Race: Half-Orc
Class: Fighter, Samurai (30)
Alignment: Chaotic Neutral
Languages: Common, Orc, Ignan (Spanish)
Proficiencies
-Drugs (Mainly cocaine)
-All armor
-Shields
-Simple/ Martial weapons
Backstory
He was a renowned mob boss that got transported to a strange world through a portal in Germany after ww2 in an alternate universe, he saw Hitler walk in first so he did to and found himself in a bar with a party group and turned into a half-orc
Features
-5'10"ft
-200 pounds
-Medium
-Darkvision 60ft
-Savage Attack: Crit hit with melee, roll an additional dice
-2 weapon fighting: adds ability modifier to the damage of 2nd attack
Legendary Features
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift
STATS
HP: 650+17
AC: 24
Movement: 600ft
Initiative: +13
PB: +9
Spell Attack: +0
Spell Save: 0
PassWIS: 12
STATS
STR: 24 (+7)
DEX: 19 (+4)
CON: 22 (+6)
INT: 14 (+2)
WIS: 15 (+2)
CHA: 15 (+2)
Saving Throws
STR: +16
DEX: +13
CON: +15
INT: +11
WIS: +11
CHA: +11
ADV against being charmed
Skills
2 ADV Intimidation: +11
Deception: +29
Persuasion: +29
Animal Handling: +11
Survival: +13
Insight: +29
2 ADV Athletics: +25
Acrobatics: +13
Attacks: 7 attacks, 2 Actions=8 attacks
Enma: +20 to hit; 5ft; Magical 3d10+20 slashing + 4d8 necrotic damage
Bekhael's Second Trial: +15 to hit; 120ft; 2d6+15 piercing damage
Spell slots:
None
Beneficial:
Immune: Non-Magical, Fire
Resistance: Poison, Radiant, Lightning, Hellfire, Cold, Necrotic, Radiant, Thunder
Vulnerabilities:
Eldritch Invocations
Feats
Slasher
Increase your Strength or Dexterity by 1, to a maximum of 20. Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn. When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls
Soul Slasher
Your attacks against creatures wearing medium armor that deal slashing damage deal additional damage equal to your proficiency bonus. If the creature has natural armor, you gain this bonus if it is 14, 15, 16 or 17
The grievous wounds caused by your Slasher feat lasts an additional round
When attacking a creature with a slashing weapon, the attack ignores any resistance to slashing damage the creature may have
True Instinct
Your body moves on its own, your instincts granting you far better skill and speed than others. On your turn, you may take an additional action. If this action is used to take the attack action, you can only make one attack, regardless of how many you can normally make
Skill of Mythos
You gain proficiency in any three skills or tools of your choice. You gain proficiency in two saving throws of your choice.
Class actions
Actions
Bonus Actions
Second Wind: Regain 1d10 + your fighter lv, once per short rest
Fighting Spirit: Give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level. You can use this feature three times when you finish a long rest
Reactions
Free Action
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit
Action Surge: Take an additional action, twice per short rest
Indomitable: Can reroll a saving throw and have to use the new roll, thrice per long rest
Rapid Strike: If you take the Attack action on your turn and have advantage on an attack roll against against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn
Reckless Combat: At the start of your turn, you may choose any number equal to or less than your proficiency bonus (No action required) All weapon attacks you make gain a bonus to their damage rolls equal to your chosen number until the start of your next turn. However, all instances of weapon damage against you also gain a bonus to their damage rolls equal to this bonus until the start of your next turn
Class Passives
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest
Elegant Courtier: Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier
Tireless Spirit: When you roll initiative and have no uses of Fighting Spirit remaining, you regain one use
Reckless Combat: At the start of your turn, you may choose any number equal to or less than your proficiency bonus (No action required) All weapon attacks you make gain a bonus to their damage rolls equal to your chosen number until the start of your next turn. However, all instances of weapon damage against you also gain a bonus to their damage rolls equal to this bonus until the start of your next turn
Martial Mastery: You achieve a level of martial mastery and warfare knowledge unlike any other warrior. You can select 2 maneuvers of your choice to use from the Battle Master, not the advance maneuvers, its only for them
Heart of War: Whenever you roll initiative, you recover expended mastery dice equal to half to your mastery dice maximum (Rounded Down)
2xResilient Body: Your HP maximum increases by an amount equal to four times your level in this class. Every time you gain a Fighter level, your maximum HP increases by an additional 4 HP. You may select this trait multiple times
Weapon School: Blades
Shortswords, Daggers, Longswords, Greatswords and similar weapons
Tier 1. When you attack with a blade, you can choose whether it deals Piercing or Slashing damage
Tier 2. When you hit a creature with a weapon attack, you may deal slashing damage to a creature within 5-feet of the target equal to your Strength or Dexterity modifier (Your choice)
Tier 3. When you roll a natural 1 on a weapon attack, you may reroll it, using the new result even if it is a 1
Armor School: Heavy Armor
Combat while wearing something such as Plate Armor
Tier 1. You ignore the Strength requirements for heavy armor and heavy armor is considered to have half of its normal weight for determining how much you are carrying.
Tier 2. If you did not move during your turn, you are considered to have half-cover until the start of your next turn or until you move, whichever comes first.
Tier 3. You may use your Strength modifier in place of your Dexterity modifier whenever making a Dexterity saving throw.
Carnage. Whenever you score a critical hit, you gain a temporary Mastery die. You may have a maximum of 1 of these temporary die at a time. At level 30 you may have a maximum of 2 at once
Heavenly Stances
Prerequisite: 21st level
Earth. While in Earth Stance and subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to angle your weapon so you take no damage on a success and only half damage on a failed saving throw
Fire. While in Fire stance, you can forgo the advantage on one of the attacks and make an extra weapon attack against that target instead, as part of the same action. You can do so no more than once per turn
Water. When you make an attack with the creature's own attack modifier while in Water stance, you can make an additional attack with a melee weapon yourself as part of that reaction against that creature
Wind. Whenever a creature makes an opportunity attack against you when you are in Wind stance, they provoke opportunity attacks from your allies within 5 feet of them
Samurai Discipline
Prerequisite: 21st level
You now add your proficiency bonus to initiative rolls, can't get surprised and have ADV on it as well. Also gain 2d10+CON temporary HP
Precise Strike
Prerequisite: 23rd level
When you miss a creature with a weapon attack, your next attack will have ADV
Grand Honor
Prerequisite: 25th level
When side by side with an ally, the ally and you gains adv on their attack rolls and the ally gets a +2 to their AC
Rōnin
Prerequisite: 27th level
Warlord's Menace The first time a creature is hit by one your attacks, they must make a Constitution saving throw DC= 10+STR+CHA or become frightened of you for 1 minute. Any creature that fails can make the saving throw again at the end of each of its turns.
Shogun's Benevolence As an action, you may grant up to 2 allies of your choice, within line of sight, the effect of your Samurai Discipline. Roll your Hit Dice and split up the total if you chose more than one ally. You can use this ability once per long rest.
Blade with no Equal Your attacks are able to cut through any material, immunities (if a creature is immune to your blade's damage, treat it as resistant) and barriers created from magical or divine means. Upon rolling a 1 on the attack roll, you may choose to revoke your attack and sheath your blade in preparation for a guaranteed hit next turn (treat it as a normal successful attack and part of Extra Attack) on any enemy of your choice within range of your Strike From The Void (this uses one of its charges). You may do this a number of times equal to your Constitution Modifier. Regain all uses after a Long Rest.
Invincible under the Sun
Prerequisite: 30th level
You gain 2 extra attacks, the critical score is now brought down by 2 and is gain a resistance to 5 damage types of your choosing
Master of War
You have achieved a level of combat that very few can challenge, with the scars of battle to show its work. When you roll a Mastery dice, you can reroll it and must use the new roll given. When you have 10% of your hp left, additionally you gain a 1d4 to any roll but INT, WIS, and CHA, and your death save DC decreased by 1, now 9 instead of 10
Item actions
Actions
Mirror Master: Expend 2 of 4 charges to cast mirror image
Bloody Armory: Expend 1 of 4 charges to summon a weapon of your choice, made of hardened blood for 1 minute
Everyone gets Hurt: Deal damage to everything in combat against you, dealing (1/4 your level)d6 force damage
Conjuring Helm: Summon Kirin's Aid to help you in battle
Bonus Actions
Proven Technique: Expend 1 of 4 charges to switch your fighting style until the end of your next turn
Your Turn: When you take damage in combat, before the end of your next turn, and attack a creature that dealt damage to you, add 1d6 force damage to one of your attacks. You can do it again equal to your Proficiency bonus and regain it after a long rest
Coin of Fortune: Roll a d20, Even is gold, Odd is dark. Gold gives you the advantage on your next roll, Dark gives you disadvantage on your next roll
Reactions
Relentless Resolve: Turn a critical hit on you to a normal hit or drop to 1hp instead of 0 hp, once per long
Mirror Master: Teleport to an unoccupied space within 60ft when one of the illusory duplicates get destroyed
Long Point Stance: Two hand the katana, will be able to deflect incoming attacks that deal less than ((1/5)LV)d8+Your LV
Free Action
Unbridled Guile: When making a skill check, expend # of 4 charges to change it to a Deception check
Deathblow: When you make a weapon attack with a damage resistance or immunity to your weapon's damage type, expend 1 of 4 charges to get rid of the resistance or turn the immunity to a resistance for 1 weapon attack
Shard of Suffering: When you deal damage, deal extra damage to half of the difference between your current HP to your max HP. When you do this your max HP is decreased to your current HP for 2d4 days and an additional 2d4 days are added if you use this again when your MAX is still reduced
Item Passives
Unbending Mind: ADV against being charmed
Beetle's Might: Your STR score increased to 19
Shifting Armor: +1 AC while wearing the cloak
Mortal Recorder: When you die, your soul is absorbed by the gem
Critical Chance: When you take damage in combat, your attack score for critical hits on a roll becomes 19-20 until the end of your next turn. If that has already happened, your attacks score for critical hit on a roll is 18-20
Aggressive Warrior: When in combat for 3 turns without being knocked out, you start to become aggressive to every combatant and if an ally is close to you, you must attack them
Enma: Doubles the haki dice when doing damage, but the user must succeed a CON save (DC:30) to withstand the drain on the user (4d12 damage). After succeeding 5 rolls in total, you can wield the sword without the haki drain
ONE PIECE: HAKI C-Supreme
Can knock anyone out for one round if the fail a DC CHA+8+Proficiency within 30ft of you, creatures with CR Proficiency+CHA automatically falls
You can cast enthrall and command each once, without spending spell slots. You regain the ability to do so after completing a long rest. You can cast it more times if you have spell slots available to do so.
Equal to your proficiency bonus until a long rest
HAKI A-Supreme
Imbue your fist or 1 weapon with Armament Haki to deal extra damage as a free action
Proficiency bonus, 2xProficiencyd10s, damage can't be reduced unless the target also has Armament Haki
Devil Fruit: Ryu Ryu no Mi, Model: Spinosaurus
Hybrid Form
HP: Your current HP+81
AC: your AC
Speed: 35ft
ADV Stealth
Take either STR or CON stat
Bite: +7 to hit; 5ft; 2d10+4 piercing; hit medium or smaller creatures, they are grappled (DC 14 STR) and are restrained
Claw: +7 to hit; 5ft; 1d8+4 slashing
Tail: +7 to hit; 10ft; 2d10+4 bludgeoning; Medium or smaller must make DC 13 STR saving throw or be pushed 5ft and knocked prone
Full Form
HP: Your current HP+162
AC: 17
Speed: 40ft
ADV Stealth
Get both stats
Bite: +10 to hit; 10ft; 3d10+7 piercing; hit medium or smaller creature, they are grappled (DC 17 STR) and are restrained
Claw: +10 to hit; 10ft; 2d8+7 slashing
Tail: +10 to hit; 15ft; 3d10+7 bludgeoning; Large or smaller must make DC 18 STR saving throw or be pushed 10ft and knocked prone
Devil Fruit: Pika Pika no Mi, Light Logia
Glint-Glint Save DC = 8 + your proficiency bonus + your Constitution modifier
Resistance to poison, radiant; bludgeoning, piercing and slashing damage from nonmagical attacks.
Light Beam: (Action, Recharge 5-6) A bright beam of light flashes from your pointing finger to a point you can see within 100ft then blossoms into an explosion of flame. Each creature in a 20ft radius around that point must make a Dexterity saving throw, taking (1/2Con d6) fire damage on a failed save, or half as much damage on a successful one.
You are permanently under the effect of the Haste spell.
Proficiency in Dexterity saving throws, or expertise if you are already proficient.
You are considered an Elemental.
Light Form. You gain the following benefits.
Damage Immunities: poison, radiant; bludgeoning, piercing and slashing damage from nonmagical attacks.
Condition Immunities: blinded, grappled, paralyzed, petrified, prone, restrained.
Light Magic: You can cast the following spells.
At will: daylight, spiritual weapon, searing smite, wall of light.
Constitution modifier/Day: sunbeam, sunburst.
You can cast these spells at higher level (up to your Constitution modifier).
Light Speed Kick: (Action) Melee Weapon Attack: PB+Str to hit, reach 5ft, one target. Hit: (8d8+Str) bludgeoning damage plus (8d8+Con) radiant damage.
Blinding Light: (Reaction) You flash with intense light to distract your enemies. You add 4 to your AC against one attack that would hit you. This effect doesn't function against creatures that don't rely on sight for their attacks.
Fairy Tale; Fire Dragon Slayer Magic
Basic Spells: As much as you want
Fire Dragon's Roar: Action, 30ft cone, Magical 20d10 Fire
Fire Dragon's Claw: Bonus Action, +30ft, +2d8 Fire unarmed strike
Fire Dragon's Iron Fist: Action, 5ft, Magical 5d10 Bludgeoning + 5d10 Fire
Fire Dragon's Wing Attack: Action, 90 degree, 30ft cone, Magical 8d10 Bludgeoning + 8d10 Fire
Fire Dragon's Sword Horn: Action, You engulf in flame and charge at a person 90ft, 10d10 Fire
Fire Dragon's Brilliant Flame: Action, 150ft, 20ft radius, 14d10 fire, DEX save 8 + proficiency bonus + CON
Fire Dragon's Crushing Fang: Action, 10ft wide, 30ft long, 10d10 Fire
Fire Dragon's Grip Strike: Bonus Action, grappled creature will automatically take 10d10 Fire
Fire Dragon's Roasting Bath: Action, 20ft radius from self for 3 turns, 10d10 Fire, DEX save 8 + proficiency bonus + CON
Get out of There: Action, Able to make fire pillars equal to your proficiency bonus, 150ft range, 10ft radius, DEX save 8 + proficiency bonus + CON or take 10d10 Fire
Fire Dragon's Slash: Bonus Action, Make melee weapon in hand burst to flames, deal extra 10d10 Fire
Advance Spells: Once per long rest
Crimson Lotus: Fire Dragon's Fist: 4 unarmed strikes, +18 to hit, each dealing Magical 10d20 Bludgeoning + 10d20 fire
Crimson Lotus: Exploding Flame Blade: A long blade of fire comes from your sword, 50ft long, dealing an extra 20d20 Fire
Crimson Lotus: Phoenix Blade: Launch yourself 60ft at a creature and a beam 10ft wide and 60 long of fire appears, dealing 30d20 fire/force damage
Dragon Slayers Secret Arts' Revision, One time use
Purgatory Slashing Dragon Fire: Full Action, Combine every previous ability into one, and the fire damage is hellfire damage
Hell Flame Dragon's Intimidation: Full Action, 70ft radius, DEX save 8 + 3xproficiency bonus + 2xCON, 400d20 Hellfire, 20% you may die from this
Equipment
Gauntlets
Leggings
Boots
Fighter Class Features
Fighting style(Two-Weapon Fighting), Second Wind
Action surge(1/rest)
Martial Archetype
Extra Attack
Martial Archetype Feature
Indomitable
Extra Attack(2)
Martial Archetype Feature
Fighter Subclass Features
Fighting Spirit
Elegant Courtier
Tireless Spirit
Rapid Strike
Notice: This will change over time, money won't be as up to date, and skills not mentioned just takes their stats modifier
If you feel like somethings wrong, it shouldn't be, I took 5hrs on this and did my research