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Akmir Podan

Shifter(Swiftstrider) Race
Bloodwave Bay/Spelunker Origin
Fighter 6 Class & Level
Chaotic Neutral Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 15
+2
Dexterity 18
+4
constitution 14
+2
intelligence 10
+0
wisdom 11
+0
charisma 12
+1
Total Hit Dice
Hit Die
1d+2
+2 proficiency bonus
+2 Strength
+4 Dexterity
+2 Constitution
+0 Intelligence
+0 Wisdom
+1 Charisma
saving throws
+6 Acrobatics
+2 Animal Handling
+0 Arcana
+4 Athletics
+1 Deception
+0 History
+0 Insight
+1 Intimidation
+0 Investigation
+0 Martial
+0 Medicine
+0 Nature
+0 Perception
+1 Performance
+1 Persuasion
+0 Religion
+4 Sleight of Hands
+4 Stealth
+0 Survival
skills

 

MV

Prestige

Attunement Slots
17
Armor Class
47
Hit Points
+0
Initiative
30
Speed
Attacks
Adv Athletics
Adv Acrobatics
+1 Dex
Proficiences
Chain mail 16 AC
2 Rapier 1d8
light crossbow and 20 bolts
explorer's pack
Expertly Cut Wolf Tenderlion
Expertly Cut Yeti Steak
Equipment
The Mad Man
Stat Array
Bloodwave Bay
Bloodwave Bay is a place of freedom and opportunity. Being the only remaining inland sea not regulated by the other various countries of the world, it is a place of unexplored and unclaimed wonder. It is here where those that call themselves pirates, make their home. Their are many gifts Bloodwave Bay bestows to its denizens, as well as a myriad of sub-types to choose from.

You don't live on these waters, without learning to swim good and proper. Skill Prof – Athletics

The sea is unforgiving and is constantly moving. +1 to Dexterity

Spelunker
There are many caves to be found within Bloodwave Bay, each of them hold their own story and sometimes, that story is still being told. Whether it be searching for treasure or a place to hide, caves have always served the Baymen well. The caves of Bloodwave Bay are not without their perils, some Baymen have learned to thrive within these places. Using them as homes and storage areas. There are so many on the island-lets that dot the sea, that everywhere has potential to lead to something unexpected.

You grew up within these caves, learning to guide yourself through them, developing heightened senses and an affinity for stone, you have thrived within these caves..

Living your life searching for pitfalls and wayward paths, has given you special insight. You increase your passive perception by 5. This bonus does not stack with the feat, Observant.

Skill Prof – Perception

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

SECOND WIND
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.


Shifter (Swiftstride)
Ability Scores: Dex +2; Cha +1
Size: Medium
Speed: 30 ft.
Age. Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.
Alignment. Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You have superior vision in dark and dim conditions. 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 can't discern color in darkness, only shades of gray.
Shifting. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below.
Once you shift, you can't do so again until you finish a short or long rest.

Languages. You can speak, read, and write Common.
Graceful. You have proficiency in the Acrobatics skill.
Shifting Feature. While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn't provoke opportunity attacks.

Dancing Blade
Flashing Blades
At 3rd level, you are able to more acutely strike with lighter weapons to cause more damage. Light or twinned melee weapons that deal slashing or piercing damage are considered Flashing Blade weapons. Attacks with a Flashing Blade weapon deal 1 additional damage of the weapon’s type.
Improved Dual Weapon Fighting
At 3rd level, the fighting style that you gained at first level is changed to Two-Weapon Fighting.
Additionally, once per turn, you deal an extra 1d10 slashing damage to one creature you hit with an attack, if that creature was also hit with a weapon wielded in your other hand on that same turn. Both attacks must use a Flashing Blade weapon.


Lucky
You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.

ACTION SURGE
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.

EXTRA ATTACK
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.


Dual Wielder
You master fighting with two weapons, gaining the following benefits:
You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Class/Racial Features & Traits

The statblocks of your Weapons, armor and other important/magical equipment

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

mistou.

Statblock Type

Verum Character Sheet

Link/Embed