Kiera Maelis
Reputation:
Kiera Maelis is the Daughter of the infamous Bloody Storm’s captain and former captain in the Ellcrian Navy. Not too long ago she left her position within Ellcria for personal reasons and is seeking employment in the private sector instead of a position within a military. She has already begun to receive offers from several merchant companies and naval mercenary groups. While in the navy the ship under her command was known for hunting down pirates, escorting and guarding incoming ships against danger, and on more than one occasion saving other vessels from monster attacks.Kiera Maelis
13 Level (0/140000 XP for level-up) Sailor Background Human Race / Species / Heritage Lawful Neutral Alignment
Fighter
Level 10
Hit Dice: 10/10
1d10+3 Class 1
Level 10
Hit Dice: 10/10
1d10+3 Class 1
Rogue
Level 3
Hit Dice: 3/3
1d+3 Class 3
Level 3
Hit Dice: 3/3
1d+3 Class 3
STR
15
15
+2
DEX
18
18
+4
CON
16
16
+3
INT
10
10
+0
WIS
16
16
+3
CHA
9
9
-1
118
Hit Points
Hit Points
+7
Initiative (DEX)
Initiative (DEX)
16
Armor Class (AC)
Armor Class (AC)
+5
Prof. Bonus
Prof. Bonus
30
Speed (walk/run/fly)
Speed (walk/run/fly)
5 / 5
Focus Die (D10)
Focus Die (D10)
Spellcasting ...
+8
Attack mod
WIS
Ability
+3
Abi Mod
16
Save DC
+10 | Expertise Bonus | |
+5 | Proficiency Bonus |
+7 | Strength | |
+4 | Dexterity | |
+8 | Constitution | |
+0 | Intelligence | |
+8 | Wisdom | |
-1 | Charisma |
+9 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+7 | Athletics | STR | |
-1 | Deception | CHA | |
+0 | History | INT | |
+8 | Insight | WIS | |
-1 | Intimidation | CHA | |
+0 | Investigation | INT |
+3 | Medicine | WIS | |
+0 | Nature | INT | |
+8 | Perception | WIS | |
-1 | Performance | CHA | |
-1 | Persuasion | CHA | |
+0 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+4 | Stealth | DEX | |
+8 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Scimitar (L) | +9 | DEX | 1d6+4 | slashing | |
Finesse, light | |||||
Scimitar (R) | +9 | DEX | 1d6+4 | slashing | |
Finesse, light | |||||
Sneak Attack | +0 | INT | 2d6 |
Spell Book
Fighting Style
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Subclass: Swordsage
Disciplined Focus
When you choose this archetype at 3rd level, you begin to uncover truths within the multiverse that grant you power in combat. These disciplines are fueled by special dice called focus dice.
Discipline Maneuvers. You learn three discipline maneuvers of your choice which are detailed under "Discipline Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per turn. You learn two additional discipline maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Focus Dice. You have four focus dice, which are d8s. A focus die is expended when you use it. You regain all of your expended focus dice when you finish a short or long rest. You gain another focus die at 7th level and one more at 15th level.
Casting Spells. Some discipline maneuvers grant you the ability to cast spells. When you use a discipline maneuver to cast a spell, you cast the spell at its lowest level. Saving Throws. Some of your discipline maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Discipline Maneuver save DC = 8 + your proficiency bonus + your Wisdom modifier
Sense Magic
Starting at 3rd level, you can innately sense the presence of magic. You know the detect magic spell, but when you cast it using this class feature, you can only cast it as a ritual.
Quick Thinking
At 7th level, your wits and your mind keep you one step ahead in battle. You gain a bonus to initiative rolls equal to your Wisdom modifier
In addition, you gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Improved Focus
At 10th level, your focus dice turn into d10s. At 18th level, they turn into d12s.
Discipline Maneuvers
Absorb Elements. You can use your reaction and expend a focus die to cast the absorb elements spell.
Burning Blade. At the start of your turn, you can use a bonus action and expend a focus die to make a weapon you are holding burst into flame, which stays lit until the end of the current turn. Whenever you hit with a melee weapon attack using the flaming weapon, it deals extra fire damage equal to the result of the focus die. If you make multiple attacks, roll the focus die separately for each damage roll.
Flame Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one focus die to make a melee weapon attack against the creature. If the attack hits, instead of dealing the weapon's normal damage, it deals fire damage equal to the focus die roll + your Wisdom modifier.
Flame Thrust. When you take the Attack action on your turn and are wielding a melee weapon, you can expend a focus die to make one of your attacks as a flame thrust. For that attack, choose a creature within 30 feet of you. That creature must make a Dexterity saving throw as a white-hot ball of flame streaks from your weapon toward it. On a failed save, the target takes fire damage equal to 1d8 + the focus die roll.
Magic Athleticism. As an action, you can expend a focus die to cast the jump spell. Alternatively, whenever you make a Strength (Athletics) or Dexterity (Acrobatics) check, you can expend a focus die, adding the focus die roll to your check total.
Redirection Parry. When a creature misses you with a melee weapon attack, you can use your reaction and expend a focus die to redirect the blow at another creature. Choose a creature adjacent to you and within the attacker's reach. The attack targets that creature, and the new target takes damage equal to the focus die roll + your Wisdom modifier.
Rising Phoenix. You can use a bonus action and expend a focus die to give yourself a flying speed equal to your movement speed on foot. This speed only lasts until the end of your current turn. If you end your turn in the air and nothing else is holding you aloft, you fall.
Subclass: Swashbuckler
Fancy Footwork
When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.
Rakish Audacity
Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
Background
Ship's Passage
When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
Feats
Reactive
Your reflexes in combat allow you to react to nearly everything going on around you. You can make a maximum number of opportunity attacks equal to your Dexterity modifier. The first time you make an opportunity attack in a round, you must use your reaction, but every time thereafter for the rest of the round, making an opportunity attack does not require your reaction.
Features & Traits
Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages: Common, Halfling
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Thieves' tools, Navigator’s tools, vehicles (water & Air)
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Thieves' tools, Navigator’s tools, vehicles (water & Air)
Languages & Proficiencies
™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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Race:
Human
Class:
Fighter
Rogue
Party/Company:
Phoenix Feather Adventuring Company
Human
Class:
Fighter
Rogue
Party/Company:
Phoenix Feather Adventuring Company
Age
29
Children
Comments