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Robin

4 Level (4500/6500 XP for level-up) Abandoned Background Raesokeran Vulpis (Fennec) Race / Species / Heritage LG Alignment
Fighter
Level 4
Hit Dice: 4/4
1d10+1 Class 1

STR
8
-1
DEX
18
+4
CON
12
+1
INT
10
+0
WIS
12
+1
CHA
18
+4
31
Hit Points
+4
Initiative (DEX)
21
Armor Class (AC)
+2
Prof. Bonus
30/60
Speed (walk/run/fly)
13
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+6 Dexterity
+1 Constitution
+0 Intelligence
+1 Wisdom
+6 Charisma
saving throws
+6 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
-1 Athletics STR
+4 Deception CHA
+0 History INT
+1 Insight WIS
+4 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+0 Nature INT
+3 Perception WIS
+8 Performance CHA
+6 Persuasion CHA
+0 Religion INT
+4 Sleight of Hand DEX
+6 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longsword +6 DEX 1d8+2+4 slashing
Attacks
Survival Instincts:
Vulpis have proficiency in the Survival skill.

Tiny Fox:
Your size is Small.

Ear-Conditioned:
You are unaffected by difficult terrain caused by sand and similar loose materials. Additionally, you are immune to the effects of Extreme Heat..

All Ears:
You can’t be surprised while you are conscious. You gain proficiency in the Perception skill.

Nimble:
You can move through the space of any creature that is of a size larger than you.

Skill Expert:
You have honed your proficiency with particular skills, granting you the following benefits:
Increase one ability score of your choice by 1, to a maximum of 20.
You gain proficiency in one skill of your choice.
Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.



Dueling:
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.

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:
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.

Rallying Cry:
When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature you regain additional hit points equal to your Charisma modifier. On your turn, you can use a bonus action and cause all allied creatures within within 30 feet of you 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.

Tactician:
Starting at 3rd level, you fully utilize your tactical mind to command your allies on the battlefield. You can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, provided the target can see or hear you.

Bone Crown:
When dual-wielding, ignore penalties from wielding weapons in either hand.
Once per short rest, you may make an attack as a free action.
Reliquary memoire: Gain +2 AC per relic equipped. (legendary or artifact tier items, armor or weapons.)
Absorb the silence: Upon defeating an enemy that uses spellcasting, relic weapons, or damage from any relic source, deals +1d6 force damage for 1 minute. This stacks. (edited)

New Augment
Every turn you spend within 1 tile of the enemy you get. +2 damage on that enemy
If you can stay next to someone for 5 full rounds your blade becomes vorpal for one turn.

Features & Traits
Dark Common Clothes, 4 Potions of Healing, A set of Leather Armor, thieves tools, shortsword, a backpack
a bag of 1,000 ball bearings
10 feet of string
a bell
5 candles
a crowbar
a hammer
10 pitons
a hooded lantern
2 flasks of oil
5 days rations
a tinderbox
a waterskin
50 feet of hempen rope
Bronze fox statuette

+3 XL Zweihander "Asmodeus"
While attuned to this weapon, wielder is immune to disease, cannot be charmed or frightened, and emits a sour stench. Also regain 1d6 HP at start of turn (if you're up).
4d6, +1d6 from major beneficial property.

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

Proficiencies:
Navigators Tools, Light armor, medium armor, shields, Simple weapons, Martial Weapons, Improvised Weapons, Tinkerers Tools, Flute, Navigator's Tools, Thieves' Tools, Wolf horse,

Languages & Proficiencies


™ & © 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.

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