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Rappa (Victor Gonzales)

3 Level (0/2700 XP for level-up) Variant Entertainer (Gladiator) Background Mahnjungasuchian Race / Species / Heritage Good Neutral Alignment
Fighter
Level 3
Hit Dice: 3/3
1d10+3 Class 1

STR
18
+4
DEX
12
+1
CON
16
+3
INT
8
-1
WIS
8
-1
CHA
17
+3
35
Hit Points
+1
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30ft/30ft swim
Speed (walk/run/fly)
11
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+6 Strength
+1 Dexterity
+5 Constitution
-1 Intelligence
-1 Wisdom
+3 Charisma
saving throws
+3 Acrobatics DEX
-1 Animal Handling WIS
-1 Arcana INT
+6 Athletics STR
+3 Deception CHA
-1 History INT
-1 Insight WIS
+5 Intimidation CHA
-1 Investigation INT
skills
-1 Medicine WIS
-1 Nature INT
+1 Perception WIS
+5 Performance CHA
+3 Persuasion CHA
-1 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Steel Chair +6 STR 1d6+4 Bludgeoning
 Martial Weapon, Versatile (1 Dice Upgrade), Thrown Foldable Chair
Bite +6 STR 1d6+4 Piercing
Claws +6 STR 1d6+4 Slashing
 
Attacks
Hungry Jaws
In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier (minimum of 1), and you can't use this trait again until you finish a short or long rest.

Hold Breath
You can hold your breath for up to 15 minutes at a time.

Cunning Artisan
As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.

Natural Armour
You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

By Popular Demand
You can always find a place to perform in any place that features combat for entertainment—perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Martial Versatility
Whenever you gain a level in this class, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style.

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.

Maneuver Versatility
If you know any maneuvers from the fighter's Battle Master archetype, you can replace one maneuver you know with a different maneuver whenever you finish a long rest. This change reflects your physical and mental preparation for the day ahead.

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.

Maneuvers
You learn three maneuvers of your choice, which are listed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice
You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.

Saving Throws
Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Grappling Strike
Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.

Parry
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.


Features & Traits
-Weavers Tools
-Disguise Kit
-Chainmail
-Costume Clothes
-Tankard of Sobriety
-Pouch
-Writing Utensil
-Love Letter
(Rappa Biography)
-Magic Dumbbells
(two dumbbells that switch weight to accustomed limit for user)
-Steel Foldable Chair
-Backpack
-Bedroll
-Mess kit
-Tinderbox
-10 torches
-10 days of rations
-Waterskin
-50 feet of hempen rope

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 75, Platinum: 0 Money
Common
Draconic
Weavers Tools
Banjo
Disguise Kit
Light/Med/Heavy Armour
Sheild
Simple Weapons
Martial Weapons

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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