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Pawn

8 Level (0/48000 XP for level-up) Officer of the Floating Cities Background Variant Human Race / Species / Heritage True Neutral Alignment
Sword Saint Fighter
Level 8
Hit Dice: 8/8
1d10+3 Class 1

STR
21
+5
DEX
20
+5
CON
16
+3
INT
16
+3
WIS
10
+0
CHA
12
+1
112
Hit Points
+5
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
1 / 1
Action Surge
1 / 1
Second Wind
+6 Expertise Bonus
+3 Proficiency Bonus
+8 Strength
+5 Dexterity
+6 Constitution
+3 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+5 Acrobatics DEX
+0 Animal Handling WIS
+3 Arcana INT
+8 Athletics STR
+1 Deception CHA
+3 History INT
+0 Insight WIS
+1 Intimidation CHA
+6 Investigation INT
+3 Martial WIS
skills
+0 Medicine WIS
+3 Nature INT
+0 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+3 Religion INT
+13 Sleight of Hand DEX
+8 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Wrist Mounted Crossbow +11 DEX 1d4+5 Piercing
 Concealed, Light, 30/120ft Range
Dagger +11 STR 1d4+5 Piercing
Attacks
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Fighting Style:

Ever Vigilant Overwatch: Firing a weapon within 5 ft does not incur disadvantage, and you may fire your ranged weapon as an attack of oppurtunity if an opposing adjacent creature moves away from you. On your first action of combat, if you haven't moved or used a bonus action, then you may use an action to activate Overwatch. You make a ranged weapon attack against the first enemy within your normal range that moves. Upon taking the shot, roll a d20. If it's 12 or above, then you're able to make another shot against the next enemy to move. This repeats until you roll below a 12], you take damage, or it's the start of your next round. You may do this once per combat
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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.
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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.
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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.
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Mastery of Weapons
Starting at 3rd level, you have honed your skills with non-magical weapons to a remarkable degree, granting you expertise in their use. Whenever you make an attack roll using a non-magical weapon with which you are proficient, you can add double your proficiency bonus to the attack roll. This bonus applies to both melee and ranged weapon attacks.

Additionally, you gain the following benefits:

Masterful Strikes: Your precision with non-magical weapons allows you to make devastating strikes. Whenever you score a critical hit with a non-magical weapon, you can roll an additional weapon damage die and add it to the damage total.

Weapon Mastery: Your deep understanding of non-magical weapons allows you to maintain them with exceptional care. Non-magical weapons you wield do not suffer from wear and tear, and they have a reduced chance of breaking or becoming damaged during combat or other rigorous activities.

Once per short rest, as an action, you can repair a non-magical weapon you are holding, restoring it to its pristine condition. If the weapon was damaged or broken, it is restored to full functionality.
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Blade Aura
Also at 3rd level, you gain the ability to channel your inner energy, known as Aura, into your weapon, infusing it with additional power. As a bonus action on your turn, you can activate your Blade Aura, expending one use of your Aura. While your Blade Aura is active, your weapon gains the following benefits:

Aura Strikes: Your weapon crackles with elemental energy. Whenever you hit with a melee attack using your weapon, you deal an additional 1d4 damage of a type of your choice: acid, cold, fire, lightning, or thunder. The damage type must be chosen when you activate your Blade Aura, and it lasts until your Blade Aura ends.

Aura Surge: Your connection to the Aura allows you to surge with energy disrupting a creature's vitality. Once per turn, when you hit a creature with a weapon attack using your aura blade. They cannot regain hit points until the start of your next turn.

Aura Fortification: Your Blade Aura bolsters your defences. While your Blade Aura is active, you gain resistance to the damage type chosen for your Aura Strikes.

Your Blade Aura lasts for 1 minute or until you dismiss it as a bonus action. You can use this feature equal to your proficiency modifier, you regain all uses on your next short or long rest.
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Mastery of Arms
At 7th level, your dedication to martial prowess reaches new heights, granting you unparalleled mastery over your chosen weapons. You gain the following benefits:

Weapon Specialisation: Choose two weapon types in which you are proficient. You gain a +1 bonus to attack rolls made with those weapons as long as they are non-magical.

Whirling Strikes: Your combat skills enable you to strike multiple foes with deadly efficiency. Whenever you take the Attack action on your turn, you can make additional weapon attacks against different creatures within reach. Attack rolls you make during this feature's benefit are made with disadvantage. For example, if there are 4 creatures within your reach you can attack one as normal then the other 3 once at disadvantage.

Imbued Strikes: Your strikes carry an innate magical essence that allows them to bypass certain immunities. Whenever you hit a creature that is normally immune or resistant to non-magical attacks or damage, your weapons damage counts as magical for the purpose of overcoming resistances and immunities.
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Tavern Brawler
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
Increase your Strength or Constitution by 1, to a maximum of 20.
You are proficient with improvised weapons.
Your unarmed strike uses a d4 for damage.
When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
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Sentinel
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
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Mage Slayer
You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
You have advantage on saving throws against spells cast by creatures within 5 feet of you.
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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.
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Features & Traits
Inventory
Belt of Hill Giant Strength - Set STR to 21 - ATTUNEMENT
Rogues Mantle - BA Misty Step while in Darkness/Dim Light then Advantage on Melee + Dark Vision + Free Cast Antagonize - ATTUNEMENT
Gloves of Thievery - +5 to Lockpicking and Sleight of Hand
Wand of Secrets - 3 Charges, 30ft AoE Reveal Secret Doors or Traps
Glass Studded Armor - Resistance to Radiant + Take 3 piercing damage everytime when hit - ATTUNEMENT
ODM Gear - 60ft Grapple Away on BA
Boots of Elvenkind - No noise on steps + Advantage on Stealth.


Bracer of the Blade Dancer
A metal bracer from a far off land. Wearing it will manifest spectral blades that float around the wearer

Floating Blades: You have a number of spectral blades that dance around you equal to twice your proficiency modifier
Before you make an attack roll, you may expend the spectral blades to improve your attack roll and/or your damage roll. Each blade you commit to your attack roll adds 1d4 to the attack roll, and each blade that you commit to your damage roll adds 1d6 force damage
Additionally, if you still have blades then opposing creatures starting their turn adjacent to you takes 2d6 slashing damage
You recover 1d4 blades per turn

Blade Dance: Once per short or long rest, you may spend an action to activate Blade Dance. During Blade Dance, for every successful melee weapon attack you make, your next attack gains +1 to the damage roll. This resets at the start of your next turn
You gain a bonus to your Dexterity saving throw equal to the bonus on your damage rolls from Blade Dance
At the end of your turn, you gain temporary HP equal to half the damage dealt by your Floating Blades this turn. The temporary HP is lost at the start of your next turn
Additionally, the damage dice of your blades increase to 1d10
Lasts for 1 minute


You have access to the Grapple Suit, a thin set of frames and wires that lets you grapple onto ledges and move around the battlefield. This suit fits underneath armor
If you have a free hand, you may use your bonus action to move 60 ft in any direction, so long as you have something that your Grapple Suit’s tether has something to hook onto (up to DM discretion). I.e. a ledge or cliff face. If you have not unhooked from your current location by the end of your next turn, you will fall
If you are wearing heavy or medium armor, the range of the suit is halved
You may also choose to shoot at a target if the way to them is clear and make a contested athletics check against them
If you are lighter than the creature, you are dragged to them, if they are lighter than you, then they are dragged to you
Grappling away from opposing creatures still provoke attacks of opportunity

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


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