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Chelin Rockcliff

Firbolg Race
No Origin
Sanguine Knight Fighter 4 Class & Level
Chaotic Good Alignment
Tymora Deity
Faction
Rank/Position
Loyalty
Company

Strength 20
+5
Dexterity 16
+3
constitution 10
+0
intelligence 14
+2
wisdom 13
+1
charisma 13
+1
Total Hit Dice 4
Hit Die
1d10+0
+2 proficiency bonus
+7 Strength
+3 Dexterity
+2 Constitution
+2 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+5 Acrobatics
+1 Animal Handling
+2 Arcana
+7 Athletics
+1 Deception
+2 History
+3 Insight
+1 Intimidation
+2 Investigation
+0 Martial
+1 Medicine
+2 Nature
+3 Perception
+1 Performance
+1 Persuasion
+2 Religion
+3 Sleight of Hands
+3 Stealth
+1 Survival
skills

 
6
MV

Prestige

Attunement Slots
19
Armor Class
23
Hit Points
+3
Initiative
30
Speed
Attacks
Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons. butcher's axe
Tools: Woodcarver's Tools
Saving Throws: Strength, Constitution
Skills: Athletics, Acrobatics, Perception, Insight
Languages: Common, Elvish, Giant
Proficiences
Chain Mail
Half Plate
Trident
Shield
Handaxe x16
+1 Handaxe
Butcher's Axe
Dungeoneer's Pack
Basic Poison
Woodcarver's Tools
Core Crawler Head
351gp
5sp

Magic Items and Shit
Roomy Backpack - Common - 50gp
This backpack is designed to be slightly bigger and pockets have been stitched all over it. Your maximum carrying capacity is increased by 60 instead of 50 when wearing this. It strangely resembles a red orc from somewhere.

Bladed Maraca - Handaxe - Major Uncommon - 500gp - 20/60
A bulbous maraca with a blade strapped onto it
This weapon has the following mundane properties:
You deal an additional 1 bludgeoning damage on a hit with this weapon when thrown.
While wielding this handaxe, you gain a +1 to performance checks

Winged Helm - Uncommon - 500gp - Attunement
Glide - While worn, the helm allows its wearer to use a reaction to cast the featherfall spell, requiring no components. The helm's wings will extend out and allow you to glide down safely twice a day and refreshes on a long rest
Cooling Wings - The helmet will cool down to room temperature instantly if it is heated up by a spell or weather.

Equipment
Method 1
Stat Array
Racials

Firbolg Magic
You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.

Hidden Step
As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.

Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Speech of Beast and Leaf
You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.


Fighter Features

Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

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.

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.

Suffering Sword
Beginning when you choose this archetype at 3rd level, you can only use weapons that deal slashing damage. If you use a weapon that deals Slashing or another damage type, you can only choose slashing. When you deal slashing damage with such weapons, you deal an additional 1 bleed damage to the target.

Sanguine Boon
At 3rd level, whenever you are healed, if you would be healed to your maximum hit points, you can convert any leftover healing as temporary hit points. You cannot gain more than 3 times your character level of temporary hit points in this way. You cannot gain temporary hit points from this class feature if you already have any temporary hit points at all.


Beehive Poking
Impressive Wound
You survive your ordeal and the wound it caused heals into an impressive display of your might. You have advantage on Charisma checks when interacting with pirates, sailors, soldiers, and other humanoids of battle and war.

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

Kilayna.

Statblock Type

Verum Character Sheet

Link/Embed