Sanmocchi D. Sorne | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Sanmocchi D. Sorne

8 Level (0/48000 XP for level-up) Captain Background Mink Race / Species / Heritage Alignment
Brawler
Level 8
Hit Dice: 6/8
1d8+1 Class 1

STR
15
+2
DEX
20
+5
CON
12
+1
INT
7
-2
WIS
16
+3
CHA
10
+0
54
Hit Points
+10
Initiative (DEX)
19
Armor Class (AC)
+3
Prof. Bonus
50
Speed (walk/run/fly)
7 / 8
Spirit Points
6 / 9
Haki Points
0 / 7
Devil Fruit Points
+6 Expertise Bonus
+3 Proficiency Bonus
+5 Strength
+8 Dexterity
+1 Constitution
-2 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+8 Acrobatics DEX
+3 Animal Handling WIS
-2 Arcana INT
+2 Athletics STR
+0 Deception CHA
-2 History INT
+3 Insight WIS
+3 Intimidation CHA
-2 Investigation INT
skills
+3 Medicine WIS
-2 Nature INT
+3 Perception WIS
+0 Performance CHA
+3 Persuasion CHA
-2 Religion INT
+5 Sleight of Hand DEX
+8 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unarmed +8 DEX 1d6+5
Attacks

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Proficiencies: Simple and Improvised Weapons

Languages & Proficiencies
Always attacks to subdue, rather than killing, unless stated otherwise!
-
Guidance of the world - days till use again: 3

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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Brawler (Sanmocchi's stats)

hit dice: 1d8 per Brawler level
hit points at 1st level: 8+ your Constitution Modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per brawler level after 1st
armor proficiencies: None
weapon proficiencies: Simple weapons, improvised weapons
tools: Artists Tools
saving throws: Strength, Dexterity
skills: Acrobatics, Intimidation, Persuasion, Stealth
starting equipment:
A compass and a Map to Crossbones Cove
spellcasting:
class features:
Brawling At 1st Level, your experience in street fighting gives you mastery of combat styles that use unarmed strikes and brawler weapons, which are improvised weapons and any simple melee weapons⁠ that lacks the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only brawler weapons and you aren’t wearing armor or wielding a shield:  
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and brawler weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or brawler weapon. This die changes as you gain brawler levels, as shown in the Brawling column of the Monk table.
  • When you use the Attack action with an unarmed strike or a brawler weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

  Unarmored Defense Beginning at 1st Level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.  
  Spirit Starting at 2nd Level, your training allows you to draw upon an inner energy of willpower and grit. Your access to this energy is represented by a number of spirit points. Your brawler level determines the number of points you have, as shown in the Spirit Points column of the Brawler table.   You can spend these points to fuel various spirit features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more spirit features as you gain levels in this class.   When you spend a spirit point, it is unavailable until you finish a short or long rest, at the end of which you psyche your spirit back to full energy. You must spend at least 30 minutes of the rest doing light exercise to regain your spirit points.   Some of your spirit features require your target to make a saving throw to resist the feature’s Effects. The saving throw DC is calculated as follows:   Spirit save DC = 8 + your Proficiency Bonus + your Wisdom modifier  
  • Flurry of Blows
  • Immediately after you take the Attack action on your turn, you can spend 1 spirit point to make two unarmed strikes as a bonus action.
 
  • Patient Defense
  • You can spend 1 spirit point to take the Dodge action as a bonus action on your turn.
 
  • Step of the Wind
  • You can spend 1 spirit point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

  Unarmored Movement Starting at 2nd Level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain brawler levels, as shown in the Brawler table.   At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.  
  Deflect Missiles Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the att⁠ack is reduced by 1d10 + your Dexterity modifier + your brawler level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 spirit point to make a ranged att⁠ack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this atta⁠ck with proficiency, regardless of your weapon proficiencies, and the missile counts as a brawler weapon for the att⁠ack, which has a normal range of 20 feet and a long range of 60 feet.
subclass options:
Brawling Style Anyone can throw a punch if they try hard enough, but overtime specific brawling styles arose around the world. Each brawling style has a unique origin and philosophy behind it depending on the purpose for which it was developed.  
  Daredevil Daredevils are brawlers who fight with complete abandon. However, while they may look unprofessional and unrefined from an outside perspective, a daredevil is defined by the purpose for which they fight, be it personal glory, a greater calling or their friends. Few enemies make for scarier opponents than a daredevil with everything to lose.  
  Power Strike Starting at 3rd level, when you make an an unarmed strike as part of the Attack action, you can choose to not add your proficiency bonus to the attack roll. If the attack hits, you gain a bonus to the damage roll equal to twice your proficiency bonus.  
  Tireless Persistence Starting at 6th level, your persistence in a fight and unwillingness to give up makes you extremely tough. If you hit a creature with an unarmed strike or a brawler weapon on your turn, you gain a number of temporary hit points equal to your Wisdom modifier (minimum of one), which last until the end of your next turn.  
  Insurmountable Spirit At 11th level, you cannot be brought down while your spirit is still burning bright. When you are brought to 0 hit points, you can expend 2 spirit points to remain conscious and take actions as normal. You do not need to make death saving throws in this state. Each time you take damage while in this state, or if you start your turn with 0 hit points, you must expend 2 spirit points or immediately fall unconscious. This state ends when you regain any hit points, and once it ends you cannot enter it again until you finish a long rest.   Finishing Blow At 17th level, you can wager all your might and willpower into a single, devastating strike. When you hit with an unarmed strike, you can expend a number of spirit points up to half your brawler level (rounded up). For each spirit point you spend, you add one additional brawler die to the damage. If you spend five or more spirit points, you additionally add your brawler level to the amount of damage done.  

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Mink (Sanmocchi)

ability score increase:
age:
Size: Tiny
speed:
Languages:
race features:
Darkvision.  You are accustomed to the dark forests of Zou. You have darkvision out to 60 feet and can see in dim light 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.   Electro.  All minks can generate electricity through their fur. Once per turn when you hit with a melee weapon attack, you can choose to deal lightning damage instead of the weapon's normal damage. When you do so, the target then cannot take reactions until the start of your next turn.   Inner Beast.  You can draw upon your bestial blood to greatly boost your speed and strength for a short time. As a bonus action, you can grant yourself advantage on all Strength and Dexterity-based ability checks for 1 minute. During this time, your speed increases by 10 and when you use your Electro trait, you deal additional lightning damage equal to your level. You must finish a long rest before you can use this trait again.   If the full moon is visible when you make this transformation, you enter Sulong form for the duration, increasing both your Strength and Dexterity scores by 3. This increase can exceed an ability score of 20, but not 30. When this sulong form ends, you suffer one level of exhaustion.  

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Created by

Midori Ookami.

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