Svend of Steel

1 Level (0/300 XP for level-up) Faction Agent Background Shadar-kai Race / Species / Heritage Lawful Neutral Alignment
Fighter
Level 1
Hit Dice: 1/1
1d10+3 Class 1

STR
16
+3
DEX
12
+1
CON
16
+3
INT
10
+0
WIS
13
+1
CHA
8
-1
13
Hit Points
+1
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30ft
Speed (walk/run/fly)
13
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+5 Strength
+1 Dexterity
+5 Constitution
+0 Intelligence
+1 Wisdom
-1 Charisma
saving throws
+1 Acrobatics DEX
+3 Animal Handling WIS
+0 Arcana INT
+5 Athletics STR
-1 Deception CHA
+0 History INT
+3 Insight WIS
+1 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+0 Nature INT
+3 Perception WIS
-1 Performance CHA
+1 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Glaive +5 STR 1d12+3 Slashing
Attacks
Race Features

Keen Senses
You have proficiency in the Perception skill.


Fey Ancestry
You have advantage on saving throws against being charmed, and magic can't put you to sleep.


Trance
Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.


Necrotic Resistance
You have resistance to necrotic damage.


Blessing of the Raven Queen
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so until you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.

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Class Features!

Fighting Style: Superior Technique
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength modifier. You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.


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.

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Faction Features!

Eiloheim’s Finest
The Knights of Ragnarok must be able to adapt to any situation that arises in the line of duty. You learn any two maneuvers or stances from the following list that are available for your level. You can activate a maneuver or stance twice per long rest. After you finish a long rest you can choose one or both of the maneuvers/stances you know and replace it with another one that you can learn at your level.

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Misc Features!

Safe Haven
As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.


Features & Traits
Glaive
Shield
x2 Handaxe
Chainmail
Explorer's Pack

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
Armor: : All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Athletics, Perception, Insight, Survival
Language: Common, Elven, Aribel, Draconic, and Westmarch

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
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Created by

Fizzy Biscuit.

Statblock Type

Character Sheet (2020)

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