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Katakuri D. Tsuri

Super Human Race
Shipwright Origin
Fighter 1 Class & Level
Neutral Alignment
N/A Deity
N/A Faction
N/A Rank/Position
0 Loyalty
N/A Company

Strength 16
+3
Dexterity 13
+1
constitution 12
+1
intelligence 12
+1
wisdom 10
+0
charisma 10
+0
Total Hit Dice 1
Hit Die
1d10+1
+2 proficiency bonus
+5 Strength
+1 Dexterity
+3 Constitution
+1 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+1 Acrobatics
+0 Animal Handling
+1 Arcana
+3 Athletics
+0 Deception
+3 History
+2 Insight
+2 Intimidation
+1 Investigation
+0 Martial
+0 Medicine
+1 Nature
+4 Perception
+0 Performance
+0 Persuasion
+1 Religion
+1 Sleight of Hands
+1 Stealth
+0 Survival
skills

 
0
MV
0
Prestige
0
Attunement Slots
16
Armor Class
19
Hit Points
+1
Initiative
30
Speed
Longsword 1d20+5 1d8+3 1d10+3
Glaive 1d20+5 1d8+3
Pistol 1d20+3 1d10+1
Attacks
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Carpenter
Saving Throws: Strength, Constitution
Skills: History, Insight, Intimidation, Perception
Proficiences
WEAPONS
Glaive
Longsword
Pistol
Club
ARMOR
Chain Mail
AMMO
20 Bullets
EQUIPMENT
Backpack
Bedroll
Mess Kit
Tinder Box
10 Torches
10 Rations
Waterskin
50ft Hempen Rope
Carpenter's Tools
Note Book
1oz ink
MONEY
10 Gp
Equipment
N/A
Faction
Custom
Stat Array
Polearm Master
When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

Great Weapon Fighting
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.

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.

Practiced Expert
Increase one ability score of your choice by 1, to a maximum of 20.
You gain proficiency with one skill or tool of your choice.
Choose one of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

Ill Patch It
Provided you have carpenter's tools and wood, you can perform repairs on a water vehicle. When you use this ability, you restore a number of hit points to the hull of a water vehicle equal to 5 × your proficiency modifier. A vehicle cannot be patched by you in this way again until after it has been pulled ashore and fully repaired.

Class/Racial Features & Traits

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

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

Metlgraymon.

Statblock Type

Verum Character Sheet

Link/Embed