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Carmilla Blackthorn

5 Level (0/14000 XP for level-up) Sailor Background Human (Variant) Race / Species / Heritage Alignment
Fighter
Level 5
Hit Dice: 5/5
1d10+2 Class 1

STR
13
+1
DEX
15
+2
CON
15
+2
INT
10
+0
WIS
14
+2
CHA
9
-1
44
Hit Points
+10
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
15
Passive Perception
1 / 1
Action Surge
4 / 4
Superiority Dice
+6 Expertise Bonus
+3 Proficiency Bonus
+4 Strength
+2 Dexterity
+5 Constitution
+0 Intelligence
+2 Wisdom
-1 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+0 Arcana INT
+4 Athletics STR
-1 Deception CHA
+0 History INT
+2 Insight WIS
-1 Intimidation CHA
+0 Investigation INT
skills
+5 Medicine WIS
+0 Nature INT
+5 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+0 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Cane Sword Attack +5 DEX 2d6+2 Slashing
 Finesse, Two Handed, Crit Boost,
Attacks

Alert


You can't be surprised while you are conscious. You gain a +5 bonus to initiative. Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

Great Weapon Master


On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Dueling


When you are wielding a melee weapon in one hand (or your Cane Sword) and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Maneuvers/Superiority Dice


You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level. Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Features & Traits
Cane Sword, Magic Gas Mask, Dagger, backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5)

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money

Languages


Common, Thieves' Cant, Nautical Slang,

Proficiencies


Navigator's tools, vehicles (water)

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.

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Created by

NaomiKye.

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