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Chelin Rockcliff

Firbolg Race
Krazax/Peakfolk Origin
Sanguine Knight Fighter 8 Class & Level
Chaotic Good Alignment
Sekelcuse Deity
Freemen Faction
Faction NPC Rank/Position
Loyalty
Company

Strength 20
+5
Dexterity 12
+1
constitution 12
+1
intelligence 12
+1
wisdom 12
+1
charisma 10
+0
Total Hit Dice 8
Hit Die
1d10+1
+0 proficiency bonus
+8 Strength
+1 Dexterity
+4 Constitution
+1 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+4 Acrobatics
+1 Animal Handling
+1 Arcana
+8 Athletics
+0 Deception
+1 History
+4 Insight
+0 Intimidation
+1 Investigation
+4 Martial
+1 Medicine
+4 Nature
+1 Perception
+0 Performance
+0 Persuasion
+1 Religion
+1 Sleight of Hands
+1 Stealth
+1 Survival
skills

 

MV

Prestige

Attunement Slots
18
Armor Class
60
Hit Points
+1
Initiative
40
Speed
Handaxe 1d20+8 1d6+5 slashing 1 bleed
Attacks
Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Tools: woodcarver's tools
Saving Throws: Strength, Constitution
Skills: Acrobatics, Athletics, Insight, Martial, Nature
Proficiences
5 handaxes
shield
chainmail armour
woodcarver's tools
traveler's clothes
Equipment
Freemen
Faction
Specialist
Stat Array
ASI's/Feats:
+2 STR
Mobile
Skilled

Origin:
+1 CON
You gain advantage on any skill checks and saving throws to avoid falling off an edge of a height greater than 10ft.

Firbolg:
Firbolg Magic:
You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.

Hidden Step:
As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.

Powerful Build:
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Speech of Beast and Leaf:
You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Sanguine Knight/Fighter
Dueling:
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.

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.

Suffering Sword:
Beginning when you choose this archetype at 3rd level, you can only use weapons that deal slashing damage. If you use a weapon that deals Slashing or another damage type, you can only choose slashing. When you deal slashing damage with such weapons, you deal an additional 1 bleed damage to the target.

Sanguine Boon:
At 3rd level, whenever you are healed, if you would be healed to your maximum hit points, you can convert any leftover healing as temporary hit points. You cannot gain more than 3 times your character level of temporary hit points in this way. You cannot gain temporary hit points from this class feature if you already have any temporary hit points at all.

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.

Bloodwell:
At 7th level, whenever you score a critical hit against an enemy, or you hit a bleeding enemy with a total bleed stack of 5 or more, you can activate your Second Wind class feature (no action required) even if it has already been used. If you do, your allies within 15 feet of you are also healed for the same amount. Using this ability, removes all bleed damage from the target.
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

Kilayna.

Statblock Type

Verum Character Sheet

Link/Embed