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Mercy Fitzroy

9 Level (0/64000 XP for level-up) Athlete Background Patriotte Race / Species / Heritage CN Alignment
Rogue (Arachnoid Stalker)
Level 3
Hit Dice: 3/3
1d8+2 Class 1
Fighter (Battle Master)
Level 6
Hit Dice: 6/6
1d10+2 Class 2

STR
20
+5
DEX
20
+5
CON
15
+2
INT
10
+0
WIS
14
+2
CHA
13
+1
78
Hit Points
+5
Initiative (DEX)
20
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
2d6 / 2d6
Sneak Attack
3d8 / 3d8
Spider Dice
4d8 / 4d8
Superiority Dice
Spellcasting ...
+6 Attack mod
WIS Ability
+2 Abi Mod
14 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+5 Strength
+9 Dexterity
+2 Constitution
+4 Intelligence
+2 Wisdom
+1 Charisma
saving throws
+13 Acrobatics DEX
+2 Animal Handling WIS
+0 Arcana INT
+9 Athletics STR
+1 Deception CHA
+0 History INT
+2 Insight WIS
+9 Intimidation CHA
+0 Investigation INT
+9 Thieves' Tools DEX
skills
+2 Medicine WIS
+0 Nature INT
+2 Perception WIS
+5 Performance CHA
+1 Persuasion CHA
+0 Religion INT
+9 Sleight of Hand DEX
+13 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Garotte +9 DEX 1+5 Slashing
 When attacking with the garrote, if the user has advantage on the attack roll, the target is grappled on a hit. Until the grapple ends, the target cannot breathe and begins to choke. Attacks against the grappled creature have advantage as long as it is grappled by this weapon. You cannot use this feature against creatures that do not have necks, or semblances of necks, or against creatures that are larger than you by at least two sizes.
Razor Wire +9 DEX 1d4+5 Slashing
 Finesse, hidden, reach, entangle
Unarmed +9 STR 1d8+1+5 Bludgeoning
Attacks

Spell Book

Darkvision 60 ft

Extra Attack (2)

Psychic Immunity
-You are immune to Psychic damage.

Dark Nature
-You gain advantage on Dexterity (Stealth) checks made to hide in the shadows.

Squad Tactics
-Squad Tactics You have advantage on attack rolls against creatures if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Part Fighting-Type
-You deal an additional +1 damage with melee weapons that use and the strength requirement for you to wear heavy armor is reduced by 2.

Sneak Attack
-Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

Cunning Action
-You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
-Steady Aim: As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Webbing
-At 3rd level, you gain the ability to generate a nearly unlimited amount of silken web. This web is central to many of your spider maneuvers, and usually dissipates within a minute of leaving your grasp. You can make permanent silk when you take a rest, the exact amount of which is determined by the Dungeon Master.
Additionally, you can project a line of web as a bonus action, allowing you to create a temporary rope, pull an unattended object, close doors, or snatch a small object weighing less than 5 pounds within 60 feet.
Finally, you can project your web as a bonus action, or as a reaction when you fall, at a target location within your movement speed. If the target location can hold your weight, you are pulled there, expending movement normally.

Unarmed Fighting
-Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

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
  • 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.

  • Athlete
    -When you are prone, standing up uses only 5 feet of your movement.
    -Climbing doesn't cost you extra movement.
    -You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

    Features & Traits
    +3 Studded Leather

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 130, Platinum: 0 Money
    DC 17
    Spider Maneuvers:
    Spider Leap. As a reaction when you make a Strength, Dexterity, or Constitution saving throw, you can expend a spider die and add it to the roll.
    Web Ball. As a bonus action, you can spend a spider die to project a ball of webbing at creature you can see within 60 feet, knocking them back. Select a creature within 60 feet to make a Strength saving throw. On a failed save, the creature is pushed 10 feet away from you.
    Web Pull. As a bonus action, you can spend a spider die to snare an opponent with a web line and pull them closer. Select a creature within 60 feet to make a Strength saving throw. On a failed save, the creature is pulled 10 feet toward you.
    Web Trip. As a bonus action, you can spend a spider die to tangle an opponent’s feet with your web. Select a creature within 60 feet to make a Dexterity saving throw. On a failed save, it falls prone.

    Battle Master:
    Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
    Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
    Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

    Pokemon Moves:
    -Minor Illusion
    -1/day each Disguise Self & Silent Image
    Spellcasting
    English, Gaelic, Thieves' Cant

    Gunsmith's Tools

    Languages & Proficiencies
    Jamie - Husband
    Maeve - Daughter

    Bonds


    ™ & © 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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