Nix
Genderfluid Changeling (Lhazaar Principality) Fighter 8
Neutral Medium Humanoid
Init +5
Senses: Perception +5 (Passive 15)
Speed 30 ft
Defense
AC 18 (20 when using shield)
HP 77 (7d10+15)
Saving throws STR +4 DEX +9 CON +7 INT 0 WIS +3 CHA +4
Offense
Melee: Rapier +2: +10 (1d8+9 / piercing)
Moon-Touched Rapier +8 (1d8+7 / piercing)
Dagger +8 (1d4+7 / piercing)
Ranged: Longbow +8 (1d8+7 / piercing) 150/600 ft
Dagger +8 (1d4+5 / piercing) 20/60 ft
Statistics
STR 11 DEX 20 CON 16 INT 9 WIS 14
CHA 16
Profiency bonus: +3
Skills:
Acrobatics +8, Animal Handling +2, Arcana -1, Athletics +3, Deception +6,
History -1, Insight +2, Intimidation +3, Investigation -1, Medicine +2, Nature -1,
Perception +5, Performance +3, Persuasion +6, Religion -1, Sleight of Hand +5,
Stealth +8 (Advantage), Survival +2
Languages: Common, Elvish, Dwarvish
Combat gear: Shield, Studded Leather Armor, Cloak of Protection, Bracers of Archery, +2 Rapier, Moon-Touched Rapier, Longbow, Daggers (4), Arrows +1 (60)
Other gear: Bag of Holding, Cloak of Many Fashions, Shiftweave, Boots of Elvenkind, Bracers of Archery, Clothes: Common, Clothes: Costume, Clothes: Traveler's, Clothes: Fine, Silk Rope (50 ft), Hempen Rope (50 ft), Bedroll, Mess Kit, Rations (10), Tinderbox, Torch (10), Waterskin, Potion of Healing (3), Potion of Greater Healing (2), Climber's Kit, Grappling Hook, Cartographer's Kit, Map Case
Special Abilities
Dueling
When you are wielding a melee weapon in one hand and no
other weapons, you gain a +2 bonus to damage rolls with that weapon.
Extra Attack
When you use your action to make the Attack option, you may make two attacks.
Second Wind
Once per short rest, you can use a bonus action to regain
1d10 + 7 HP.
Action Surge
You can take one additional action on your turn. This can be used 1 time per short rest.
Superiority Dice: 5d8. Used for Battle Maneuvers and recovered after a short rest.
Riposte:
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against it (add the superiority die to the attack's damage roll on hit).
Trip Attack:
When you hit with a weapon attack, you can expend one superiority die to add the total to the damage roll, and if the target is Large or smaller, it must make a STR saving throw (DC 16). On failure, you knock the target prone.
Menacing Attack:
When you hit with a weapon attack, you can expend one superiority die to add the total to the damage roll and the target must make a WIS saving throw (DC 16). On failure, it is frightened of you until the end of your next turn.
Pushing Attack:
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Bait and Switch:
When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.
Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Shapechanger
As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, sex, height and weight. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.
Feat: Resilient Dex
Increases Dexterity Score by 1 and grants proficiency with Dexterity Saving Throws.
Feat: Sentinel
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action. When a creature within 5 ft. of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against the attacking creature.
Background
Nix was born in the changeling principality of the Gray Tide. The Last War was a golden age for pirates and privateers and Nix spent most of their adult life aboard pirate ships. They initially served aboard a changeling ship out of Gray Tide, but were eventually drawn to a ship from Port Regal. They enjoyed being around a variety of colorful, boisterous pirates and became close friends with the crew. When the Last War ended, their crew turned from privateers to merchants, but the new life didn't suit Nix. Nor did the prospect of returning to the more secretive ways of the Gray Tide. Dreaming of great adventure and riches enough to buy their own ship someday, Nix went in search of other adventuring opportunities.
As a changeling, Nix has the ability to change their physical form whenever they wish. Temporary forms are called Masks and can be worn for a specific purpose, to mimic a real person, or to express a mood. But Nix prefers to be in the form of one of their Personas: more permanent forms that have their own slightly different personalities. Nix currently has four Personas: Nathaniel Marivaldi, a human pirate and skilled fencer; Meriele Galanodel, a half-elf hunter and explorer; Dain Ashforge, a stealthy dwarf to explore Sharn's criminal underworld; and Kara Brightwood, a human noblewoman and social persona.