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Skaddle Fiddleshwang

3 Level (0/2700 XP for level-up) Criminal Background Yuan Ti Race / Species / Heritage Alignment
Fighter (Samurai)
Level 3
Hit Dice: 3/3
1d10+2 Class 1

STR
18
+4
DEX
14
+2
CON
14
+2
INT
11
+0
WIS
13
+1
CHA
16
+3
30
Hit Points
+2
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
Spellcasting ...
+2 Attack mod
INT Ability
+0 Abi Mod
10 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+6 Strength
+2 Dexterity
+4 Constitution
+0 Intelligence
+1 Wisdom
+3 Charisma
saving throws
+4 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+4 Athletics STR
+5 Deception CHA
+0 History INT
+1 Insight WIS
+5 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+0 Nature INT
+1 Perception WIS
+3 Performance CHA
+5 Persuasion CHA
+0 Religion INT
+2 Sleight of Hand DEX
+4 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Katana +6 STR 1d8+4 Slashing
 Versatile
Handaxe +4 STR 1d6+4 Slashing
 Light, Range, Thrown (20/60)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #

Fighting Spirit


Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

You can use this feature three times. You regain all expended uses of it when you finish a long rest.
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Magic Resistance


You have advantage on saving throws against spells.
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Poison Resilience


You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.
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Serpentine Spellcasting


You know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast Suggestion with this trait. Once you cast it, you can’t do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher.
__________________________________________

Darkvision


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 discern colors in that darkness only as shades of gray.
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Great Weapon Fighting (PHB)


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.

Features & Traits
A crowbar
A set of dark common clothes including a hood
Chain mail armor
Shield
Dungeoneer's Pack

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money

Poison Spray


Source: Player's Handbook
Conjuration cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
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Suggestion


Source: Player's Handbook
Cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)
Duration: Concentration, up to 8 hours
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t preformed.
If you or any of your companions damage the target, the spell ends.
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Animal Friendship [Snake Only]


Source: Player's Handbook
Cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a morsel of food)
Duration: 24 hours
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
Spellcasting
Weapons: Simple weapons, martial weapons
Tools: Playing card set, thieves' tools
Armor: All armor, shields

Languages & Proficiencies


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