Remove these ads. Join the Worldbuilders Guild

Merzaiha

6 Level (0/23000 XP for level-up) Marine Background Leonin Race / Species / Heritage Alignment
Fighter
Level 5
Hit Dice: 5/5
1d10+2 Class 1
Artificer
Level 1
Hit Dice: 1/1
1d8+2 Class 3

STR
14
+2
DEX
14
+2
CON
14
+2
INT
8
-1
WIS
9
-1
CHA
11
+0
50
Hit Points
+2
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
35/70/0
Speed (walk/run/fly)
12
Passive Perception
Spellcasting ...
+2 Attack mod
INT Ability
+-1 Abi Mod
10 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+5 Strength
+2 Dexterity
+5 Constitution
+2 Intelligence
-1 Wisdom
+0 Charisma
saving throws
+5 Acrobatics DEX
-1 Animal Handling WIS
-1 Arcana INT
+5 Athletics STR
+0 Deception CHA
+2 History INT
-1 Insight WIS
+3 Intimidation CHA
+2 Investigation INT
skills
-1 Medicine WIS
+2 Nature INT
+2 Perception WIS
+0 Performance CHA
+3 Persuasion CHA
-1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Claws +5 STR 1d4+2 slashing
 Unarmed
3 Daggers +5 STR 1d4+2 piercing
 Finesse, light, thrown(20/60)
Longsword +5 STR 1d8+2 slashing
 Versatile (1d10)
Longbow +5 DEX 1d8+2 piercing
 Ammunition, range (150/600), heavy, two-Handed
Attacks

Spell Book

Leonin


Darkvision - 60ft


Claws - Listed in Attacks


Hunter Instincts - Prof in Intimidation, Perception


Daunting Roar - BonAct: Creatures withint 10ft that can hear must succeed Wisdom ST (DC 8 + Prof Bon + CON Mod) or become frightened of you unil the end of your next turn. 1 per Short/Long rest


Marine


Steady - Can march for a 16hr before forced march. Can safely land a boat on shore.


Prof in Athletics and Survival


Features


Ability Score Increase


CON incresed by 2


Defensive Duelist


When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.


Fighter


Fighting Style - Tunnel Fighter: As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.


Second Wind - BonAct: Regain 1d10 + Fighter Level Hp. 1 per Short/Long Rest


Action Surge - 1 more action. 1 per Short/Long Rest


Extra Attack


Subclass - Samurai


Prof in Persuasion


Fighting Spirit - BonAct: Adv on all Weapon Attacks until end of turn. Gain 5 Temp HP. 3 per Long Rest


Artificer


Magical Tinkering - To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:



  • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
  • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
  • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.


You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.


Items


Gloves of Missile Snaring (Uncommon)


These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.


Dread Helm


This fearsome steel helm makes your eyes glow red while you wear it.




Features & Traits

Torn cloth bearing the mark of ship/company


Traveller's clothes


Explorer's Pack


Chain mail




Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 90, Platinum: 0 Money

Common, Leonin


Simple, Martial, and Firearm Weapons


All Armour and Shields


Thieves' Tools, Tinker's Tools, Painter's Tools


Vehicles (Land/Sea)




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.

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.

Level 0 Spells

PHB

Booming Blade

0-level (Cantrip) Abjuration

Casting Time 1 Action
Range 5ft
Duration 1 Round
Components V, M
Materials A weapon

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
At higher levels: This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8 . Both damage rolls increase by 1d8 at 11th level and 17th level.

Class(es): Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

PHB, page 248

Guidance

0-level (Cantrip) Divination

Casting Time 1 action
Range Touch
Duration Concentration, 1 minute
Components V, S

You touch one willing creature. Once before the spell ends, the target can roll a 1d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Class(es): Cleric, Druid

Level 1 Spells

PHB

Absorb Elements

1-level Abjuration

Casting Time 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range Self
Duration 1 Round
Components S

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Class(es): Artificer, Druid, Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

PHB

Identify

1-level Divination

Casting Time 1 Minute
Range Touch
Duration Instantaneous
Components V, S, M
Materials a pearl worth at least 100 gp and an owl feathe

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.   If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Class(es): Artificer, Bard, Wizard, Cleric (Forge Domain), Cleric (Knowledge Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

EvelynSchmevelyn.

Statblock Type

Character Sheet (latest)

Link/Embed