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Musharib
Level 3 (0/2700 XP for level-up)
Background Guide
Size Medium
Species Albino Dwarf
Fighter
Subclass Champion
Level 3
Hit dice 3/3
1d10+3

STR 15
+2
STR save: +4
DEX 14
+2
DEX save: +2
CON 17
+3
CON save: +5
INT 12
+1
INT save: +1
WIS 14
+2
WIS save: +2
CHA 11
+0
CHA save: +0

Initiative (DEX)
+2
Speed
10
Passive Perception
14
Heroic Inspiration
Armor Class (AC)
12
Hit Points
29 / 29
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+4
Ability
WIS
Abi Mod
+2
Save DC
12
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Handaxe +7 STR 1d6+2
  Properties: Simple, Melee, Light, Thrown Cleave
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Skills
P/E Bonus Skill Abi
+2 Acrobatics DEX
+2 Animal Handling WIS
+1 Arcana INT
+2 Athletics STR
+0 Deception CHA
+1 History INT
+2 Insight WIS
+0 Intimidation CHA
+1 Investigation INT
+2 Medicine WIS
+1 Nature INT
+4 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+4 Stealth DEX
+4 Survival WIS

+4 Expertise Bonus
+2 Proficiency Bonus
Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0
Treasure and Equipment
Proficiencies, Languages, and Talents

Common, Dwarvish




Features & Traits

Dwarven Resilience. Musharib has advantage on saving throws against poison.


Innate Spellcasting. Musharib's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material components:




Class Features


Level 1: Fighting Style-You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense is recommended.Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.
Level 1: Second Wind–You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Level 1: Weapon Mastery–Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.
Level 2: Action Surge–You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.Once you use this feature, you can't do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.
Level 2: Tactical Mind–You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
Level 3: Fighter Subclass–You gain a Fighter subclass of your choice. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your career, you gain each of your subclass's features that are of your Fighter level or lower.
Champion-Pursue Physical Excellence in CombatA Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor.
Level 4: Ability Score Improvement–You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.
Level 5: Extra Attack–You can attack twice instead of once whenever you take the Attack action on your turn.
Level 5: Tactical Shift–Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Level 6: Ability Score Improvement–You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 7: Subclass Feature–You gain a feature from your Fighter Subclass.
Level 7: Additional Fighting Style–You gain another Fighting Style feat of your choice.
Level 8: Ability Score Improvement–You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9: Indomitable–If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.You can use this feature twice before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.
Level 9: Tactical Master–When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
Level 10: Subclass Feature–You gain a feature from your Fighter Subclass.
Level 10: Heroic Warrior–The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.
Level 11: Two Extra Attacks–You can attack three times instead of once whenever you take the Attack action on your turn.
Level 12: Ability Score Improvement–You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13: Indomitable–If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.You can use this feature twice before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.
Level 13: Studied Attacks–You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
Level 14: Ability Score Improvement–You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 15: Subclass FeaturePHB'24 p92–You gain a feature from your Fighter Subclass.
Level 15: Superior Critical–Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18–20 on the d20.
Level 16: Ability Score Improvement- You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17: Action Surge–You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.Once you use this feature, you can't do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.
Level 17: Indomitable–If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.You can use this feature twice before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.
Level 18: Survivor–You attain the pinnacle of resilience in battle, giving you these benefits.
Level 19: Epic Boon-You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
Level 20: Three Extra Attacks–You can attack four times instead of once whenever you take the Attack action on your turn.






™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, made by Tillerz - Updated: 2025-06-11

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HopelesslyAndy.

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