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Kai

5 Level (0/14000 XP for level-up) Magic Initiate Background Caninus (Medium Breed) Race / Species / Heritage Alignment
Fighter
Level 5
Hit Dice: 5/5
1d10+0 Class 1

STR
14
+2
DEX
7
-2
CON
11
+0
INT
6
-2
WIS
7
-2
CHA
11
+0
34
Hit Points
-2
Initiative (DEX)
12
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
+5 Strength
-2 Dexterity
+3 Constitution
-2 Intelligence
-2 Wisdom
+0 Charisma
saving throws
+1 Acrobatics DEX
-2 Animal Handling WIS
-2 Arcana INT
+5 Athletics STR
+0 Deception CHA
-2 History INT
-2 Insight WIS
+0 Intimidation CHA
+1 Investigation INT
-1 Aldritch INT
skills
-2 Medicine WIS
-2 Nature INT
+1 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
-2 Religion INT
-2 Sleight of Hand DEX
-2 Stealth DEX
-2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Animalistic 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.

Superior Scent: You have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.

Jumpy: With the world being as huge as it is, everything around you can be pretty terrifying. You have disadvantage against being frighened and on all saves pertaining to fear effects.

Biting Jaws: Due to your canine heritage, you are able to bite on foes who get in your way. Your teeth count as a weapon that you are proficient with. If you hit with your teeth, the target takes piercing damage equal to 1d4 + your Strength modifier.

Ever Vigilant: As a medium dog breed, you are used to keeping an eye out for trouble. This can be for a desire to spot small animals or protect those they care about. You gain proficiency in Investigation and Perception.

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: 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.

E

Features & Traits
Chainmail, Halberd, Explorers,

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Armor: All, Shields
Weapons: Simple, Marshal

Languages & Proficiencies


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