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Hishigami Himari

Yuan-Ti Pure Blood Race
Noble - Knight Origin
Fighter 2 Class & Level
Alignment
x Deity
Faction
Rank/Position
Loyalty
Company

Strength 11
+0
Dexterity 17
+3
constitution 18
+4
intelligence 12
+1
wisdom 12
+1
charisma 12
+1
Total Hit Dice 2
Hit Die
1d10+4
+2 proficiency bonus
+2 Strength
+3 Dexterity
+6 Constitution
+1 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+5 Acrobatics
+1 Animal Handling
+1 Arcana
+0 Athletics
+1 Deception
+3 History
+1 Insight
+1 Intimidation
+1 Investigation
+1 Martial
+1 Medicine
+1 Nature
+4 Perception
+1 Performance
+3 Persuasion
+1 Religion
+1 Sleight of Hands
+1 Stealth
+1 Survival
skills

 
2
MV

Prestige

Attunement Slots
15
Armor Class
24
Hit Points
+3
Initiative
30
Speed
Attacks
Languages

Common, Draconic, Abysmal

 

Saves

Strength, Constitution

 

Fighter Skills

Acrobatics, Perception

 

Fighter Profiencies

Martial Weapons, Heavy Armor

 

Background

History, Persuasion
Dice
Celestial

 

Proficiences
Long bow +7 1d8
Light Crossbow +7 1d8
Rapier +5 1d8
Spellcasting
Leather Armor,
Longbow 20 Arrows
Rapier
Shield
Light Crossbow 20 bolts
Explorer's Pack
A set of fine clothes,
a signet ring,
a scroll of pedigree,


cultist picture book
Handy Haversack
105GP
Adventurer's card
3x healing potions
studded leather
225GP
cat ears
Equipment
12 10 12 16 12 16 11
Stat Array
Yuan-Ti Tasha Variant Stat Block

+1 Dex
+2 Con

 

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 can't discern color in darkness, only shades of gray.

 

Innate Spellcasting

You know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast Suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

 

Magic Resistance

You have advantage on saving throws against spells and other magical effects

 

Poison Immunity

You are immune to poison damage and the poisoned condition.

 

Noble Knight: Feature: Retainers


You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. One of your retainers is a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood (This person could be your bond.). Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on).

Your retainers can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.

 

Fighting Style: Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

 

Second Wind

1d10+fighter level Bonus Action heal, Regain on a short rest or long rest.

 


Action Surge

New Action

 


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

fatguy.

Statblock Type

Verum Character Sheet

Link/Embed