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Hai'yu

Half-Elf Race
Dolten (The Skittering) Origin
Samurai Fighter 3 Class & Level
Neutral Good Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 18
+4
constitution 16
+3
intelligence 12
+1
wisdom 16
+3
charisma 11
+0
Total Hit Dice 3
Hit Die
1d10+3
+2 proficiency bonus
+2 Strength
+4 Dexterity
+5 Constitution
+1 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+4 Acrobatics
+3 Animal Handling
+1 Arcana
+0 Athletics
+0 Deception
+1 History
+5 Insight
+0 Intimidation
+1 Investigation
+5 Martial
+5 Medicine
+1 Nature
+5 Perception
+0 Performance
+0 Persuasion
+1 Religion
+6 Sleight of Hands
+6 Stealth
+5 Survival
skills

 
0
MV

Prestige
1
Attunement Slots
15
Armor Class
31
Hit Points
+4
Initiative
30
Speed
Longbow d20+6 d8+4 Piercing
Rapier d20+6 d8+4 Piercing
Attacks
Armor: Light Armor, Medium Armor, Heavy Armor, Shield
Weapons: Simple Weapons, Martial Weapons
Tools: Cook's Utensils, Weaver's Tools
Skills: Inisght, Martial, Medicine, Perception, Sleight of Hand, Stealth, Survival
Languages: Common, Elvish, Sylvan
Proficiences
Dungeoneer Pack,2 Handaxes, Longbow, 2 Rapiers,
Leather Armor

Tools


 





Equipment
Mad Man
Stat Array
Feats:
Elven Accuracy
Increase your Dexterity, Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.

Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
Screen reader support enabled.

 


Racial:
Darkvision
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.

 


Fey Ancestry
You have advantage on saving throws against being charmed, and magic can't put you to sleep.

 


Class:
Fighting Style: Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.

 


Second Wind
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
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.

 


Fighting Spirit
As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points.

 

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.


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