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