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Ophelia Kailani

10 Level (0/85000 XP for level-up) Background Human Race / Species / Heritage Alignment
Rogue
Level 5
Hit Dice: 5/5
1d8+0 Class 1
Fighter
Level 5
Hit Dice: 5/5
1d10+0 Class 2

STR
11
+0
DEX
17
+3
CON
10
+0
INT
15
+2
WIS
13
+1
CHA
17
+3
61
Hit Points
+3
Initiative (DEX)
10
Armor Class (AC)
+4
Prof. Bonus
30/60/-
Speed (walk/run/fly)
4 / 4
Superiority Dice
+8 Expertise Bonus
+4 Proficiency Bonus
+2 Jack of all Trades
+4 Strength
+7 Dexterity
+4 Constitution
+6 Intelligence
+1 Wisdom
+3 Charisma
saving throws
+3 Acrobatics DEX
+1 Animal Handling WIS
+2 Arcana INT
+0 Athletics STR
+3 Deception CHA
+2 History INT
+9 Insight WIS
+7 Intimidation CHA
+6 Investigation INT
skills
+1 Medicine WIS
+2 Nature INT
+9 Perception WIS
+3 Performance CHA
+7 Persuasion CHA
+2 Religion INT
+7 Sleight of Hand DEX
+7 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Human


Brave
Brave

You have advantage on saving throws against being frightened.



Rogue


Sneak Attack
Sneak Attack

You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.


You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.


The amount of the extra damage increases as you gain levels in this class, as show in in the Sneak Attack column of the Rogue table.



Thieves' Cant
Thieves' Cant

During your rogue training you learned thieves' cant, a secret mix of dialect jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.


In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in the area are easy marks or will provide a safe house for thieves on the run.



Cunning Action
Cunning Action

Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage or Hide action.



Subclass Options


Two-Weapon Fighting
Two-Weapon Fighting

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



Fast Hands
Fast Hands

You can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.



Uncanny Dodge
Uncanny Dodge

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.



Fighter


Archery
Archery

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



Second Wind
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
Action Surge

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.



Superiority Dice
Superiority Dice

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.



Commander's Strike
Commander's Strike

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.



Distracting Strike
Distracting Strike

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.



Rally
Rally

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.



Subclass Options


Combat Inspiration
Combat Inspiration

You learn to inspire others in battle. A creature that has a Superiority die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Superiority die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.



Feats


Inspiring Leader

Inspiring Leader

Charisma 13 or higher

You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.


Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money

Languages


Kealan, Common



Weapon Proficiencies


Dagger, Light Crossbow, Tiger Fork, Hand Crossbow, Longbow



Armour Proficiencies


Shields, Medium Armour, Light Armour, Heavy Armour



Tool Proficiencies


Thieves' Tools, Navigator's Tools, Boats


Languages & Proficiencies
Adventurous Spirit

Ophelia possesses an insatiable thirst for adventure, always seeking the next thrill and exploring uncharted territories. This spirit fuels her drive and determination in both her security role and her pirate activities.



Energetic Optimism

Regardless of the challenges she faces, Ophelia maintains an energetic and optimistic outlook. Her positive attitude serves as a source of inspiration for the security team and helps boost morale in difficult situations.



Natural Leader

While not officially the leader of the security team, Ophelia naturally takes charge in intense situations. Her ability to make quick decisions and inspire confidence in her team makes her a de facto leader in critical moments.



Charismatic Persuasion

Ophelia possesses a charismatic charm that aids her in navigating social situations. This skill proves useful when negotiating with others, whether it's convincing a potential ally or talking her way out of a tight spot.


Personality Traits
Freedom and Independence

Ophelia values the freedom to navigate her own path and make her own choices.



Loyalty to Crew and Sister

She believes in unwavering loyalty to her fellow pirates, fostering a tight-knit and trustworthy group.



Challenge the Status Quo

Ophelia seeks to break away from societal norms, encouraging a more open-minded perspective on life.



Embrace Diversity

She appreciates and learns from the various cultures encountered during their voyages, promoting understanding and acceptance.



Adventure and Exploration

Ophelia finds purpose in exploring the unknown, constantly seeking new horizons and thrills.



Living in the Present

She values living in the moment, making the most of every experience and enjoying life's journey.



Justice on the High Seas

Ophelia believes in a code of justice for pirates, ensuring fairness and ethical behavior among the crew.



Environmental Stewardship

She may advocate for responsible and sustainable practices to preserve the natural beauty of the seas and islands.


Ideals
Sisterly Bond with Venus

Ophelia's strongest bond is with her sister Venus, forming an unbreakable connection through shared experiences and adventures.



Loyalty to Pirate Crew

She feels a deep sense of loyalty to her pirate crew, viewing them as an extended family with whom she shares the dangers and rewards of their unconventional lifestyle.



Yearning for Exploration

Her bond with the thrill of exploration and the desire to discover new lands and treasures fuels her adventurous spirit.



Cultural Connection to Keala

Ophelia may have a strong connection to the culture of Keala, drawing strength from the values and traditions of her homeland.



Navigational Mentor's Legacy

Ophelia feels a profound connection to her parents, who were skilled navigators. Their teachings and the enchanted artifacts passed down to her are a constant source of inspiration and guidance.



Alliance with Underworld Figures

The bonds forged in the criminal underworld connect Ophelia to individuals who have played pivotal roles in her and Venus's employment at Masozi. These connections are essential to their secretive double life.



Tidal Amulet

The magical Tidal Amulet is more than just an enchanted tool; it symbolizes Ophelia's deep affinity with the sea and her ability to navigate the waters. She considers it a bond with the vast ocean that has shaped her life.



Ephemeral Star Chart

Ophelia's reliance on the Ephemeral Star Chart creates a unique bond with the celestial realm. She sees it as a cosmic guide, aligning her journeys with the stars and ensuring her crew's safety during nocturnal adventures.


Bonds
Impulsive Decision-Making

Ophelia's thrill-seeking nature sometimes leads her to make impulsive decisions without thoroughly assessing the consequences. This can put her and her sister, as well as the security team, in precarious situations.



Reckless Pursuit of Adventure

Her insatiable appetite for adventure and excitement may cloud her judgment, causing her to prioritize the thrill over the safety of herself and those around her. This recklessness could lead to unintended complications.



Unyielding Independence

Ophelia values her independence and can be resistant to following orders or seeking assistance. This inclination to handle everything on her own might hinder collaboration and teamwork in critical situations.


Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Rogues

hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st
armor proficiencies: Light armour, medium armour
weapon proficiencies: Dagger, light crossbow, tiger fork, hand crossbow, longbow
tools: Thieves' tools
saving throws: Dexterity, Intelligence
skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth
starting equipment:
spellcasting:

None.

class features:

Level 1

Expertise

Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

 

Sneak Attack

You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as show in in the Sneak Attack column of the Rogue table.

 

Thieves' Cant

During your rogue training you learned thieves' cant, a secret mix of dialect jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in the area are easy marks or will provide a safe house for thieves on the run.

 

Level 2

Cunning Action

Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage or Hide action.

 

Level 4

Ability Score Improvement

You can increase on ability score of your choice by 2 or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. You can choose instead to select a feat for your character. You gain this feature again when you reach 8th, 10th, 12th, 16th and 19th level.

subclass options:

Level 3

You have 2 class points.

You can spend class points on any features that you have unlocked and have not already selected. You must spend class points when you gain them, and cannot save them for future levels.

 

Optional Abilities

Second Story Work

You gain the ability to climb faster than normal; climbing no longer costs you extra movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

 

Fast Hands

You can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.

 

Bonus Proficiencies

You gain proficiency with the disguise kit and the poisoner’s kit.

 

Assassinate

You are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

 

Two-Weapon Fighting

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

 

Level 5

You gain 1 class point.

 

Optional Abilities

Uncanny Dodge

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

 

Level 6

You gain 1 class point.

 

Shadow Step

You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

 

Level 7

You gain 1 class point.

 

Optional Abilities

Evasion

You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

 

Level 9

You gain 1 class point.

 

Optional Abilities

Supreme Sneak

You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

 

Infiltration Expertise

You can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and officiallooking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.

Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

 

Magical Ambush

If you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

 

Level 11

You gain 1 class point.

 

Optional Abilities

Reliable Talent

You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

 

Volley

You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

 

Whirlwind Attack

You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

 

Level 13

You gain 1 class point.

 

Optional Abilities

Use Magic Device

You have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

 

Imposter

You gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms.

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

 

Level 14

You gain 1 class point.

 

Optional Abilities

Blindsense

If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

 

Level 15

You gain 1 class point.

 

Optional Abilities

Slippery Mind

You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

 

Level 17

You gain 1 class point.

 

Optional Abilities

Thief's Reflexes

You have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

 

Death Strike

You become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

 

Level 18

You gain 1 class point.

 

Optional Abilities

Elusive

You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

 

Level 20

You gain 1 class point.

 

Optional Abilities

Stroke of Luck

You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

Once you use this feature, you can’t use it again until you finish a short or long rest.

 

Rogue Table

LevelSneak AttackClass PointsAbilitiesOptional Abilities
101d6Expertise, Sneak Attack, Thieves' Cant---
201d6Cunning Action---
322d6---Second Story Work, Fast Hands, Bonus Proficiencies, Assassinate, Two-Weapon Fighting
422d6Ability Score Improvement---
533d6---Uncanny Dodge
643d6---Shadow Step
754d6---Evasion
854d6Ability Score Improvement---
965d6---Supreme Sneak, Infiltration Expertise, Magical Ambush
1065d6Ability Score Improvement---
1176d6---Reliable Talent, Volley, Whirlwind Attack
1276d6Ability Score Improvement---
1387d6---Use Magic Device, Imposter
1497d6---Blindsense
15108d6---Slippery Mind
16108d6Ability Score Improvement---
17119d6---Thief's Reflexes, Death Strike
18129d6---Elusive
191210d6Ability Score Improvement---
201310d6---Stroke of Luck

Fighters

hit dice: 1d10
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per barbarian level after 1st
armor proficiencies: Shields and one armour weight of your choice
weapon proficiencies: Choose one group: dagger, shortsword, sickle, whip; javelin, spear, pike, halberd; flail, morningstar, mace, warhammer; dagger, shortbow, longbow, whip; light hammer, warhammer, handaxe, greataxe; lance, shortsword, greatsword, longsword; scimitar, whip, sickle, glaive
tools:
saving throws: Strength, Constitution
skills: Intimidation, Survival
starting equipment:
spellcasting:

None.

class features:

Level 1

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options.

 
Archery

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

 
Defence

While you are wearing armour, you gain a +1 bonus to AC.

 
Duelling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

 
Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

 
Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

 
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.

 

Level 2

Action Surge

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.

 

Level 3

Superiority Dice

You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 7th level and one more at 15th level.

 

Manoeuvres

You learn three manoeuvres of your choice. You can only use one manoeuvre per attack.

 
Commander’s Strike

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

 
Disarming Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

 
Distracting Strike

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

 
Evasive Footwork

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

 
Feinting Attack

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.

 
Goading Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

 
Lunging Attack

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

 
Manoeuvring Attack

When you hit a creature with a weapon attack, you can expend one superiority die to manoeuvre one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

 
Menacing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

 
Parry

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

 
Precision Attack

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this manoeuvre before or after making the attack roll, but before any effects of the attack are applied.

 
Pushing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

 
Rally

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

 
Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

 
Sweeping Attack

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

 
Trip Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

 
Guidance

Whenever you or an allied creature you can see within 30 feet of you misses a weapon attack, as a reaction you may call upon them, allowing to immediately make another attack against the creature adding your Charisma modifier to the damage roll. You can use this feature equal to your Charisma modifier (minimum of once).

 

Level 4

Ability Score Improvement

You can increase on ability score of your choice by 2 or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. You can choose instead to select a feat for your character. You gain this feature again when you reach 6th, 8th, 12th, 14th, 16th and 19th level.

 

Level 5

Extra Attack

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.

 

Level 9

Indomitable

You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

subclass options:

Level 3

You have 1 class point.

You can spend class points on any features that you have unlocked and have not already selected. You must spend class points when you gain them, and cannot save them for future levels.

 

Optional Abilities

Danger Sense

You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

 

Combat Inspiration

You learn to inspire others in battle. A creature that has a Superiority die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Superiority die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

 

Level 10

You gain 1 class point.

 

Optional Abilities

Stillness of Mind

You can use your action to end one effect on yourself that is causing you to be charmed or frightened.

 

Know Your Enemy

If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

 
  • Strength score
  • Dexterity score
  • Constitution score
  • Armour Class
  • Current hit points
  • Total class levels (if any)
  • Fighter class levels (if any)
 

Additional Fighting Style

You can choose a second option from the Fighting Style class feature.  

Level 17

You gain 1 class point.

 

Optional Abilities

Volley

You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

 

Whirlwind Attack

You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

 

Superior Critical

Your weapon attacks score a critical hit on a roll of 18-20.

 

Relentless

When you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

 

Level 18

You gain 1 class point.

 

Optional Abilities

Fighter's Senses

You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

 

Fighter Table

LevelClass PointsAbilitiesOptional Abilities
10Fighting Style, Second Wind---
20Action Surge---
31Superiority Dice, ManoeuvresDanger Sense, Combat Inspiration
41Ability Score Improvement---
51Extra Attack---
61Ability Score Improvement---
71Superiority Die Improvement---
81Ability Score Improvement---
91Indomitable---
102---Stillness of Mind, Know Your Enemy, Additional Fighting Style
112Extra Attack Improvement---
122Ability Score Improvement---
132Superiority Die Improvement, Indomitable Improvement---
142Ability Score Improvement---
152------
162Ability Score Improvement---
173Indomitable ImprovementVolley, Whirlwind Attack, Superior Critical, Relentless
184---Fighter's Senses
194Ability Score Improvement---
204Extra Attack Improvement---

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Tiefling

ability score increase: Your Intelligence score increases by 1 and your Charisma score increases by 2
age: Baby/Toddler: 0-11, Child: 12-29, Teen: 30-45, Young Adult: 46-67, Adult: 68-157, Elder: 158+, Average Lifespan: 225 years
Size: Medium
speed: 30ft
Languages: Common, Elvish, Infernal
race features:
Darkvision

Thanks to your infernal heritage, 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 grey.

 
Hellish Resistance

You have resistance to fire damage.

 
Brave

You have advantage on saving throws against being frightened.

 
Tiefling Combat Prowess

You have proficiency with the dagger and pitchfork.

 
Infernal Legacy

You know the insight of fear and death blade cantrips. Once you reach 3rd level, you can cast the hellish rebuke spell once with this trait, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

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Created by

Namiridite.

Statblock Type

Character Sheet (latest)

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