Nya-Nya
fighter 9
Class & Level
Sailor/Pirate
Background
tabaxi
Race
unruly neutral
Alignment
Strength
13
+1
Dexterity
20
+5
constitution
14
+2
intelligence
11
+0
wisdom
12
+1
charisma
14
+2
Total Hit Dice
9
Hit Die
1d10+2
+4
proficiency bonus
saving throws
skills
Athletics, Acrobatics, Perception, Stealth, Intimidation, Survival,
proficiencies
18
Armor Class
79
Hit Points
+3
Initiative
30
Speed
Attacks
weapons: Simple, martial, and improvized weapons, firearms, and sidearms.
armor: All armor and shields
languages: Common, Draconic
Tool Proficiencies: Navigator's tools, vehicles(water and air)
Proficiences
Estus Flask, Wrathful Respite, Blast Resistant Duster, Cutlass, 50 feet of silk rope, pirate hat(has holes for ears), a set of common clothes, Explorer's Pack.
500 GP 2 CP
Equipment
pirate, To me, a tavern brawl is a nice way to get to know a new city.
Personality Traits
People. I'm committed to my crew mates, not to ideals.
Ideals
I was cheated out of my fair share of the profits, and I want to get my due.
Bonds
alcoholic, Once I start drinking, it's hard for me to stop.
Flaws
Darkvision
Feline Agility
Cat's Claws
tavern brawler
Dueling
Freehand Marksman
Extra Attack
Action Surge
Indomitable
Features & Traits
Nya-Nya
fighter 9
Class & Level
Sailor/Pirate
Background
tabaxi
Race
unruly neutral
Alignment
Strength
13
+1
Dexterity
20
+5
constitution
14
+2
intelligence
11
+0
wisdom
12
+1
charisma
14
+2
Total Hit Dice
9
Hit Die
1d10+2
+4
proficiency bonus
+5 | Strength |
+5 | Dexterity |
+6 | Constitution |
+0 | Intelligence |
+1 | Wisdom |
+2 | Charisma |
saving throws
+9 | Acrobatics |
+1 | Animal Handling |
+0 | Arcana |
+5 | Athletics |
+2 | Deception |
+0 | History |
+1 | Insight |
+6 | Intimidation |
+0 | Investigation |
+1 | Medicine |
+0 | Nature |
+5 | Perception |
+2 | Performance |
+2 | Persuasion |
+0 | Religion |
+5 | Sleight of Hands |
+9 | Stealth |
+5 | Survival |
skills
Athletics, Acrobatics, Perception, Stealth, Intimidation, Survival,
proficiencies
18
Armor Class
79
Hit Points
+3
Initiative
30
Speed
Weapon | Attack | Damage |
---|---|---|
Cutlass | 1d20+9 | 1d8 |
Wrathful Respite | 1d20+9 | 1d6 |
Attacks
weapons: Simple, martial, and improvized weapons, firearms, and sidearms.
armor: All armor and shields
languages: Common, Draconic
Tool Proficiencies: Navigator's tools, vehicles(water and air)
Proficiences
Estus Flask, Wrathful Respite, Blast Resistant Duster, Cutlass, 50 feet of silk rope, pirate hat(has holes for ears), a set of common clothes, Explorer's Pack.
500 GP 2 CP
Equipment
pirate, To me, a tavern brawl is a nice way to get to know a new city.
Personality Traits
People. I'm committed to my crew mates, not to ideals.
Ideals
I was cheated out of my fair share of the profits, and I want to get my due.
Bonds
alcoholic, Once I start drinking, it's hard for me to stop.
Flaws
Darkvision
You have a cat's keen senses, especially in the dark. 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.
Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Increase Str or Con by 1, proficient with improvised weapons, Your unarmed strike deal 1d4 damage, When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. link: Tavern Brawler
When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
When you use your action to make an attack with a rapier or a melee weapon with the light property, you can use your bonus action to make an attack with a light sidearm in your offhand. You don't add an ability modifier to the damage of this attack unless the modifier is negative. Once you reach 7th level, you can make two ranged weapon attacks as part of the bonus action from this feature, instead of one.
you can attack twice, instead of once, whenever you take the attack action on your turn.
you can push yourself beyond the normal limits for a moment. On your turn, you can take an additional action in addition to the normal one allotted to you. Once you use this feature, you must finish a short or long rest before you can use it again.
you can reroll a saving throw that you fail. If you do so, you must use the new roll, and cannot use this feature again until you finish a long rest.
Features & Traits
Heroes Enabled
Social