Sunteți pe pagina 1din 9

Fighter (8) Mercenary Veteran Compi

CLASS & LEVEL BACKGROUND PLAYER NAME


Satanas Serpico Half-Elf/SCAG Variant Lawful Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
18 +2
+5 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

20 PERSONALITY TRAITS

Hit Point Maximum 74



+8 Strength
DEXTERITY
+2 Dexterity

+2 ●
+6 Constitution
+3 Intelligence
CURRENT HIT POINTS IDEALS

14 +1 Wisdom
0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+3 ●
+5 Acrobatics (Dex) Total 8d10 SUCCESSES

16 +1 Animal Handling (Wis) FAILURES

+3 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE ●
+8 Athletics (Str)

+3 0 Deception (Cha)
+3 History (Int)
NAME ATK BONUS DAMAGE/TYPE

16 +1 Insight (Wis)
Longsword +8 1d8 + 5 slashingDarkvision: 60 ft.
WISDOM ●
0 Intimidation (Cha)
+6 Investigation (Int)
Maul +8 Number of
2d6 + 5 bludgeoning

+1 Medicine (Wis)
Greatsword +1
+9 2d6 + 6 slashingAttacks: 2
+1 ●
+6 Nature (Int)

+4 Perception (Wis)
12
0 Performance (Cha) (additional
CHARISMA

+3 Persuasion (Cha)
+3 Religion (Int)
features & traits
0 +2 Sleight of Hand (Dex) on last page)
+2 Stealth (Dex)
11 +1 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

14 PASSIVE WISDOM (PERCEPTION)


CP
periapt of wound closure
(1); Waterskin (1); Tent,
two-person (1); potion of
Tool Proficiencies: Dice Set;
SP greater healing (5);
Bedroll (1); Rations (1
Land Vehicles day) (10); Mithral Armor,
EP
Plate (1); Rope, hempen
Weapon Proficiencies: Martial; (1); ring of spell storing
Simple (1); Tinderbox (1); bag of
GP
100 holding (2); Mess kit (1);
Armor Proficiencies: Heavy; cloak of displacement (1);
PP
Light; Medium; Shields Backpack (1); Torch (10)

Language Proficiencies:
Common; Elvish; Infernal
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
36 6"2
AGE HEIGHT WEIGHT
Satanas Serpico Grey Light Blue Bald
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wisdom 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Guidance
Spare the Dying

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Shield of Faith

4
SPELLS KNOWN

2 2

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Fighter
Intelligence 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Green-Flame Blade
Lightning Lure

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Absorb Elements

Find Familiar
4
Protection from Evil and Good

Shield
SPELLS KNOWN

2 2
Hold Person

Shatter

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

----------Bonus Actions----------
Second Wind. Regain 1d10 + 8 HPs (use once/rest).

---------------Actions--------------
Action Surge. Take an extra action (use once/rest).

-----------Other Traits------------
Aquatic Variant. A half-elf of aquatic heritage can choose a swimming speed of 30 feet.

Drow Variant. A half-elf of drow descent can choose the drow's Drow Magic.

Fey Ancestry. Advantage on charmed saves and immune to sleep magic.

Great Weapon Fighting Style. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon
that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a
2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Great Weapon Master. You’ve learned to put the weight of a weapon to your advantage, letting its momentum
empower your strikes. You gain the following benefits:

On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can
make one melee weapon attack as a bonus action.

Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5
penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Magic Initiate. Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice
from that class’s spell list.
In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level.
Once you cast it, you must finish a long rest before you can cast it again.
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock;
Wisdom for cleric or druid; or Intelligence for wizard.

Mercenary Life. You know the mercenary life as only someone who has experienced it can. You are able to identify
mercenary companies by their emblems, and you know a little about any such company, including the names and
reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls
where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between
adventures sufficient to maintain a comfortable lifestyle (see "Practicing a Profession" under "Downtime Activities" in
chapter 8 of the Player's Handbook). .

Moon/Sun Elf Variant. A half-elf of moon elf or sun elf descent can choose the high elf's Elf Weapon Training or
Cantrip.

Spellcasting. When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter
10 for the general rules of spellcasting and chapter 11 for the wizard spell list. You learn two cantrips of your choice
from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. You know three 1st-level
wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard
spell list. The spells you learn at 8th, 14th. and 20th level can come from any school of magic. Intelligence is your
spellcasting ability for your wizard spells.

War Magic. Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as
a bonus action.

Weapon Bond. At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You
perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your
reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have
bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same
plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to
your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If
you attempt to bond with a third weapon, you must break the bond with one of the other two.

Wood Elf Variant. A half-elf of wood elf descent can choose the wood elf's Elf Weapon Training, Fleet of Foot, or
Mask of the Wild.
Page 1

Divination cantrip Level-1 abjuration Necromancy cantrip


Guidance Shield of Faith Spare the Dying
1 act. Touch V,S Conc, 1 min 1 b.a. 60 ft V,S,M Conc, 10 mins 1 act. Touch V,S Inst
You touch one willing creature. Once before A shimmering field appears and surrounds a You touch a living creature that has 0 hit
the spell ends, the target can roll a d4 and creature of your choice within range, granting points. The creature becomes stable. This
add the number rolled to one ability check of it a +2 bonus to AC for the duration. spell has no effect on undead or constructs.
its choice. It can roll the die before or after
making the ability check. The spell then ends.

Cleric DC 12 Mod +4 Cleric DC 12 Mod +4 Cleric DC 12 Mod +4

Level-1 abjuration Level-1 conjuration Evocation cantrip


Absorb Elements Find Familiar Green-Flame Blade
1 react. Self S 1 rnd 1 hr 10 ft V,S,M Inst 1 act. Self V,M Inst
The spell captures some of the incoming Summon a familiar that obeys your
energy, lessening its effect on you and commands.
storing it for your next melee attack. You
have resistance to the triggering damage type
until the start of your next turn. Also, the first
time you hit with a melee attack on your next
turn, the target takes an extra 1d6 damage of
the triggering type, and the spell ends. At
Higher Levels: When you cast this spell using
a spell slot of 2nd level or higher, the extra
damage increases by 1d6 for each slot level
above 1st.

Fighter DC 14 Mod +6 Fighter DC 14 Mod +6 Fighter DC 14 Mod +6

Level-2 enchantment Evocation cantrip Level-1 abjuration


Hold Person Lightning Lure Protection from Evil and Good
1 act. 60 ft V,S,M Conc, 1 min 1 act. 15 ft V Inst 1 act. Touch V,S,M Conc, 10 mins
Choose a humanoid that you can see within You create a lash of lightning energy that Until the spell ends, one willing creature you
range. The target must succeed on a Wisdom strikes at one creature of your choice that you touch is protected against certain types of
saving throw or be paralyzed for the duration. can see within range. The target must creatures: aberrations, celestials, elementals,
At the end of each of its turns, the target can succeed on a Strength saving throw or be fey, fiends, and undead. The protection
make another Wisdom saving throw. On a pulled up to 10 feet in a straight line toward grants several benefits. Creatures of those
success, the spell ends on the target. At you and then take 1d8 lightning damage if it types have disadvantage on attack rolls
Higher Levels. When you cast this spell using is within 5 feet of you. This spell's damage against the target. The target also can't be
a spell slot of 3rd level or higher, you can increases by 1d8 when you reach 5th level charmed, frightened, or possessed by them.
target one additional humanoid for each slot (2d8), 11th level (3d8), and 17th level (4d8). If the target is already charmed, frightened, or
level above 2nd. The humanoids must be possessed by such a creature, the target has
within 30 feet of each other when you target advantage on any new saving throw against
them. the relevant effect.

Fighter DC 14 Mod +6 Fighter DC 14 Mod +6 Fighter DC 14 Mod +6


Page 1 (reverse)
Page 2

Level-2 evocation Level-1 abjuration


Shatter Shield
1 act. 60 ft V,S,M Inst 1 react. Self V,S 1 rnd
A sudden loud ringing noise, painfully An invisible barrier of magical force appears
intense, erupts from a point of your choice and protects you. Until the start of your next
within range. Each creature in a turn, you have a +5 bonus to AC, including
10-foot-radius sphere centered on that point against the triggering attack, and you take no
must make a Constitution saving throw. A damage from magic missile.
creature takes 3d8 thunder damage on a
failed save, or half as much damage on a
successful one. A creature made of inorganic
material such as stone, crystal, or metal has
disadvantage on this saving throw. A
nonmagical object that isn't being worn or
carried also takes the damage if it's in the
spell's area. At Higher Levels. When you cast
this spell using a spell slot of 3rd level or
higher, the damage increases by 1d8 for
each slot level above 2nd.

Fighter DC 14 Mod +6 Fighter DC 14 Mod +6


Page 2 (reverse)

S-ar putea să vă placă și