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Fighter 1 Noble Bob

CLASS & LEVEL BACKGROUND PLAYER NAME


Gustav W(V)ermenschaft
Human Neutral Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH Hardy, responcible,
16 +0 30 easygoing and has a thurst
16 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED for exploration
+3 PERSONALITY TRAITS

Hit Point Maximum 12


● +5
Strength
DEXTERITY Help those who cannot

10 ●


+0

+4
Dexterity
Constitution
12 help themselves
CURRENT HIT POINTS IDEALS
+0
Intelligence
+0 +0
Wisdom
A bond with his good friend Rollen
+3
Charisma and a valued father and son
CONSTITUTION SAVING THROWS relationship with his son Franz
TEMPORARY HIT POINTS BONDS

14
Acrobatics (Dex) Total

+0 SUCCESSES Rezents his life of nobility
+2
+0
Animal Handling (Wis) 1d10 FAILURES

+0
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+5
Athletics (Str)

11 ●




+5

+2
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Great Weapon Master
Greatsword +5 2d6
+0 +0
Insight (Wis) -On your turn, when you score a critical hit

+5
Intimidation (Cha) Warhammer +5 1d10 with a melee weapon or reduce a creature to
0 hit points with one, you can make one
WISDOM +0
Investigation (Int) melee weapon attack as a bonus action.
light crossbow
+2 1d8
+0
Medicine (Wis)
10
+0
Nature (Int)
-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
+0 +0
Perception (Wis)
attack roll. If the attack hits, you add +10 to
+3
Performance (Cha) the attack’s damage.
CHARISMA

+5
Persuasion (Cha)
+0
Religion (Int)
16 +0
Sleight of Hand (Dex)
Fighting Style
+0
Stealth (Dex) -Great Weapon Fighting
+3 When you roll a 1 or 2 on a damage die for
+0
Survival (Wis)
an attack you make with a melee weapon
SKILLS ATTACKS & SPELLCASTING 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
10 PASSIVE WISDOM (PERCEPTION) must have the two-handed or versatile
CP property for you to gain this benefit.

-Second Wind
Armor: All armor, shields SP 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
EP
Weapons: Simple weapons, regain hit points equal to 1d10 + your fighter
level. Once you use this feature, you must
martial weapons finish a short or long rest before you can use
GP 25 -Weapons it again.
-Chain mail armor
Languages: Common, Elvish
PP -A set of fine clothes
and Dwarvish
-A signet ring
-Explorer's Pack

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

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

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

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

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