with an unarmed strike or pugilist weapon attack that does not already have disadvantage, you can delcare you are swinging wild haymakers. You make all attack rolls until the end of this turn with disadvantage and when you deal damage you do not roll, but use the maximum instead.

    Moxie-Fueled Fists

    Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

    Fance Footwork

    At 7th level, you gain proficiency in Dexterity saving throws.

    Shake It Off

    Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

    Down But Not Out

    At 9th leve, when you use your Bloodied But Unbowed feature you can choose to also use this feature. If you do, you add your proficiency bonus to your damage with unarmed attacks and pugilist weapons for the next minute. You can use this feature again after you complete a long rest.

    School of Hard Knocks

    By 10th level, you've graduated top of the class at the school of hard knocks and you took most of them on the head. You have resistance to psychic damage and gain advantage on saving throws against effects that would make you stunned or unconscious.

    Rabble Rouser

    Starting at 13th level, word of your exploits travels quickly in cities and other settlements. Once you have taken a long rest by carousing in a settlement, you gain advantage on all Charisma (Persuasion) and Charisma (Intimidation) rolls made against the people who live there.

    Unbreakable

    Starting at 14th level, you gain advantage on Strength, Dexterity, and Constitution saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 moxie point to reroll it. You must take the second result.

    Herculean

    At 15th level, your carrying capacity is doubled, and when you deal damage with a melee weapon or unarmed strike to an inanimate object that damage is doubled. Your standing jump distance is the same as your running start jump distance.

    Fighting Spirit

    Starting at 18th level, when you have 4 levels of exhaustion or fewer and are reduced to 0 hit points, you regain half your maximum hit points, half your maximum moxie points, and gain a level of exhaustion. You cannot use this feature again until you finish a long rest.

    Peak Physical Condition

    At 20th level, your Strength and Constitution ability scores increase by 2 to a maximum of 22. Additionally, when you take a long rest you recover 2 levels of exhaustion instead of 1 and you regain all your expended hit dice instead of half your expended hit dice.

    LevelProficiency BonusFisticuffsMoxie PointsFeatures
    1+21d6-Fisticuffs, Iron Chin
    2+21d62Moxie, Street Smart
    3+21d62Bloodied but Unbowed, Fight Club
    4+21d63Ability Score Improvement, Dig Deep
    5+31d83Extra Attack, Haymaker
    6+31d84Fight Club feature, Moxie-Fueled Fists
    7+31d84Fancy Footwork, Shake It Off
    8+31d85Ability Score Improvement
    9+41d85Down but Not Out
    10+41d86School of Hard Knocks
    11+41d106Fight Club feature
    12+41d107Ability Score Improvement
    13+51d107Rabble Rouser
    14+51d108Unbreakable
    15+51d108Herculean
    16+51d109Ability Score Improvement
    17+61d129Fight Club feature
    18+61d1210Fighting Spirit
    19+61d1210Ability Score Improvement
    20+61d1212Peak Physical Condition

    Bloodhound Bruisers

    Pugilists in the Bloodhound Bruisers fight club are notorious for looking for trouble and finding it every time. Members of this fight club are highly observant of character traits and physical evidence and can form an almost supernatural connection to the cities they live in. Most use these abilities to become urban defenders of the downtrodden, but others lend their talents to less savory organizations.

    Ever Vigilant

    When you choose this fight club at 3rd leve, you have advantage on initiative rolls. During the first round of combat, you have advantage on attack rolls against creatures who haven't acted yet.

    Detective Work

    Also at 3rd level, you gain proficiency with two of the following skills of your choice: Insight, Investigation, or Perception. In addition, when you make an Intelligence (Investigation), Wisdom (Insight), or Wisdom (Perception) ability check you can spend 1 moxie point to gain advantage on that ability check.

    Scrap Like a Sleuth

    At 6th level, you can use a bonus action and expend 2 moxie points to hone in on the idiosyncrasies and bad habits of an enemy you see within 30 feet. When you do, you have advantage on weapon attacks against the creature and you add your proficiency bonus to your AC against attacks made by that creature. These effects continue for 1 minute or until you use this feature again.

    Heart of the City

    Starting at 11th level, when you take a long rest in a settlement, you can choose to become familiar with the settlement. When you use this feature again, you replace your previous settlement with the current one. You gain the following benefits while in a familiar settlement:

  • You cannot be surprised and you add your proficiency bonus to your initiative.
  • You have darkvision to a range of 120 feet.
  • When you make an ability check using the Insight, Investigation, or Perception skills that adds your proficiency bonus, add twice your proficiency bonus instead.
  • You cannot be lost by any means.
  • When you are not in combat, you can travel between any two points in the settlement twice as fast as your speed would normally allow.
  • Eyes Wide Open

    Starting at 17th level, you can use a bonus action and spend 1 moxie point to open your senses to your surroundings for 1 minute. During this time, you have advantage on saving throws against being blinded or deafened and have truesight out to a distance of 30 feet.

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    VRGR

    Dhampir

    Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampirs a taste of a vampire’s deathless prowess in the form of increased speed, darkvision, and a life-draining bite.
    With unique insights into the nature of the undead, many dhampirs become adventurers and monster hunters. Their reasons are often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever turned them into a dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who’d tempt their hunger.

    Dhampir Hungers

    Every dhampir knows a thirst slaked only by the living. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge.   While many dhampirs thirst for blood, your character might otherwise gain sustenance from the living. Roll on or choose an option from the Dhampir Hungers table to determine what tempts your character to feed.
    D6Hunger
    1 Blood
    2 Flesh or raw meat
    3 Cerebral spinal fluid
    4 Psychic energy
    5 Dreams
    6 Life energy

    Dhampir Origins

    Dhampirs often arise from encounters with vampires, but all manner of macabre bargains, necromantic influences, and encounters with mysterious immortals might have transformed your character. The Dhampir Origins table provides suggestions for how your character gained their lineage.
    D8Origin
    1 You are the reincarnation of an ancestor who was a vampiric tyrant.
    2 Your pact with a predatory deity, fiend, fey, or spirit causes you to share their hunger.
    3 You survived being attacked by a vampire but were forever changed.
    4 A parasite lives inside you. You indulge its hunger.
    5 Tragedy interrupted your transformation into an immortal.
    6 You are a diminished form of an otherworldly being. Slaking your hunger hastens your renewal.
    7 One of your parents was a vampire.
    8 A radical experiment changed your body, making you reliant on others for vital fluids.
    ability score increase: Increase one ability score by 2 and increase a different one by 1, or increase three different ability scores by 1. If you are replacing your race with this lineage, replace any Ability Score Increase you previously had with this.
    age: Dhampir age at the same rate as their mortal parent reaching maturity at the same time as them after their outward signs of aging stop showing and they can live until the age of 900 however if they become exceptionally powerful (Level 18) their aging stops, making them immortal.
    alignment: Dhampirs are often Chaotic Neutral, True Neutral, or any Evil alignment.
    Size: Medium
    speed: Your walking speed is 35 feet.
    Languages: You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages.
    race features:

    Ancestral Legacy

    If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficency in two skills of your choice.

    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.

    Vampiric Bite

    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.

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    DnD 5e SRD SRD

    Javelin

    Melee Weapon Thrown Common

    Type Damage Damage Range Properties
    Simple 1d6 Piercing 30/120 ft Thrown

    Cost: 5 sp Weight: 2 lb


     

    PHB

    Grappling Hook

    Adventuring Gear

    Common

    Cost: 2 gp
    Weight: 4 lb

    PHB

    Crowbar

    Adventuring Gear

    Common

    Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.

    Cost: 2 gp
    Weight: 5 lb

    PHB

    Hempen Rope

    Adventuring Gear

    Common

    Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

    Cost: 1 gp
    Weight: 10 lb

    PHB

    Chain (10 ft)

    Adventuring Gear

    Common

    A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.

    Cost: 5 gp
    Weight: 10 lb

    PHB

    Magnifying Glass

    Adventuring Gear

    Common

    This lens allows a closer look at small objects. It is also useful as a substitute or flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.

    Cost: 100 gp

    XGE

    Cartographer's tools

    Artisan Tool

    Common

    Using cartographer's tools, you can create accurate maps to make travel easier for yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level.


    Components: Cartographer's tools consist of a quill, ink, parchment, a pair of compasses, calipers, and a ruler.


    Arcana, History, Religion: You can use your knowledge of maps and locations to unearth more detailed information when you use these skills. For instance, you might spot hidden messages in a map, identify when the map was made to determine if geographical features have changed since then, and so forth.


    Nature: Your familiarity with physical geography makes it easier for you to answer questions or solve issues relating to the terrain around you.


    Survival: Your understanding of geography makes it easier to find paths to civilization, to predict areas where villages or towns might be found, and to avoid becoming lost. You have studied so many maps that common patterns, such as how trade routes evolve and where settlements a rise in relation to geographic locations, are familiar to you.


    Craft a Map: While traveling, you can draw a map as you go in addition to engaging in other activity.























    Activity DC
    Determine a map's age and origin 10
    Estimate direction and distance to a landmark 15
    Discern that a map is fake 15
    Fill in a missing part of a map 20

    Cost: 15 gp
    Weight: 6 lb


    Created by

    ShireNobalt.

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