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Bafin Plite

8 Level (0/48000 XP for level-up) Inheritor Background Sandsman Race / Species / Heritage Chaotic Good Alignment
Fighter
Level 8
Hit Dice: 8/8
1d10+5 Class 1

STR
20
+5
DEX
14
+2
CON
20
+5
INT
12
+1
WIS
16
+3
CHA
13
+1
89
Hit Points
+2
Initiative (DEX)
17
Armor Class (AC)
+3
Prof. Bonus
25/50/-
Speed (walk/run/fly)
16
Passive Perception
0 / 1
Skill Points
5 / 5
Superiority Dice
+6 Expertise Bonus
+3 Proficiency Bonus
+8 Strength
+2 Dexterity
+8 Constitution
+1 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+2 Acrobatics DEX
+3 Animal Handling WIS
+1 Arcana INT
+8 Athletics STR
+1 Deception CHA
+4 History INT
+6 Insight WIS
+1 Intimidation CHA
+1 Investigation INT
skills
+3 Medicine WIS
+1 Nature INT
+6 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unarmed Strike +8 STR 1d4+5 bludgeoning
Battleaxe +8 STR 1d8+5 slashing
 Versatile (1d10)
Greatsword +8 STR 2d6+5 slashing
 Heavy, two-handed
Handaxe +8 STR 1d6+5 slashing
 Light, thrown (range 20/60)
Torch +5 STR 1+5 fire
Attacks
RACE (SANDSMAN):
Sandsman Resilience. You have resistance to fire damage.
Tough Skin. When taking 3 or less bludgeoning, piercing, or slashing damage from nonmagical attacks, you ignore the damage taken.
Expert Miners. Whenever you make an Intelligence (Nature or jeweler’s tools) check related to a gem, precious metal, or mineral, you are considered proficient in the Nature skill and jeweler’s tools and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Sandstone Fist. Your unarmed strikes deal 1d4 bludgeoning damage.

CLASS (FIGHTER):
Fighting Style (Great Weapon Fighting). When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
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.
Action Surge. 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.
Extra Attack. You can attack twice, instead of once, whenever you take the Attack action on your turn.

SUBCLASS (BATTLE MASTER):
Know Your Enemy. If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score

  • Dexterity score

  • Constitution score

  • Armor class

  • Current hit points

  • Total class levels, if any

  • Fighter class levels, if any


MANEUVERS:
Brace. When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.
Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
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.

FEATS:
Durable. When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
Dwarven Fortitude. Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
Heavy Armor Master. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3.

Features & Traits
Letter from emperor, symbolic axe, traveler's clothes, flute, pouch, 314 gp, chain mail, battleaxe, greatsword, 2 handaxes, dungeoneer's pack (backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days of rations, waterskin, 50 ft. of hempen rope), splint armor, helmet, gauntlets, boots, smith's tools, bedroll, an ornate scabbard that fits no blade you have found so far

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages. Common, Sandsman, Snowman
Armor. Light, medium, heavy, shield
Weapons. Simple, martial
Tools. Smith's tools, tinker's tools, flute

Languages & Proficiencies


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