Ji'Jara | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Ji'Jara

3 Level (0/2700 XP for level-up) Faction Agent (Fighter's Guild) Background Khajiit (Alfiq) Race / Species / Heritage Lawful Good Alignment
Pugilist
Level 3
Hit Dice: 3/3
1d6+0 Class 1

STR
18
+4
DEX
20
+5
CON
10
+0
INT
11
+0
WIS
10
+0
CHA
12
+1
14
Hit Points
+5
Initiative (DEX)
17
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
2 / 2
Moxie
1d6 /
Fisticuffs
+4 Expertise Bonus
+2 Proficiency Bonus
+6 Strength
+7 Dexterity
+2 Constitution
+0 Intelligence
+0 Wisdom
+1 Charisma
saving throws
+5 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
+6 Athletics STR
+1 Deception CHA
+0 History INT
+2 Insight WIS
+3 Intimidation CHA
+0 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+2 Perception WIS
+1 Performance CHA
+3 Persuasion CHA
+0 Religion INT
+7 Sleight of Hand DEX
+5 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Alfiq Claws +5 DEX 1d6+5 Slashing
 Claws that are attached to your improved mage hand when attacking
Attacks
Khajiit

  • Khajiiti ancestry: You have Darkvision of 120ft, however in pitch blackness you cannot see colours, only shades of grey.

  • Claws: Your unarmed attacks deal an extra 5 piercing damage.

  • Cat Like Reflexes: You can use your reaction to make a Dexterity saving throw to avoid physical attacks from melee range.

  • Soft fall: You have resistance to falling damage, and always fall on your feet.

  • Tiny Quadruped: You are a tiny creature that walks on four legs and doesn't have opposable thumbs. Your reduced size and lack of hands gives you the following traits:
    -You lack the opposable thumbs required to wield weapons and use tools.
    -You have advantage on saving throws to resist falling prone but have disadvantage on Strength saving throws.
    -Your tiny size makes you hard to hit. You gain a +1 bonus to AC and you gain advantage on Dexterity saving throws.
    Your hit die is reduced by one size, which affects your hit points at 1st level, and at higher levels. For example, 1d6 (or 4) becomes 1d4 (or 3).
    -Your carrying capacity is equal to your Strength score multiplied by 5.
    -You can occupy another creature’s space and vice versa.
    -Your creature type counts as beast, rather than humanoid.

  • Improved Mage Hand: You know the Mage Hand cantrip. Your lack of hands have made you especially proficient in it, allowing you to gain the following additional benefits:
    -You can cast mage hand as a bonus action.
    -When the hand is within 5 feet of you, it can carry an additional 10 pounds, can make attacks, and can activate magic items.
    -The mage hand is proficient in any weapon you are proficient in, but it can't use weapons with the heavy, loading, or two-handed property, and can't wield versatile weapons with two hands.


Pugilist

  • Fisticuffs:
    Your years of fighting in back alleys and taverns have given you mastery over combat styles that use unarmed strikes and pugilist weapons, which are simple melee weapons without the two-handed property, whips, and improvised weapons. You may not use the finesse property of a weapon while using it as a pugilist weapon.
    You gain the following benefits while you are unarmed or using only pugilist weapons and you are wearing light or no armour and not using a shield:
    -You can roll 1D6 in place of the normal damage of your unarmed strike or pugilist weapon. This die changes as you gain pugilist levels, as shown in the Fisticuffs column on the Pugilist table
    -When you use the Attack action with an unarmed strike or a pugilist weapon on your turn, you can make one unarmed strike or grapple as a bonus action.

  • Moxie:
    Your experience laying the beatdown on others has given you a moxie you can channel in the midst of battle. This swagger is represented by a number of moxie points. Your pugilist level determines the maximum number of points you have, as shown in the Moxie Points column of the Pugilist table.
    You can spend these points to fuel various moxie features. You start knowing three such features: Brace Up, The Old One-Two, and Stick and Move. You learn more moxie features as you gain levels in this class. You regain all expended moxie points when you complete a short or long rest.
    -Brace Up. You can use a bonus action and spend 1 moxie point to brace for attacks. Roll your fisticuffs die + your pugilist level + your Constitution modifier and gain that many temporary hit points.
    -The Old One-Two. Immediately after you take the Attack action on your turn, you can spend 1 moxie point to make two unarmed strikes as a bonus action.
    -Stick and Move. You can use a bonus action and expend 1 moxie point to make a shove attack or take the Dash action.

  • Street Smart:
    Carousing, shadowboxing, and sparring all count as light activity for the purposes of resting for you. Additionally, once you have caroused in a settlement for 8 hours or more, you know all public locations in the city as if you were born and raised there and you cannot be lost by non-magical means while within the city.

  • Bloodied But Unbowed:
    When you take damage that reduces you to half your maximum hit points or less, you can use your reaction to gain temporary hit points equal to your Pugilist level + your Dexterity modifier and you regain all expended moxie points. You cannot use this feature again until you finish a short or long rest.

  • Groundwork:
    You gain the following additional moxie features:
    -Compression Lock. When a creature attempts to break a grapple with you and succeeds, you can use your reaction and spend 1 moxie point to force the creature to roll again. The creature must use the second result.
    -Quick Pin. When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction and spend 1 moxie point to make a grapple attack instead of an opportunity attack.
    -To the Mat. You can use a bonus action and spend 1 moxie point to make a grapple attack against a creature within range. If successful, the creature is also knocked pron



Features & Traits
Items:
  • Backpack

  • Bedroll

  • Mess Kit

  • Tinderbox

  • 10 Torches

  • 10 Days of Rations

  • Waterskin

  • 50ft Rope

  • Fighters Guild Uniform (over-sized)

  • Fighters Guild Associate Badge



  • Magic Items:

    Khajiiti Fist Wraps:
    Requires: Khajiit Pugilist
    Use Dexterity instead when any Pugilist feature uses Constitution.


    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 20, Platinum: 0 Money
    languages:

    • Tamrielic (Common)

    • Ta'agra

    • Bosmeri

    • Altmeri

    • Dunmeri



    Weapons & Armour:

    • Dagger

    • Improvised Weapons

    • Light Armour



    Other:

    • Artisans Tools




    Languages & Proficiencies

    • Fiery

    • Brave

    • Naive

    • Eager

    • Excitable

    • Caring

    • Stubborn

    • Conscientious

    • Nuerotic

    • Creative

    • Honest



    Personality Traits

    • Wants to become a famous hero

    • Believes she is wrongly underestimated

    • Has a strong sense of right and wrong

    • Has a keen interest in politics, current affairs and history

    • Saves money responsibly

    • Dislikes recreational drugs and excessive drinking

    • Secretly loves arena fights and would like to become a combatant



    Ideals

    • Associate and brand new member of the Chorrol Fighter's Guild

    • Has very poor family back home who needs money - Travelled to Chorrol as its the HQ of the fighters guild.

    • Family consists of mum, dad and once an older brother, but he passed away some time ago.

    • Loves Elsweyr and misses it greatly.



    Bonds

    • Sometimes too stubborn

    • Over-thinker

    • Brash in combat (overly keen to prove herself)

    • Very naive

    • Bit of a know-it-all



    Flaws


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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    Xenevid.

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