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Saros Deathstalker? in Dungeons & Dragons 5e

Saros Deathstalker?

6 Level (0/23000 XP for level-up) The Deathstalkers Background Soul-Forged Sentiat Race / Species / Heritage Alignment
Oblivionbound Butcher
Level 6
Hit Dice: 6/6
1d10+2 Class 1

STR 18

+4

DEX 12

+1

CON 14

+2

INT 16

+3

WIS 10

+0

CHA 8

-1

52
Hit Points
+1
Initiative (DEX)
10
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
+7 Strength
+1 Dexterity
+5 Constitution
+3 Intelligence
+0 Wisdom
-1 Charisma
saving throws
+1 Acrobatics DEX
+0 Animal Handling WIS
+3 Arcana INT
+7 Athletics STR
-1 Deception CHA
+6 History INT
+0 Insight WIS
-1 Intimidation CHA
+6 Investigation INT
+7 A artisan tool STR
skills
+0 Medicine WIS
+3 Nature INT
+0 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+3 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Great Sword +7 STR 2d6+1d4+3+4
Full Kit +7 STR 6d6+4d4+2d12+12+3+4
Attacks
3rd level features
Psychburst
Starting at 3rd level, you can weaponize fragments of your own memories as raw psionic force. Once per turn, when you hit a creature with a melee weapon attack, you can choose to reduce your Intelligence score by 2 (to a minimum of 8) to empower the strike, causing the attack to deal an additional 2d12 force damage. This reduction ignores resistance and immunity to ability score reduction and the reduction represents the permanent loss of a memory until it is restored by magic or a long rest, as determined by the DM. You cannot use this feature if your intelligence is 8 or lower.

If the target takes this force damage and is not resistant or immune to force damage, its connection to reality fractures. Until the start of your next turn, the creature cannot gain resistance or immunity to any damage type, loses all existing damage resistances and immunities, and loses all condition immunities. These effects end early if the creature becomes unconscious.

Cinder Recall
Also you can ignite fragments of forgotten thought into burning focus. As a bonus action, you can wreathe the weapon you are wielding in searing flame for 1 minute. While the weapon is ignited, your melee weapon attacks deal an additional 1d6 fire damage on a hit, and you score a critical hit on a roll of 19 or 20 on the d20.

Once you use this feature, you can’t use it again until you finish a short or long rest.\

Great Weapon Fighting
PHB'24
p209
Fighting Style Feat (Prerequisite: Fighting Style Feature)
When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.

Source: PHB'24, page 209. Available in the SRD 5.2.1 and the Basic Rules (2024).

Weapon Form: After each long rest, choose one weapon. That weapon becomes your current Weapon Form until your next long rest. You gain all of that weapon’s properties (such as Heavy, Reach, Light, Two-Handed, etc.), and you are proficient with it. You can spend 1 hour in direct contact with a magical weapon that is not sentient. At the end of the hour, you can choose to consume that weapon, destroying it in the process as your form absorbs its essence.

Once consumed, your Weapon Form takes on the appearance, type, and magical properties of the devoured weapon. You gain all of its inherent magical bonuses and unique features (such as a +1 bonus to attack and damage rolls, or specific effects like flame tongue, frost brand, or vorpal).

You cannot have more than one weapon absorbed at a time, consuming a new magical weapon replaces the previous one.

Dual Form: You can freely shift between your Weapon Form and Persona Form as an action or bonus action. While in Weapon Form, you count as a magical weapon (melee or ranged, chosen when you choose your weapon form). Any curses within a consumed weapon are also absorbed, the curse now affects you directly.

You can allow another creature to wield you; while doing so, you retain consciousness and can communicate telepathically with the wielder up to 30 feet away.

You cannot move independently while in Weapon Form, but you are aware of your surroundings as if perceiving through your wielder. Returning to Persona Form immediately releases you from a creature’s grasp.

While in Persona Form, you can summon or dismiss your weapon form as a free action on your turn. The summoned weapon appears instantly in your hand or at your side. It vanishes when dismissed, returning to your internal space.

Construct Nature: Your body is forged of sentient material, granting you the following benefits:

You don’t need to eat, drink, or breathe.
You don’t need to sleep, though you must enter an inactive, meditative state for 4 hours during a long rest.
You are immune to disease.

Soul-Forged Sentiat Born of empathy, your spirit mirrors the emotions and energies of others. Resonant Soul Once per long rest, when a creature you can see within 30 feet takes damage, you can use your reaction to absorb part of their pain. Reduce the damage they take by half, and your next attack or spell before the end of your next turn deals that much bonus force damage.

Great Weapon Master
PHB'24
p204
General Feat (Prerequisites: Level 4+, Strength 13+)
You gain the following benefits.

Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.

Heavy Weapon Mastery. When you hit a creature with a weapon that has the Heavy property as part of the Attack action on your turn, you can cause the weapon to deal extra damage to the target. The extra damage equals your Proficiency Bonus.

Hew. Immediately after you score a Critical Hit with a Melee weapon or reduce a creature to 0 Hit Points with one, you can make one attack with the same weapon as a Bonus Action.

Features & Traits
Sharpened Fang+
Armour effect; While you are wearing this armor, you can use your reaction or bonus action to gain resistance to slashing damage until the end of your next turn. Once you use this property, you cannot use it again until you finish a long rest.

Weapon effect; Your weapon deals an extra 1d4 slashing damage.

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


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
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.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


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