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Theron Nightshade

7 Level (0/34000 XP for level-up) Soldier Background Human Variant Race / Species / Heritage Alignment
Echo Knight
Level 7
Hit Dice: 3/7
1d10+3 Class 1

STR
21
+5
DEX
12
+1
CON
16
+3
INT
19
+4
WIS
10
+0
CHA
14
+2
67
Hit Points
+1
Initiative (DEX)
20
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
1 / 1
Action Surge
3 / 3
Second Wind
1 / 3
Unleash Incarnation
4 / 4
Weapon Mastery
Spellcasting ...
+5 Attack mod
CHA Ability
+2 Abi Mod
13 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+8 Strength
+1 Dexterity
+6 Constitution
+4 Intelligence
+0 Wisdom
+2 Charisma
saving throws
+1 Acrobatics DEX
+0 Animal Handling WIS
+4 Arcana INT
+8 Athletics STR
+2 Deception CHA
+4 History INT
+0 Insight WIS
+5 Intimidation CHA
+7 Investigation INT
skills
+0 Medicine WIS
+4 Nature INT
+3 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+4 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longsword+1 +9 STR 1d8+2+1+5 Slashing
 Versatile (1d10)
Handaxe +8 STR 1d6+2+5 Slashing
 Light, thrown (20/60)
Lightnig Javelin +9 STR 1d6+5 Piercing
 Thrown (30/120) 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
Attacks

Spell Book

Level 1 Spells 1 (o) slots

NAME AB CAST RNG DUR DMG CMP #
Invisibility 1 action Concentration, up to 1 hour VSM
 Notes: Matirial: (an eyelash encased in gum arabic) A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
Inflict Wounds 1 action Touch Instantaneous 3d10 VS
 Notes:Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
Shadow Touched
You learn the Invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the Illusion or Necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

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.

Features & Traits
Equippment:
Plate Armor
chain mail
a Longsword+1 and a shield + 2AC
two handaxes
2 Javelins of lightnig
a belt of hill gigant strength
Gogels of night

Bag of Holding:
Dungeoneer's Pack:
Backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
An insignia of rank (Scout)
a trophy taken from a fallen enemy (a dagger)
a set of bone dice
a set of common clothes
a pouch
20 Gläser Wein
1 gute weinflasche wert 40gp.
10 days of rations

Ilandstuff:
bracelette of dex +1 aud dex saving throws
braclette of con +1 auf con saving throws
braclette of cha +1 auf cha saving throws
braclette of wis +1 auf wis saving throws
4 token of the Challenger

Scrolls:
1 scroll of light
1 scroll of acid splash

Potions:
1 potion of climbing
1 potion of charima +1 charisma skill checks 1 hour
4 poition of Healing
1 poition of mindreading
1 poition of Fireresistens

Equipment Copper: 0, Silver: , Electrum: 0, Gold: 156, Platinum: Money
Armor: All armor, shields
Weapons: Simple weapons, martial weapons

Tools: None
Tools: Dice

Vehicels: Chariot

Aurelian (Common).People of other regions often know this language as their second language. This language has many dialects, but the differences between them are very small.
Ashvatthan (Gnomish). This language is spoken by the gnomes, ogres and hill giants of the Glimmering Orchards. It has very few dialects.
Amaranean. The most common language spoken by the immigrants in Amara's Seat. The nobles and merchants speak a dialect of it which is fairly different fromt he dialect the sailors speak.

Languages & Proficiencies
7 iron missions
silverrank adventurer

Personality Traits
Fighting Style: Dueling (PHB). 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.
Weapon Masterys:
Slow. hen you hit a creature and deal damage, you can reduce its Speed by 10 feet until the start of your next turn.
Sap. When you hit an enemy with an attack, this mastery property inflicts Disadvantage on your target’s next attack roll before the start of your next turn.
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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.
5th level fighter feature
move up to half your Speed ignoring Opportunity Attacks.
Summary: If you fail an ability check you can expend a use of Second Wind to buff the roll, potentially succeeding on the test.
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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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Manifest Echo
At 3rd level, you can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.
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Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.
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As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.
When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.
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Unleash Incarnation
At 3rd level, you can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
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Military Rank
You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

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

Bag of Holding

Wondrous Item Uncommon

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Weight: 15lb


 

Belt of Hill Giant Strength

Wondrous Item

Rare Requires Attunement

While wearing this belt, your Strength score changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than 21.


Goggles of Night

Wondrous Item

Uncommon

While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.


DMG

Headband of Intellect

Wondrous Item

Uncommon Requires Attunement

Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.


The statblocks of your class features

Statblocks for your familiars, mounts etc.

Monster Manual, page 76

Lemure

Medium fiend (devil), lawful evil
Armor Class: 7
Hit Points: 13 (3d8)
Speed: 15 ft

STR

10 +0

DEX

5 -3

CON

11 +0

INT

1 -5

WIS

11 +0

CHA

3 -4

Skills: Proficiency Bonus +2
Damage Resistances: cold
Damage Immunities: fire, poison
Condition Immunities: charmed, frightened, poisoned
Senses: Darkvision 120 ft, Passive Perception 10
Languages: understands Infernal but can't speak
Challenge Rating: 0

Devil's Sight. Magical darkness doesn't impede the lemure's darkvision.   Hellish Rejuvenation. A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water.

Actions

Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

ToLThRoNe.

Statblock Type

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