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Peach Sunrise

2 Level (0/900 XP for level-up) Stable Dweller Background Earth Pony - Appaloosa Race / Species / Heritage Alignment
Fighter
Level 2
Hit Dice: 2/2
1d10+4 Class 1

STR
16
+3
DEX
14
+2
CON
19
+4
INT
13
+1
WIS
15
+2
CHA
16
+3
24
Hit Points
+2
Initiative (DEX)
12
Armor Class (AC)
+2
Prof. Bonus
30 ft
Speed (walk/run/fly)
12
Passive Perception
1 / 1
Second Wind
1 / 1
Action Surge
4 / 4
Cartoon Physics Points
+4 Expertise Bonus
+2 Proficiency Bonus
+5 Strength
+2 Dexterity
+6 Constitution
+1 Intelligence
+2 Wisdom
+3 Charisma
saving throws
+2 Acrobatics DEX
+4 Animal Handling WIS
+1 Arcana INT
+5 Athletics STR
+3 Deception CHA
+1 History INT
+4 Insight WIS
+3 Intimidation CHA
+1 Investigation INT
skills
+4 Medicine WIS
+5 Nature INT
+2 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Hoof +5 STR 1d4+3 Bludgeoning
 Finesse, Heavy
Bite +5 STR 1d4+3 Bludgeoning
 Finesse, Heavy
Attacks
Class Features

Gunmanship
You gain a +2 bonus to attack rolls you make with ranged weapons.

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.

Race Features

Cutie Mark
your cutie mark gives you proficeny with nature checks as well as a +1 to strength.

Stand Firm
Whenever an effect would force you to move or knock you prone, you can roll a DC 15 Strength, Dexterity, or Constitution saving throw to ignore the movement or prone effect.

Vim & Vigor
Whenever you roll Hit Dice to heal, add +2 to the result of each die. Whenever you gain temporary hit points, add +2 to the amount received.

Item Features

EFS (Eyes Forward Sparkle)
This can be activated twice per long rest, slowing time for the wearer momentarily to let them focus on a specific target and either get advantage to hit, or be allowed a flat roll rather than disadvantage to hit a specific limb.

Backround Features

Familiar Halls
You are very familiar with the layout of stables, you have advantage on making checks to find specific rooms.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages - Equestrian, Bovine, Cervine

Armor - Heavy, Medium, Light, Shields

Weapons - Martial, Simple, Pistols

Tools - Carpenter's Tools

Languages & Proficiencies


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