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Sable GentleWind

Fighter (2) Sorcerer(1) 3 Class & Level
Background
Tabaxi Race
NG Alignment

Strength 8
-1
Dexterity 20
+5
constitution 12
+1
intelligence 10
+0
wisdom 14
+2
charisma 17
+3
Total Hit Dice 3
Hit Die
1d10+1
+2 proficiency bonus
+0 Strength
+7 Dexterity
+3 Constitution
+0 Intelligence
+4 Wisdom
+7 Charisma
saving throws
+7 Acrobatics
+2 Animal Handling
+0 Arcana
-2 Athletics
+3 Deception
+0 History
+4 Insight
+3 Intimidation
+0 Investigation
+2 Medicine
+0 Nature
+4 Perception
+3 Performance
+5 Persuasion
+0 Religion
+5 Sleight of Hands
+7 Stealth
+4 Survival
skills Cat Talent - pro. stealth & Perception. Fighter Talents - Pro Acrobatics & Survival Sorcerer Talents - Pro Insight & Persuasion proficiencies

 
16
Armor Class
29
Hit Points
+5
Initiative
30
Speed
Dagger 1d20+7 1d4
Dagger Thrown 1d20+9 1d4
Rapier 1d20+7 1d8
Light Crossbow 1d20+9 1d8
Longbow 1d20+9 1d8
Attacks
armor - All armor, shields (sorc) None
Weapons - Simple weapons, martial weapons (sorc) Daggers, darts, slings, quarterstaffs, light crossbows
Proficiences
DC - 15 saves Mod - 5
Spellcasting
Dagger 1d4 PFLT (20/60)
Rapier 1d8 PF
Light Crossbow 1d8 P (80/320) Loading, 2 handed (40 bolts
Longbow 1d8 P (150/600) Heavy. 2 handed (20 arrows)
Whip 1d4 SFR

Equipment
Darkvision 60ft
Feline Agility -- Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move O feet on one of your turns.

Cat's Claws -- 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.
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

Dnd 5e SRD SRD

Leather Armor

Light Armor Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex Modifier

Cost: 10 gp Weight: 10 lb


 

DnD 5e SRD SRD

Longbow

Ranged Weapon Ammunition, Heavy, Two-Handed Common

Type Damage Damage Range Properties
Martial 1d8 Piercing 150/600 ft Ammunition, Heavy, Two-Handed

Cost: 50 gp Weight: 2 lb


 

DnD 5e SRD SRD

Crossbow, light

Ranged Weapon Ammunition, Loading, Two-Handed Common

Type Damage Damage Range Properties
Simple 1d8 Piercing 80/320 ft Ammunition, Loading, Two-Handed

Cost: 25 gp Weight: 5 lb


 

Explorer's Pack

Adventuring Gear Common

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Cost: 10 gp Weight: 59 lb


 

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

DnD 5e SRD

Component Pouch

Adventuring Gear Common

A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).

Cost: 25gp Weight: 2lb


 

DnD 5e SRD SRD

Whip

Melee Weapon Finesse, Reach Common

Type Damage Damage Range Properties
Martial 1d4 Slashing Finesse, Reach

Cost: 2 gp Weight: 3 lb


 

DnD 5e SRD SRD

Rapier

Melee Weapon Finesse Common

Type Damage Damage Range Properties
Martial 1d8 Piercing Finesse

Cost: 25 gp Weight: 2 lb


 

The statblocks of your class features

Fighter: Arcane Archer


Hit Points

Hit Dice: d10 per Fighter: Arcane Archer level
Hit Points at first Level: 10 + Con Mod
Hit Points at Higher Levels: 1d10 + Con Mod

Proficiences

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Str, Con
Skills: Choose two: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

Overview & Creation

A human in clanging plate armour holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armour, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.   A dwarf in chain mail interposes his shield between the ogre’s club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armour, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defences.   A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd’s delight—and his own tactical advantage. His opponent’s sword flares with blue light an instant before she sends lightning flashing forth to smite him.   All of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armour and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.


Class Features

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
  • 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.  

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.  

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.  

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Extra Attack

Beginning at 5th level, 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

Beginning at 9th level, 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.  

Extra Attack

Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn. The number of attacks increases to four when you reach 20th level in this class.  

Extra Attack

At 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.


Starting Equipment

• Choose: chainmail; or leather armour, longbow, and 20 arrows   • Choose: a martial weapon and a shield; or two martial weapons   • Choose: a light crossbow and 20 bolts; or two handaxes   • Choose: a dungeoneer's pack; or an explorer's pack


Subclass Options

Arcane Archer

An Arcane Archer studies the natural, and sometimes magical properties of various materials in order to craft them into deadly ammunition for their bows. Their knowledge of archery is so great that they can alter their arrows in such a way that it keeps the balance between aerodynamics and weight.  

Arcane Archer Lore

At 3rd level, you learn magical theory or some of the secrets of nature — typical for practitioners of this martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill.  

Arcane Shot

At 3rd level, you learn to craft various arrowheads you can swap out with regular arrowheads. When you gain this feature, you learn two Arcane Shot options of your choice (see “Arcane Shot Options” below). Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can use one of your Arcane Shot options instead. The type of arrow fired must be decided before you roll to hit. For every 10 arrows crafted, you must spend 5 minutes of time and 25 rupees worth of materials.   You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.  

Magic Arrow

At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical to overcome resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.  

Curving Shot

At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.  

Ambush Shot

Starting at 15th level, you have mastered the bow and can loose an arrow before anyone has the chance to move. Whenever a battle starts, deal damage equal to your Dexterity modifier to any foe lower in the initiative order than you.    

Arcane Shot Options

The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all "magical" effects, and each one is associated with one of the elements. If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.  
  • Ancient Arrows (Locked until Lvl 10): You have learned to infuse your arrows with the ancient technology of the Sheikah tribe. A creature hit by these arrows takes an extra 2d8 force damage. If the creature is a Guardian, it must succeed on a Constitution saving throw or die immediately. After you reach 18th level in this class, the target takes an additional 2d8 force damage when the arrow hits it.
  • Bomb Arrows: You have discovered that certain materials combined together and set alight will create a rather explosive reaction. The creature hit by this arrow takes an extra 2d6 fire damage and must make a Dexterity saving throw or be knocked prone. Additionally, any creature within 10 feet must make a Dexterity saving throw. On a success, they take half damage. On a failure, they take full damage and are knocked prone. After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
  • Fire Arrows: You learn that certain materials contain the magical essence of fire and can be moulded into arrowheads. The creature hit by the arrow takes an extra 2d6 fire damage and catches fire. Until it uses an action to put itself out, it takes 2d6 fire damage at the start of its turn. The fire damage increases to 4d6 when you reach 18th level in this class but the lingering damage remains the same.
  • Ice Arrows: You learn that certain materials contain the magical essence of ice and can be moulded into arrowheads. The creature hit by the arrow takes an extra 2d6 cold damage and its movement is reduced to 0 until the end of your next turn. After you reach 18th level in this class, the cold damage increases to 4d6 and targets must make a Constitution saving throw or be restrained.
  • Light Arrows (locked until Lvl 15): These arrows have been blessed with the power of the goddess Hylia herself and glow with a golden light. The creature hit by the arrow takes an extra 3d6 radiant damage and must succeed on a Constitution saving throw or be blinded until the end of its next turn. If the target has an Evil alignment, the damage it receives is doubled. The radiant damage increases to 6d6 when you reach 18th level in this class.
  • Lightning Arrows: You learn that certain materials contain the magical essence of lightning and can be moulded into arrowheads. The creature hit by the arrow takes an extra 2d6 lightning damage and becomes stunned for one turn. The lightning damage increases to 4d6 and targets become paralysed instead of stunned when you reach 18th level in this class.
  • Silver Arrows: These arrows have been tipped with a glittering metal that seems to know who your enemy is. Choose a creature type out of beast, elemental, fey, fiend, humanoid or undead. Until your next long rest, creatures of the chosen type that are hit by this arrow take an extra 1d6 piercing damage and have disadvantage on their attack rolls against you. The extra damage increases to 2d6 when you reach 18th level in this class.
  • Twilight Arrows (locked until ???): You have read about the Twilight Realm in very old history textbooks but what little information there is suggests that it was sealed away long ago...

 


LevelProficiency BonusFeatures
1st+2Fighting Style, Second Wind
2nd+2Action Surge (one use)
3rd+2Martial Archetype
4th+2Ability Score Improvement
5th+3Extra Attack
6th+3Ability Score Improvement
7th+3Martial Archetype feature
8th+3Ability Score Improvement
9th+4Indomitable (one use)
10th+4Martial Archetype feature
11th+4Extra Attack (2)
12th+4Ability Score Improvement
13th+5Indomitable (two uses)
14th+5Ability Score Improvement
15th+5Martial Archetype feature
16th+5Ability Score Improvement
17th+6Action surge (two uses), Indomitable (three uses)
18th+6Martial Archetype feature
19th+6Ability Score Improvement
20th+6Extra Attack (3)

Sorcerer


Hit Points

Hit Dice: d6 per Sorcerer level
Hit Points at first Level: 1d6
Hit Points at Higher Levels: 1d6 + your Constitution modifier

Proficiences

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbow
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Starting Equipment

(a) a light crossbow and 20 bolts or (b) any simple weapon (a) a component pouch or (b) an arcane focus (a) a dungeoneers pack or (b) an explorers pack two daggers


Spellcasting

An event in your past, or in your life of a parent or ancestor, left and indelible mark on you. infusing you with arcane magic. this font of magic, whatever its origin. fuels your spells.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Tabaxi

Ability Score Increase +2 Dexterity +1 Charisma
Size Medium
Speed 30 ft

Tabaxi

 

Lore

 

Tabaxi Traits

 

Ability Score Increase

Your Dexterity score increases by 2, and your Charisma score increases by 1.

Age

Tabaxi have lifespans equivalent to humans.

Alignment

Tabaxi tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.

Size

Tabaxi are taller on average than humans and relatively slender. Your size is Medium.

Speed

Your base walking speed is 30 feet.

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.

Feline Agility

Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move O feet on one of your turns.

Cat's Claws

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.

Cat's Talent

You have proficiency in the Perception and Stealth skills.

Languages

You can speak, read, and write Common and one other language of your choice.
 

Languages. Common and one language of your choice.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

XGtE pg. 152

Create Bonfire

0-level (Cantrip) Conjuration

Casting Time: 1 Action
Range/Area: 60 Feet
Components: V, S
Duration: Concentration, Up to 1 minute
You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren't being worn or carried.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Druid, Sorcerer, Warlock, Wizard

PHB pg. 259

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 Minute
Range/Area: Touch
Components: V, S, M
Materials: Two lodestones
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but can't restore magic to such an object.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

PHB pg. 267

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time: 1 Action
Range/Area: 10 Feet
Components: V, S
Duration: Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusionary image that can fit in you hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Available for: Bard, Sorcerer, Warlock, Wizard

Elemental Evil Player's Companion

Frostbite

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 60 ft
Components: V, S
Duration: Instantaneous
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Artificer, Druid, Sorcerer, Warlock, Wizard

Level 1 Spells

XGtE pg. 151

Chaos Bolt

1-level Evocation

Casting Time: 1 Action
Range/Area: 120 Feet
Components: V, S
Duration: Instantaneous
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 +1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type as shown below.
d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder
If you toll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.
Available for: Sorcerer

SRD

Shield

1-level Abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range/Area: Self
Components: V, S
Duration: 1 round
An Invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering Attack, and you take no damage from Magic Missile.
Available for: Sorcerer, Wizard

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

SolusBlade.

Statblock Type

Character Sheet (Legacy)

Link/Embed