Remove these ads. Join the Worldbuilders Guild

Fractured Tide [Trailing Vines]

8 Level (0/48000 XP for level-up) Sailor (Pirate) Background Tabaxi Race / Species / Heritage Chaotic Neutral Alignment
Swashbuckler Rogue
Level 5
Hit Dice: 5/5
1d8+1 Class 1
Trickery Cleric
Level 3
Hit Dice: 3/3
1d8+1 Class 2

STR
9
-1
DEX
20
+5
CON
13
+1
INT
9
-1
WIS
14
+2
CHA
15
+2
53
Hit Points
+5
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
15
Passive Perception
1 / 1
Channel Divinity
Spellcasting ...
+5 Attack mod
WIS Ability
+2 Abi Mod
13 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+8 Dexterity
+1 Constitution
+2 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+8 Acrobatics DEX
+2 Animal Handling WIS
-1 Arcana INT
+2 Athletics STR
+5 Deception CHA
-1 History INT
+2 Insight WIS
+2 Intimidation CHA
-1 Investigation INT
skills
+2 Medicine WIS
-1 Nature INT
+5 Perception WIS
+2 Performance CHA
+5 Persuasion CHA
-1 Religion INT
+8 Sleight of Hand DEX
+11 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Shortsword +8 DEX 1d6+5 piercing
 Finesse, light
Dagger +8 DEX 1d4+5 piercing
 Finesse, light, thrown (range 20/60)
Club +2 STR 1d4-1 bludgeoning
 Light
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Guidance +5 1 action Touch Concentration, up to 1 minute
 Notes:Target can add 1d4 to ability check.
Spare the Dying +5 1 action Touch Instantaneous
 Notes:Stabilizes creature at 0 hit points.
Sacred Flame +5 1 action 60 ft Instantaneous 1d8
 Notes:Requires Dexterity saving throw. Radiant damage.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Bless +5 1 action 30 ft Concentration, up to 1 minute
 Notes:The target can roll a d4 to add to an attack or saving throw.
Cure Wounds +5 1 action Touch Instantaneous 1d8
Charm Person +5 1 action 30 ft 1 hour
 Notes:You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. You can target one additional creature for each slot level above 1st.
Disguise Self +5 1 action Self 1 hour
 Notes: You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Mirror Image +5 1 action Self minute 1
 Notes:Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
Aid +5 1 action 30 ft 8 hours
 Notes: Up to 3 targets' (within range) hit point maximum and current hit points increase by 5 for the duration.
Silence +5 1 action 120 ft Concentration, up to 10 min
 Notes:Within a 20 ft radius sphere on the target space, creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. (Impervious to thunder while in sphere.)
Pass Without Trace +5 1 action Self Concentration, up to 1 hour
 Notes:A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Piercer. Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll.
When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.

--

Darkvision. You have a cat's keen senses, especially in the dark. 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.

Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Climb. 20ft

--

Bad Reputation. No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.


--

Sneak Attack. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

Cunning Action. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Fancy Footwork. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

Rakish Audacity. You also gain an additional way to use your Sneak Attack; you don't need advantage on your attack roll to use Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Steady Aim. As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

--

Blessing of the Trickster. You can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

Channel Divinity: Turn Undead. As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Channel Divinity: Harness Divine Power. You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

Channel Divinity: Invoke Duplicity. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Features & Traits
Two shortswords
Burglar's pack
Leather armor
Two daggers
Thieves' tools

--

Belaying pin
50 ft silk rope
A bit of sail cloth from a shipwreck they survived that they wear as a neckerchief
Common clothes
Belt pouch

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages: Common, Thieves Cant, Orc
Armor: Light, medium, shields
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools:

  • Navigator's Tools: These tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.
    Components - Navigator's tools include a sextant, a compass, calipers, a ruler, parchment, ink, and a quill.
    Survival. Knowledge of navigator's tools helps you avoid becoming lost and also grants you insight into the most likely location for roads and settlements.
    Sighting. By taking careful measurements, you can determine your position on a nautical chart and the time of day.

  • Vehicle (Water)

  • Thieves' Tools (expertise): Components - Thieves' tools include a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.
    History. Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps.
    Investigation and Perception. You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence.
    Set a Trap. Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else's attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.



Languages & Proficiencies
Anything is an opportunity to make a wager, no matter how mundane. (Gambler)
Long travels are best made bearable by stories, however not all must be completely truthful. (Teller of tall tales)

Personality Traits
At the end of the day, my one loyalty is to my "crew".

Ideals
No ship will ever be the same as the one that I lost. My true duty will always be to that crew.

Bonds
Once someone questions my courage, I never back down no matter how dangerous the situation.

Flaws
Name: Fractured Tide ("Tide")
Religion: Old believer in the Cat Lord (and still is, to some extent Upon taking to sea, became a Cleric of Tymora

  • Originated from a Tabaxi clan founded from individuals that had "emigrated" to Faerun; specifically born in the outskirts of the jungles of Chult

  • Her entrance into piracy came with a very ambiguous "promise of adventure with an open mind and a hint of danger" upon adventuring to the country of Tashalar in search of exotic goods. After being kicked out for her dubious handling of money, she hopped crews to one that primarily traversed the Sea of Swords.

  • This came to an abrupt end when an unexpected storm wrecked the ship just off the coast. She is the only known (to her) survivor. She has taken a piece of sailcloth from the wreckage that washed up aside her as a token of good fortune and has ever since had a fixation for shipwrecks, hoping for news of her lost crew and finding morbid interest in the objects that survive.



6'2" ; 182 lbs - wiry and slender
Fur: Rusty orange-red color with a very faint mackerel tabby coat. Short coated aside from tufts on the ear tips and a feathering to the end of her tail.
Eyes: A copper that is just amber enough to not blend with her coat completely.

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

Statblocks for your familiars, mounts etc.

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

misselaineyous.

Statblock Type

Character Sheet (latest)

Link/Embed