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Cyrus Aurelius

10 Level (0/85000 XP for level-up) Perlisian Background Human Race / Species / Heritage Alignment
Fighter
Level 10
Hit Dice: 10/10
1d10+4 Class 1

STR
15
+2
DEX
13
+1
CON
18
+4
INT
8
-1
WIS
7
-2
CHA
11
+0
92
Hit Points
+1
Initiative (DEX)
21
Armor Class (AC)
+4
Prof. Bonus
30/60/-
Speed (walk/run/fly)
5 / 5
Superiority Dice
+8 Expertise Bonus
+4 Proficiency Bonus
+2 Jack of all Trades
+6 Strength
+1 Dexterity
+8 Constitution
-1 Intelligence
-2 Wisdom
+0 Charisma
saving throws
+1 Acrobatics DEX
-2 Animal Handling WIS
-1 Arcana INT
+6 Athletics STR
+0 Deception CHA
-1 History INT
-2 Insight WIS
+4 Intimidation CHA
-1 Investigation INT
skills
-2 Medicine WIS
-1 Nature INT
-2 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
-1 Religion INT
+5 Sleight of Hand DEX
+1 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unarmed Strike +6 STR 1d4+2 bludgeoning
Shortsword +8 STR 1d6+2 piercing
 Finesse, light
Attacks

Human


Brave
Brave

You have advantage on saving throws against being frightened.



Fighter


Duelling
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.



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

You have five 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 15th level.



Disarming Attack
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.



Goading Attack
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.



Trip 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.



Extra Attack
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.



Indomitable
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


Danger Sense
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.



Defence
Defence

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



Feats


Tavern Brawler

Tavern Brawler

Accustomed to the rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

 
  • Increase your Strength or Consititution score by 1, to a maximum of 20.
  • You are proficient with improvised weapons.
  • Your unarmed strike uses a d4 for 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.


Features & Traits

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

Languages


Common, Perlisian



Weapon Proficiencies


Improvised Weapons, Lance, Shortsword, Greatsword, Longsword



Armour Proficiencies


Shields, Heavy Armour



Tool Proficiencies


Dice Set, Playing Card Set


Languages & Proficiencies
Nonchalant Attitude

Cyrus often carries a laid-back and nonchalant demeanor, approaching life's challenges with an air of indifference.



Dry Sense of Humor

Despite his disinterest in many aspects of his life, Cyrus possesses a dry wit and a penchant for sarcastic or deadpan humor, often using it as a coping mechanism.



Relaxed and Casual

Cyrus prefers a relaxed and casual approach to both work and social interactions, making him seem approachable, even if he lacks enthusiasm.



Pragmatic Outlook

With a practical and pragmatic mindset, Cyrus tends to focus on what works in the moment rather than dwelling on ideals or long-term plans.



Easygoing Under Pressure

While not easily ruffled, Cyrus remains easygoing even in stressful situations, adopting a calm demeanor when faced with challenges.


Personality Traits
Personal Freedom

Cyrus values his independence and resents restrictions on his choices, both in his personal and professional life.



Wealth and Enjoyment

A strong believer in enjoying life, Cyrus sees acquiring wealth and indulging in pleasures like gambling and drinking as essential components of a fulfilling existence.



Avoidance of Conflict

Despite his history of relationship conflicts, Cyrus prefers to avoid unnecessary confrontations and seeks to maintain a laid-back, carefree demeanor.



Pragmatism

Cyrus is a pragmatic individual who prioritizes practicality over abstract ideals. He tends to assess situations based on immediate gains and losses.



Routine Disregard

With a disdain for the monotony of his guard duties, Cyrus leans towards ideals that allow him to break free from mundane routines, seeking excitement and novelty.


Ideals
Love for Home-Cooked Meals

Cyrus holds a sentimental bond with his mother's cooking, finding comfort and nostalgia in her home-cooked meals that remind him of his upbringing.


Bonds
Apathetic Demeanor

Cyrus often displays an indifferent and apathetic attitude, making it challenging for him to find motivation or enthusiasm for his duties as a guard.



Gambling Addiction

Cyrus has a weakness for gambling, which not only poses a risk to his financial stability but might also make him susceptible to bribes or questionable alliances.



Disinterest in Guard Responsibilities

Despite being a guard, Cyrus lacks genuine interest in protecting others, considering his role mundane and routine, which could compromise the effectiveness of his duties.



Alcohol Dependency

To cope with the monotony of his job, Cyrus turns to alcohol, creating a dependency that could affect his judgment and performance while on duty.


Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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