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Estime Fae

7 Level (0/34000 XP for level-up) Technician Background Shadar-kai Race / Species / Heritage Neutral Good Alignment
Eldritch Knight Fighter
Level 7
Hit Dice: 7/7
1d10+2 Class 1

STR
13
+1
DEX
20
+5
CON
15
+2
INT
18
+4
WIS
9
-1
CHA
13
+1
51
Hit Points
+5
Initiative (DEX)
17
Armor Class (AC)
+3
Prof. Bonus
30ft
Speed (walk/run/fly)
12
Passive Perception
0 / 1
Action Surge
2 / 3
Second Wind (BA)
1 / 3
Blessing of the Raven Queen (BA)
41 /
Renaissance Bullets
35 /
Bolts
Spellcasting ...
+7 Attack mod
INT Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+4 Strength
+5 Dexterity
+5 Constitution
+4 Intelligence
-1 Wisdom
+1 Charisma
saving throws
+5 Acrobatics DEX
-1 Animal Handling WIS
+4 Arcana INT
+1 Athletics STR
+1 Deception CHA
+7 History INT
+2 Insight WIS
+1 Intimidation CHA
+7 Investigation INT
skills
-1 Medicine WIS
+4 Nature INT
+2 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+4 Religion INT
+8 Sleight of Hand DEX
+5 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Pistol, +1 +11 DEX 1d10+1+5 Piercing
 Ammunition (Firearms), Range, Loading, Vex
Crossbow, light +10 DEX 1d8+5 Piercing
 Ammunition, Loading, Range, Two-Handed, Slow
Pistol +10 DEX 1d10+5 Piercing
 Ammunition (Firearms), Range, Loading. Vex
Screwdriver (Dagger) +8 DEX 1d4+5 Piercing
 light, thrown, finesse. Nick
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
+7 1 Round Self (5ft sphere) Instantaneous 1d8 Thunder/2d8 Thunder SM
 Notes:1d8 Initial damage and 2d8 dealt if target moves willingly. Melee attack with weapon as part of the spell.
Thunderclap 1 Action 5ft Instantanteous 2d6 Thunder S
 Notes:CON save. Targets all creatures in range. Creates a sound that can be heard to to 100ft away. DMG increases at 11th level (3d6) and 17th level (4d6)

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Absorb Elements 1 reaction, taken when dealt acid/cold/fire/lightning/thunder damage Self 1 round 1d6 Triggering damage type S
 Notes:Gain resistance to triggering damage type and the next melee attack deals additional damage of that type.
Feather Fall 1 Reaction, taken when you or a creature in range falls 60ft 1 minute VM
 Notes:A falling creature's rate of decent is slowed to 60ft/round until the spell ends. If the creature lands before the spell ends they take no fall damage.
Shield 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Self 1 round VS
 Notes:+5 bonus AC. No DMG from magic missile.
Witch Bolt +7 1 Action 30ft Concentration, 1 Minute 1d12 Lightning VSM
 Notes:Ranged Spell Attack. Can use an action to do continual damage to the effected target. Spell dissipates if anything else is done.

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Absorb Elements 1 reaction, taken when dealt acid/cold/fire/lightning/thunder damage Self 1 round 1d6 Triggering damage type + S
 Notes:Gain resistance to triggering damage type and the next melee attack deals additional damage of that type.
Witch Bolt +7 1 Action 30ft Concentration, 1 Minute 1d12 Lightning + VSM
 Notes:Ranged Spell Attack. Can use an action to do continual damage to the effected target. Spell dissipates if anything else is done.
Dragon's Breath 1 Bonus Action Touch (15ft) Concentration, up to 1 minute 3d6 VSM
 Notes:DEX saving throw. Choose between acid, fire, lightning, cold, or poison. Half damage on successful save.
Senses: Darkvision (60ft)
Resistances: Charm, Necrotic, Can't be magically put to sleep
Second Wind: 1d10+6
Fighting Style: Archery (+2 to ranged attack roles)
Weapon Masteries: Pistol, Light Crossbow, Screwdriver (dagger), whip
Bonded Weapons: +1 Pistol, Light Crossbow
Extra Attack: 1

Trance
You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.

Blessing of the Raven Queen
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.

LEVEL 7: WAR MAGIC
When you take the Attack action on your turn,
you can replace one of the attacks with a casting
of one of your Wizard cantrips that has a casting
time of an action.

Features & Traits
Equipped Weapons and Armor
Pistol +1 (Rennaissance bullets)
Pistol (Rennaissance bullets)
Light Crossbow (Bolts)
Chain Mail

Backpack

Tools
Carpenter's Tools
Smith'a Tools
Thieves Tools

Supplies
Bedroll
Climber's Kit
Clothes, common
Mess Kit
Rations
Hempen Rope (500
Tinderbox
Torches
Waterskin
Small collection of shiny rocks

Equipment Copper: 0, Silver: 38, Electrum: 0, Gold: 126, Platinum: 0 Money
Elvish, Common

Languages & Proficiencies
Science. A rigorous application of logical principles and protocols will lead us toward progress more surely than any belief system.

Ideals
I have the schematics for an invention that I hope to build one day, once I have the necessary resources. I want to create a better life for myself and my loved ones.

Bonds
I'm incapable of admitting a flaw in my logic. I tend to ignore sleep for days when Im conducting research, often at the expense of my own health and safety.

Flaws
VEX
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
SLOW
If you hit a creature with this weapon and deal damage to the creature, you can reduce its Speed by 10 feet until the start of your next turn. If you hit the creature more than once with this property, the Speed reduction doesn’t exceed 10 feet.
NICK
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Notes


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

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

The statblocks of your class features

Gunner

You have a quick hand and keen eye when employing firearms, granting you the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with firearms (see "Firearms" in the Dungeon Master's Guide).
  • You ignore the loading property of firearms.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

 

Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
   

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover and three-quarters cover.
  • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

 

Eldritch Knight

Eldritch Knights combine the martial mastery common to all Fighters with a careful study of magic. Their spells both complement and extend their combat skills, providing additional protection to shore up their armor and also allowing them to engage many foes at once with explosive magic.
hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:
class features:

LEVEL 3: SPELLCASTING

You have learned to cast spells. See the Player’s Handbook for rules on spellcasting. The information below details how you use those rules as an Eldritch Knight.
Cantrips. You know two cantrips of your choice from the Wizard spell list. Whenever you gain a Fighter level, you can replace one of this feature’s cantrips with another cantrip of your choice from the Wizard spell list.
When you reach level 10 in this class, you learn another Wizard cantrip of your choice.
Spell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of level 1 and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a Long Rest. Prepared Spells of Level 1+.. You prepare a list of spells of level 1 and higher that are available for you to cast with this feature. To start, choose three level 1 spells from the Wizard spell list, two of which must be from the Abjuration and Evocation schools of magic.
The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Eldritch Knight Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Fighter, your list of prepared spells can include six Wizard spells of levels 1 and 2, in any combination.
Changing your Prepared Spells. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the Wizard spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for the spells youprepare for this subclass.  

LEVEL 3: WAR BOND

You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you have the Incapacitated condition. If it is on the same plane of existence, you can summon that weapon as a Bonus Action, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your Bonus Action. If you attempt to bond with a third weapon, you must break the bond with one of the other two  

LEVEL 7: WAR MAGIC

When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action.  

LEVEL 10: ELDRITCH STRIKE

You learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.  

LEVEL 15: ARCANE CHARGE

When you use your Action Surge, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional action.  

LEVEL 18: IMPROVED WAR MAGIC

When you take the Attack action on your turn, you can replace two of the attacks with a casting of one of your Wizard spells that has a casting time of an action.
subclass options:
Fighter LevelSpells Prepared1234
332
443
543
643
7542
8642
9642
10743
11843
12843
139432
1410432
1510432
1611433
1711 433
1811433
19124331
20134331

One D&D Playtest 7

Fighter

Fighters rule many battlefields. Questing knights, royal champions, elite soldiers, and hardened mercenaries—as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and staring it defiantly in the face. Fighters learn the basics of all combat styles. Every Fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, and use a bow. Fighters master various weapon techniques, allowing them to get the best use from a wide variety of weapons, and a wellequipped Fighter always has the right tool at hand for any combat situation. Likewise, a Fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each Fighter specializes in certain styles of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes Fighters superior combatants everywhere.   The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a Fighter. There are great risks but also great rewards: gold, magic weaponry, and glory
hit dice: 1d10 per Fighter level
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier
armor proficiencies: Light Armor, Medium Armor, Heavy Armor, Shields
weapon proficiencies:
tools:
saving throws: Strength, Constitution
skills: Choose 2 From: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, Survival
starting equipment:
As a 1st-level character, you start with the following equipment, or you can forgo it and spend 175 GP on equipment of your choice.

  • Chain Mail

  • Crossbow Bolts (20)

  • Dungeoneer's Pack

  • (a) Greatsword or (b)

  • Longsword, Shield,

  • and 25 GP

  • Light Crossbow

  • Quiver

  • 11 GP


spellcasting:
class features:
As a Fighter, you gain the following class features when you reach the specified levels in this class. These features are listed on the Fighter table.  

LEVEL 1: FIGHTING STYLE

You have honed your martial prowess and gain a Fighting Style feat of your choice (those feats have this feature as a prerequisite).
Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.  

LEVEL 1: SECOND WIND

You have a limited well of stamina that you can draw on to recover from harm. As a Bonus Action, you can regain Hit Points equal to 1d10 + your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter table.  

LEVEL 1: WEAPON MASTERY

Your training with weapons allows you to use the Mastery property of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change the kinds of weapons you chose.
When you reach certain Fighter levels, you gain the ability to use the Mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter table.  

LEVEL 2: ACTION SURGE

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you must finish a Short Rest or Long Rest before you can use it again. Starting at level 17, you can use it twice before a rest but only once on a turn.  

LEVEL 2: TACTICAL MIND

You have a mind for tactics and getting the upper hand on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.  

LEVEL 3: FIGHTER SUBCLASS

You gain a Fighter subclass of your choice: Battle Master, Brawler, Champion, or Eldritch Knight. Subclasses are detailed after this class’s description.
A subclass is a specialization that grants you special abilities at certain Fighter levels. For the rest of your career, you gain each of your subclass’s features that are of your Fighter level and lower. This class’s description tells you the levels when your subclass provides features.  

LEVEL 4: ABILITY SCORE IMPROVEMENT

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. As shown on the Fighter table, you gain this feature again at levels 6, 8, 12, 14, 16, and 19.  

LEVEL 5: EXTRA ATTACK

You can attack twice, instead of once, whenever you take the Attack action on your turn.  

LEVEL 5: TACTICAL SHIFT

Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.  

LEVEL 9: INDOMITABLE

If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. If you do so, you must use the new roll, and you can’t use this feature again until you finish a Long Rest.   You can use this feature twice between Long Rests starting at level 13 and three times between Long Rests starting at level 17.  

LEVEL 9: MASTER OF ARMAMENTS

You are a master of weapons. Whenever you finish a Long Rest, you can choose any of the kinds of Mastery weapons you’re using and replace the Mastery property of each with another Mastery property. The chosen kind of weapon must qualify for the new property. For example, you could replace the Longsword’s Sap property with the Push property.
These property changes apply only for you, not for others, and the changes end for you when you finish your next Long Rest.  

LEVEL 11: TWO EXTRA ATTACKS

Your Extra Attack feature now confers two extra attacks rather than one.  

LEVEL 13: STUDIED ATTACKS

You masterfully study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.  

LEVEL 20: THREE EXTRA ATTACKS

Your Extra Attack feature now confers three extra attacks rather than two.
subclass options:
   
LevelProf. BonusClass FeaturesSecond WindWeapon Mastery
1+2Fighting Style, Second Wind, Weapon Mastery23
2+2Action Surge (one use), Tactical Mind23
3+2Fighter Subclass23
4+2Ability Score Improvement34
5+3Extra Attack, Tactical Shift34
6+3Ability Score Improvement34
7+3Subclass Feature34
8+3Ability Score Improvement34
9+4Indomitable (One Use), Master of Armaments34
10+4Subclass Feature45
11+4Two Extra Attacks45
12+5Ability Score Improvement45
13+5Indomitable (Two Uses), Studied Attacks45
14+5Ability Score Improvement45
15+5Subclass Feature45
16+6Ability Score Improvement45
17+6Action Surge (Two Uses), Indomitable (3 Uses)45
18+6Subclass Feature45
19+6Ability Score Improvement45
20+6Three Extra Attacks45

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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AvianFae.

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