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dumont

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Level 4 Human Fighter, Battle Master
CHARACTER LEVEL, RACE, & CLASS
Dumont
Soldier
BACKGROUND
CHARACTER NAME
2700
EXPERIENCE
Chaotic Good
ALIGNMENT
Player One
PLAYER NAME
DEITY
STEALTH DISADVANTAGE
ARMOR
17
Breastplate
STRENGTH
+2
PROFICIENCY BONUS
12
✘
AC
Dual Wielder (1)
+3 Strength
Y
PROFI
N
CIE C
+1
SHIELD
+3 Dexterity
ARMOR CLASS
+4 Constitution
✘
DEXTERITY
+0 Intelligence
16
MAXIMUM
-1 Wisdom
HIT DICE
48
TEMPORARY
4d10
+2 Charisma
+3
CURRENT HIT POINTS
14
DEATH SAVING THROWS
SAVING THROWS
SPEED
PROFI
RT
✘
Y
N
CIE C
EXPE
30ft.
+5 Acrobatics (Dex)
-1 Animal Handling (Wis)
+2
FLY
VISION
CLIMB
0ft.
SWIM
0ft.
0ft.
INSPIRATION
EXHAUSTION
+0 Arcana (Int)
✘
INTELLIGENCE
+3 Athletics (Str)
+2 Deception (Cha)
10
+0 History (Int)
-1 Insight (Wis)
✘
+0
+4 Intimidation (Cha)
SPEED, SENSES, & CONDITIONS
+0 Investigation (Int)
-1 Medicine (Wis)
WISDOM
+0 Nature (Int)
8
✘
+1 Perception (Wis)
+2 Performance (Cha)
✘
-1
+4 Persuasion (Cha)
+0 Religion (Int)
+3 Sleight of Hand (Dex)
CHARISMA
+3 Stealth (Dex)
15
-1 Survival (Wis)
Dual Wielder. +1 bonus to AC while you are
wielding a separate melee weapon in each
hand.You can use two-weapon fighting even when
the one-handed melee weapons you are wielding
aren’t light.You can draw or stow two one-handed
weapons when you would normally be able to draw
or stow only one.
Fighting Style.
Two-Weapon Fighting. When you engage in twoweapon fighting, you can add your ability modifier
to the damage of the second attack.
CONDITIONAL
CONSTITUTION
Fey Touched. You can cast this feat’s spells without
a spell slot once per long rest. You can also cast
these spells using spell slots you have of the
appropriate level. Your spellcasting ability for these
spells is Charisma.
Second Wind (Bonus Action—1/Short Rest). You
regain 1d10+4 hp.
Action Surge (1/Short Rest). On your turn, you can
take one additional action on top of your regular
action.
Combat Superiority. You learn maneuvers that are
fueled by special dice called superiority dice. You
have 4 superiority dice which are d8s. DC 13
Precision Attack. When you make a weapon
attack roll against a creature, you can expend one
superiority die to add it to the roll. You can use this
maneuver before or after making the attack roll, but
before any effects of the attack are applied.
Trip Attack. When you hit a creature with a
weapon attack, you can expend one superiority die
to attempt to knock the target down. 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 knock
the target prone.
Riposte (Reaction). When a creature misses you
with a melee attack, you can expend one superiority
die to make a melee weapon attack against the
creature. If you hit, you add the superiority die to
the attack's damage roll.
SKILLS
+2
11
PASSIVE PERCEPTION
ADVANTAGE
INITIATIVE
+3
1 Attack / Attack Action
NAME
Rapier
RANGE
RACIAL TRAITS
ATTACK
DAMAGE / TYPE
5 ft
+5 vs AC
1d8+3 piercing
5 ft
+5 vs AC
1d8+3 piercing
FEATURES & TRAITS
100/400
+5 vs AC
1d10+3 piercing
Armor Proficiencies. Light Armor, Medium Armor,
Heavy Armor, Shields
20/60
+5 vs AC
1d4+3 piercing
Weapon Proficiencies. Simple Weapons, Martial
Weapons
Finesse
Rapier
Finesse
Crossbow, Heavy
Ammunition, Heavy, Loading, Two-Handed
Dagger
Finesse, Light, Thrown
Tool Proficiencies. Vehicles land, Playing card set,
Cartographer’s tools
Languages. Common, Orc
ATTACKS & SPELLCASTING
This character sheet was generated by the Aurora Builder.
PROFICIENCIES & LANGUAGES
Dumont
CHARACTER NAME
Male
31
5'9"
170 lb.
GENDER
AGE
HEIGHT
WEIGHT
Brown
White
Brown
EYES
SKIN
HAIR
NAME
SYMBOL
CHARACTER PORTRAIT
I’m full of inspiring and cautionary tales from my
military experience relevant to almost every combat
situation
I face problems head-on. A simple, direct solution is
the best path to success.
ALLIES & ORGANIZATIONS
Dumont was born in a farming village near the capital of a major Kingdom. He was drafted by the Kingdom's army a few
weeks after his 17th birthday and trained with them in warfare, weapons and fighting techniques. After proving his skills
in battle, his commanding officer assigned him to a specialized unit, whose main duty was to sneak into enemy camps
or fortifications and sabotage them or create opportunities for the army to exploit prior to the battle.
He was dismissed from service a few years later, when -after some botched calculations in regards to the enemy
gunpowder stockpile- he burned down most of a city they were supposed to capture. Now, he makes a living working as
a mercenary.
PERSONALITY TRAITS
Independence. When people follow orders blindly,
they embrace a kind of tyranny. (Chaotic)
IDEAL
Those who fight beside me are those worth dying
for.
BOND
I have little respect for anyone who is not a proven
warrior.
FLAW
BACKGROUND STORY
Military Rank
You have a military rank from your career as a
soldier. Soldiers loyal to your former military
organization still recognize your authority and
influence, and they defer to you if they are of a
lower rank. You can invoke your rank to exert
influence over other soldiers and requisition simple
equipment or horses for temporary use. You can also
usually gain access to friendly military encampments
and fortresses where your rank is recognized.
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR
#
lb
[Breastplate]
[Rapier]
[Rapier]
Crossbow, Heavy
Dagger
Backpack
Bedroll
Mess Kit
Tinderbox
Torch
Rations (1 day)
Waterskin
Rope, Hempen (50 feet)
1
20
1
2
1
2
1
18
2
2
1
5
1
7
1
1
1
1
MAGIC ITEMS
#
lb
10 10
10 20
1
5
1
10
ATTUNED MAGIC ITEMS
0
/
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS
3
#
lb
COPPER
SILVER
ELECTRUM
GOLD
PLATINUM
0
0
0
0
0
ENCUMBRANCE — LIFTING AND CARRYING
WEIGHT CARRIED
103 lb
/
CARRY CAPACITY
PUSH, DRAG, LIFT
180 lb
360 lb
INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT
INVENTORY — ITEM DESCRIPTIONS & NOTES
ADDITIONAL TREASURE
#1
STORED ITEM
#2
#
lb.
STORED ITEM
#
lb.
STORED ITEMS
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
QUEST ITEMS & TRINKETS
Hex
Misty Step
1st-level enchantment
CASTING TIME
RANGE
DURATION
COMPONENTS
2nd-level conjuration
CASTING TIME
1 bonus action
RANGE
90 feet
DURATION
Concentration, up to 1 hour
V, S, M (the petrified eye of a newt)
COMPONENTS
1 bonus action
Self
Instantaneous
V
You place a curse on a creature that you can see within range. Until
the spell ends, you deal an extra 1d6 necrotic damage to the target
whenever you hit it with an attack. Also, choose one ability when you
cast the spell. The target has disadvantage on ability checks made
with the chosen ability. If the target drops to 0 hit points before this
spell ends, you can use a bonus action on a subsequent turn of yours
to curse a new creature. A remove curse cast on the target ends this
spell early.
At Higher Levels. When you cast this spell using a spell slot of 3rd
or 4th level, you can maintain your concentration on the spell for up
to 8 hours. When you use a spell slot of 5th level or higher, you can
maintain your concentration on the spell for up to 24 hours.
Briefly surrounded by silvery mist, you teleport up to 30 feet to an
unoccupied space that you can see.
Fey Touched
Fey Touched
Player’s Handbook
Player’s Handbook
Breastplate
Rapier
Rapier
Armor
Weapons
Weapons
This armor consists of a fitted metal chest piece worn with
supple leather. Although it leaves the legs and arms
relatively unprotected, this armor provides good protection
for the wearer’s vital organs while leaving the wearer
relatively unencumbered.
20 lb.
Player’s Handbook
2 lb.
Player’s Handbook
Player’s Handbook
Crossbow, Heavy
Dagger
Dagger
Weapons
Weapons
Weapons
18 lb.
Player’s Handbook
1 lb.
Player’s Handbook
1 lb.
Player’s Handbook
Backpack
Bedroll
Mess Kit
Adventuring Gear
Adventuring Gear
Adventuring Gear
A backpack is a leather pack carried on the back, typically
with straps to secure it. A backpack can hold 1 cubic foot/
30 pounds of gear.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.
5 lb.
2 lb.
Player’s Handbook
This tin box contains a cup and simple cutlery. The box
clamps together, and one side can be used as a cooking pan
and the other as a plate or shallow bowl.
7 lb.
Player’s Handbook
1 lb.
Player’s Handbook
Tinderbox
Torch
Rations (1 day)
Adventuring Gear
Adventuring Gear
This small container holds flint, fire steel, and tinder
(usually dry cloth soaked in light oil) used to kindle a fire.
Using it to light a torch—or anything else with abundant,
exposed fuel—takes an action. Lighting any other fire takes
1 minute.
A torch burns for 1 hour, providing bright light in a 20-foot
radius and dim light for an additional 20 feet. If you make a
melee attack with a burning torch and hit, it deals 1 fire
damage.
Rations consist of dry foods suitable for extended travel,
including jerky, dried fruit, hardtack, and nuts.
1 lb.
1 lb.
2 lb.
Player’s Handbook
Waterskin
Adventuring Gear
Player’s Handbook
Rope, Hempen (50 feet)
Adventuring Gear
Adventuring Gear
Rope, whether made of hemp or silk, has 2 hit points and
can be burst with a DC 17 Strength check.
5 lb. (full)
Player’s Handbook
10 lb.
Player’s Handbook
Player’s Handbook
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