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Mir-Mir

fighter 9 Class & Level
Sailor/Pirate Background
tabaxi Race
unruly neutral Alignment

Strength 16
+3
Dexterity 16
+3
constitution 14
+2
intelligence 11
+0
wisdom 12
+1
charisma 14
+2
Total Hit Dice 9
Hit Die
1d10+2
+4 proficiency bonus
+6 Strength
+6 Dexterity
+6 Constitution
+0 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+9 Acrobatics
+1 Animal Handling
+0 Arcana
+5 Athletics
+2 Deception
+0 History
+1 Insight
+6 Intimidation
+0 Investigation
+1 Medicine
+0 Nature
+5 Perception
+2 Performance
+2 Persuasion
+0 Religion
+5 Sleight of Hands
+9 Stealth
+5 Survival
skills Athletics, Acrobatics, Perception, Stealth, Intimidation, Survival, proficiencies

 
18
Armor Class
79
Hit Points
+3
Initiative
30
Speed
WeaponAttackDamagerange/dualing
Cutlass 1d20+7 1d8+3 1d20+9
Wrathful Respite 1d20+7 1d6+3 30ft/30ft
cats claws / Improve 1d20+7 1d4+3 1d20+9
Attacks
weapons: Simple, martial, and improvized weapons, firearms, and sidearms.
armor: All armor and shields
languages: Common, Draconic
Tool Proficiencies: Navigator's tools, vehicles(water and air)
Proficiences
Estus Flask, Wrathful Respite, Blast Resistant Duster, Cutlass, 50 feet of silk rope, pirate hat(has holes for ears), a set of common clothes, Explorer's Pack.
big ass sword

500 GP 2 CP
Equipment
pirate, To me, a tavern brawl is a nice way to get to know a new city.
Personality Traits
People. I'm committed to my crew mates, not to ideals.
Ideals
I was cheated out of my fair share of the profits, and I want to get my due.
Bonds
alcoholic, Once I start drinking, it's hard for me to stop.
Flaws
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 turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 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.
tavern brawler
Increase Str or Con by 1, proficient with improvised weapons, Your unarmed strike deal 1d4 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. link: Tavern Brawler
Dueling
When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Freehand Marksman
When you use your action to make an attack with a rapier or a melee weapon with the light property, you can use your bonus action to make an attack with a light sidearm in your offhand. You don't add an ability modifier to the damage of this attack unless the modifier is negative. Once you reach 7th level, you can make two ranged weapon attacks as part of the bonus action from this feature, instead of one.
Extra Attack
you can attack twice, instead of once, whenever you take the attack action on your turn.
Action Surge
you can push yourself beyond the normal limits for a moment. On your turn, you can take an additional action in addition to the normal one allotted to you. Once you use this feature, you must finish a short or long rest before you can use it again.
Indomitable
you can reroll a saving throw that you fail. If you do so, you must use the new roll, and cannot use this feature again until you finish a long rest.
Parry
three times per short rest use reaction to attempt to parry an incoming attack made. 1d20+7 , if equal to, or greater than the hit roll of the incoming attack, take half damage. This roll must be made before they know the damage.

Features & Traits

Heroes Enabled

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

Excal-heim

Estus Flask

Potion

Rare

One of Erishkigals failed attempts to ease the passing of mortals, these flasks are based on phylacteries and contain pure life essence.








LevelEach flask containsEach sip heals
1-33 sips3+con
4-63 sips6+con
7-94 sips6+con
10-124 sips9+con
13-165 sips9+con
17-205 sips12+con

  • The flask completely refills on a long rest.
  • All creatures can benefit from the healing effect, no matter their typing.
  • Whenever you Fail a death saving throw, the flask refills 1 sip.

  • Excal-heim

    Big Iron

    Firearm

    Varies Requires Attunement

    Ammo(Bullet), Loading(2)
    Base Weapon: Magnum

    Loading(2). The Big Iron has a 2 round internal magazine. Fully reloading takes an action, but reloading 1 shot takes a bonus action.

    Type Damage Damage Range
    None 1d10+4 Piercing 20/80ft

    Cost: 250 GP
    Weight: 6lb

    Excal-heim

    Amelia's Duster

    Armor (Light)

    Rare

    a sturdy long dark coat, made from canvas and quilted Padding, reinforced with aero-brass. It's built with the express purpose of easing heavy impacts.

    Gives resistance to bludgeoning, force, and fire damage.

    Energy pack. A power cell linked to Amelia's cybernetics that restores 2d6 energy as a bonus action. It refills whenever she takes a long rest.

    Type AC STR Req. Stealth Dis.
    Light 13+ dex No


    Player's Handbook

    Explorer's Pack

    Adventuring Gear Common

    Includes:

    • a backpack
    • a bedroll
    • a mess kit
    • a tinderbox
    • 10 torches
    • 10 days of rations
    • a waterskin
    • 50 feet of hempen rope

    Cost: 10 gp


     

    The statblocks of your class features

    Warlock, The CEO


    Hit Points

    Hit Dice: d8 per Warlock, The CEO level
    Hit Points at first Level: 8 + Con Mod
    Hit Points at Higher Levels: 1d8 + Con Mod

    Proficiences

    Armor: Light armor
    Weapons: Simple weapons
    Tools: None
    Saving Throws: Wisdom, Charisma
    Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion.

    Overview & Creation

    This page will only detail the subclass.

    The Company

    Your patron is The Retail Store. A nationwide business franchise that has dug its possibly ancient grasp into the roots of the nation you live in. In your darkest hour, you decided that any job would be better than none and donned the uniform.   You don't remember when you last clocked out.


    Class Features

    Customer Service

    Starting at 1st level, our industry standard training videos and seminars have given you the tools you need to succeed! You gain the mending cantrip and proficiency in the persuasion skill.  

    Team Spirit

    Also starting at 1st level, customer satisfaction is a team effort! When you cast a 1st level or higher spell on a friendly creature, they gain temporary hit points equal to your warlock level plus your charisma modifier (minimum 1)  

    Safety Procedures

    At 6th level, you have gone above and beyond in the world of customer service, and have been given special training on how to handle hazardous situations! Choose one of the three procedures.   Severe Weather: As an action, choose a number of friendly creatures you can see, up to your charisma modifier (minimum 1). You and said creatures gain advantage on Strength and Dexterity saving throws until the start of your next turn.   Spill Kit: You may cast dispel magic using this feature. The spell's level is equal to your warlock spell slot level. Additionally, when you cast this spell, a wet floor sign will appear on the location where you cast it. Friendly creatures within a 30ft radius of the wet floor sign ignore difficult terrain. This lasts for one minute.   Active Shooting: As a bonus action, choose a number of enemies up to your Charisma modifier (minimum 1) who are wielding firearms. Until the end of your next turn, and you have advantage on stealth and grapple checks against said enemies. Additionally, when you use this feature, you can use the dash, disengage, or hide action as a bonus action until the end of your next turn.   Once you use a safety procedure, you can't use it again until you've completed a short or long rest.  

    Could You Look In The Back?

    Starting at 10th level, you understand just how deep and rich our impact is on this world, and how customer service is a 24/7 task!   As an action, you may choose to disappear into an extra-dimensional space called the Back for up to a minute. Upon returning, you obtain a nonmagical common item worth less than 250 gold.   In order to activate this ability, you must end your movement outside of the view of all creatures. (I.E. turning around a corner) The item you take disappears when you finish a long rest. Upon using this ability, your employer prevents you from taking anything out for 1d4 days.  

    I Am The Manager

    At 14th level, you've been promoted! Congratulations. Now go out there and show how it's done!   As an action, choose a number of friendly creatures up to your charisma modifier (minimum 1) These creatures may use their reaction to make one attack. They have advantage on the attack roll.   Once you use this ability, you cannot use it again until you've completed a short or long rest.  

    Special Order

    Also starting at 14th level, your ability to delve into the Back has been honed. You are now capable of obtaining uncommon and rare magic items.   You may choose to take either 1 rare magic item or 2 uncommon magic items out from the Back, at the DM's discretion. You cannot obtain another until the original items have been returned.   Like the previous version of this ability, any items you take out disappear upon finishing a long rest. Upon using this ability, your employer prevents you from taking anything out for 1d4 days.    
    Credits
    This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©️Wizards of the Coast LLC.
    Original can be found here: https://www.gmbinder.com/share/-LwpPUGOc-sIPJUzrKbb


    Spellcasting

    Expanded Spell List

    Spell Level
    1st
    2nd
    3rd
    4th
    5th
    Spells
    command, alarm
    calm emotions, aid
    create food and water, fast friends
    fabricate, Mordenkainen's private sanctum
    skill empowerment, Rary's telepathic bond


    d20Traits of the Employee
    1You talk in a constant "Customer Service" voice.
    2You take inventory of your items constantly.
    3You greet fellow party members as if they were customers.
    4People around you hear classic, royalty free music.
    5You try your hardest to please those around you.
    6You constantly try to sell company promotions, even at horrendously inappropriate times.
    7You smile no matter what.
    8You're always slightly behind on pop culture.
    9You smell like cleaning chemicals.
    10You find it horribly painful to talk badly about your Employer.
    11You impulsively serve other people while in any location of commerce.
    12You are extremely hygienic.
    13Even when exhausted, your face looks as if it got a full night's rest.
    14You only consume Company Approved Foods and Drinks.
    15You smoke or drink when "on break". Only you know when you're on break.
    16You follow a rigid schedule, and feel agonized when you miss it.
    17You often talk about "getting a raise soon!"
    18Clothing or armor you wear will eventually don the logos of your company.
    19Your skin is gray and clammy.
    20You sometimes use company slogans during conversation.

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Tabaxi

    Ability Score Increase +2 Dex, +1 Cha
    Size Medium
    Speed 30ft.

    Basic informations

    Lore

    Wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost. Travelling Tabaxi families can be found in every warm part of Deia, with their colorfull wagons and lively music.

    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 turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 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.

    Extra Language

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

    Languages. Common

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

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


    Created by

    stormgate_dnd.

    Statblock Type

    Character Sheet (Legacy)

    Link/Embed