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Flinn

The document provides character details for a level 4 human fighter/wizard. It lists the character's name, class, background, abilities, armor, hit points, and special abilities including Action Surge and Manifest Echo.

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Xaris Moufas
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0% found this document useful (0 votes)
32 views6 pages

Flinn

The document provides character details for a level 4 human fighter/wizard. It lists the character's name, class, background, abilities, armor, hit points, and special abilities including Action Surge and Manifest Echo.

Uploaded by

Xaris Moufas
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Level 4 Human Fighter, Echo Knight (3) / Wizard (1) 2700

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Flinn
Soldier Neutral Good Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Alert. You can’t be surprised while you are


STRENGTH Chain Mail 17 conscious.Other creatures don’t gain advantage on
attack rolls against you as a result of being unseen
PROFICIENCY BONUS +2
15
SHIELD
AC by you.

N
CIE C
Defense (Fighting Style) (1) Fighting Style.
+4 Strength Defense. While you are wearing armor, you gain a
Y
PROFI


+2 +1 bonus to AC.
+0 Dexterity
✘ +4 Constitution ARMOR CLASS Second Wind (Bonus Action—1/Short Rest). You
DEXTERITY
+2 Intelligence
regain 1d10+3 hp.
MAXIMUM HIT DICE TEMPORARY

10 +1 Wisdom

+0 Charisma
34 3d10/1d6 Action Surge (1/Short Rest). On your turn, you can
take one additional action on top of your regular
CONDITIONAL
action.
+0 Manifest Echo (Bonus Action). You can magically
manifest an echo of yourself in an unoccupied space
CURRENT HIT POINTS you can see within 15 feet of you. This echo is a
CONSTITUTION DEATH SAVING THROWS
magical, translucent, gray image of you that lasts
SAVING THROWS
until it is destroyed, until you dismiss it as a bonus
14 N
CIE C

+0 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
action, until you manifest another echo, or until
you’re incapacitated.Your echo has 16 AC, 1 hit
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION point, and immunity to all conditions. If it has to


+1 Animal Handling (Wis)
make a save, it uses your save bonus for the roll. It
+2 +2 Arcana (Int) is the same size as you, and it occupies its space. On
your turn, you can mentally command the echo to
✘ +4 Athletics (Str)
move up to 30 feet in any direction. If your echo is
INTELLIGENCE +0 Deception (Cha) ever more than 30 feet away from you at the end of
your turn, it is destroyed.As a bonus action, you can
14 ✘
+2 History (Int)
+3 Insight (Wis)
teleport, magically swapping places with your echo
at a cost of 15 feet of your movement, regardless of
the distance between the two of you.When you
✘ +2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS take the attack action on your turn, any attack you
+2 ✘ +4 Investigation (Int) make with that action can originate from your space
or the echo’s space. You make this choice for each
+1 Medicine (Wis)
attack.When a creature that you can see within 5
WISDOM +2 Nature (Int) feet of your echo moves at least 5 feet away from it,
you can use your reaction to make an opportunity
12 ✘ +3 Perception (Wis)
+0 Performance (Cha)
attack against that creature as if you were in the
echo’s space.
+0 Persuasion (Cha)
+1 Unleash Incarnation (2/Long Rest). Whenever you
+2 Religion (Int) take the Attack action, you can make one additional
melee attack from the echo’s position.
+0 Sleight of Hand (Dex)
CHARISMA +0 Stealth (Dex) Arcane Recovery. Once per day when you finish a
short rest, you can choose expended spell slots to
10 +1 Survival (Wis)
SKILLS
recover. The spell slots can have a combined level
that is equal to or less than 1.

+0 13 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +5 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Longsword 5 ft +4 vs AC 1d8+2 slashing
Versatile
FEATURES & TRAITS
Shortsword 5 ft +4 vs AC 1d6+2 piercing
Finesse, Light

Crossbow, Light 80/320 +2 vs AC 1d8+0 piercing Armor Proficiencies. Light Armor, Medium Armor,
Ammunition, Loading, Two-Handed
Heavy Armor, Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Vehicles land, Playing card set

Languages. Common, Celestial

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 27 5'11" 64 lb.
GENDER AGE HEIGHT WEIGHT
Flinn Blue Fair Black
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and
armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a
standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during
I’m always polite and respectful. a recent war.
I can stare down a hell hound without flinching.
When you choose this background, work with your DM to determine which military organization you were a part of,
how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a
standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a
mercenary company.
PERSONALITY TRAITS

Greater Good. Our lot is to lay down our lives in


defense of others. (Good)

IDEAL

Those who fight beside me are those worth dying


for.

BOND

The monstrous enemy we faced in battle still leaves


me quivering with fear.

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

An insignia of rank

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Chain Mail] 1 55
[Longsword] 1 3
[Shortsword] 1 2
Crossbow, Light 1 5
Crossbow Bolt 20 1
Explorer’s Pack 1 10
Playing Card Set 1 —
Clothes, Common 1 3

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 10 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

79.2 lb / 225 lb 450 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

broken blade

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Intelligence +4 12 3

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Wizard

CANTRIPS Booming Blade Fire Bolt


Frostbite

1ST LEVEL 2 SPELL SLOTS ● Burning Hands ● Identify


● Shield Feather Fall Find Familiar
Mage Armor
Booming Blade Fire Bolt Frostbite
Evocation Cantrip Evocation Cantrip Evocation Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 5 feet RANGE 120 feet RANGE 60 feet
DURATION 1 round DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, M (a weapon) COMPONENTS V, S COMPONENTS V, S

As part of the action used to cast this spell, you must make a melee You hurl a mote of fire at a creature or object within range. Make a You cause numbing frost to form on one creature that you can see
attack with a weapon against one creature within the spell’s range, ranged spell attack against the target. On a hit, the target takes 1d10 within range. The target must make a Constitution saving throw. On a
otherwise the spell fails. On a hit, the target suffers the attack’s fire damage. A flammable object hit by this spell ignites if it isn’t failed save, the target takes 1d6 cold damage, and it has
normal effects, and it becomes sheathed in booming energy until the being worn or carried. disadvantage on the next weapon attack roll it makes before the end
start of your next turn. If the target willingly moves before then, it This spell’s damage increases by 1d10 when you reach 5th level of its next turn.
immediately takes 1d8 thunder damage, and the spell ends. (2d10), 11th level (3d10), and 17th level (4d10). The spell’s damage increases by 1d6 when you reach 5th level
This spell’s damage increases when you reach higher levels. At 5th (2d6), 11th level (3d6), and 17th level (4d6).
level, the melee attack deals an extra 1d8 thunder damage to the
target, and the damage the target takes for moving increases to 2d8.
Both damage rolls increase by 1d8 at 11th level and 17th level.

Spellcasting (Wizard) Sword Coast Adventurer’s Guide Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Xanathar’s Guide to Everything

Burning Hands Feather Fall Find Familiar


1st-level evocation 1st-level transmutation 1st-level conjuration (ritual)

CASTING TIME 1 action CASTING TIME 1 reaction CASTING TIME 1 hour


RANGE Self (15-foot cone) RANGE 60 feet RANGE 10 feet
DURATION Instantaneous DURATION 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, M (a small feather or piece of down) COMPONENTS V, S, M (10 gp worth of charcoal, incense, and herbs that must be
consumed by fire in a brass brazier)

As you hold your hands with thumbs touching and fingers spread, a Reaction: When you or a creature within 60 feet of you falls Choose You gain the service of a familiar, a spirit that takes an animal form you choose:
thin sheet of flames shoots forth from your outstretched fingertips. up to five falling creatures within range. A falling creature’s rate of bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish
(quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied
Each creature in a 15-foot cone must make a Dexterity saving throw. descent slows to 60 feet per round until the spell ends. If the creature space within range, the familiar has the statistics of the chosen form, though it is a
A creature takes 3d6 fire damage on a failed save, or half as much lands before the spell ends, it takes no falling damage and can land celestial, fey or fiend (your choice) instead of a beast.
damage on a successful one. The fire ignites any flammable objects in on its feet, and the spell ends for that creature. Your familiar acts independently of you, but it always obeys your commands. In
the area that aren’t being worn or carried. combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack,
At Higher Levels. When you cast this spell using a spell slot of 2nd but it can take other actions as normal.
level or higher, the damage increases by 1d6 for each slot level above When the familiar drops to 0 hit points, it disappears, leaving behind no physical
form. It reappears after you cast this spell again.
1st. While your familiar is within 100 feet of you, you can communicate with it
telepathically. Additionally, as an action, you can see through your familiar’s eyes
and hear what it hears until the start of your next turn, gaining the benefits of any
special senses that the familiar has. During this time, you are deaf and blind with
regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a
pocket dimension where it awaits you summons. Alternatively, you can dismiss it
forever. As an action while it is temporarily dismissed, you can cause it to
reappear in any unoccupied space within 30 feet of you.
You can’t have more than one familiar at a time. If you cast this spell while you
already have a familiar, you instead cause it to adopt a new form. Choose one of
the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the
spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it
must use its reaction to deliver the spell when you cast it. If the spell requires an
attack roll, you use your attack modifier for the roll.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook

Identify Mage Armor Shield


1st-level divination (ritual) 1st-level abjuration 1st-level abjuration

CASTING TIME 1 minute CASTING TIME 1 action CASTING TIME 1 reaction


RANGE Touch RANGE Touch RANGE Self
DURATION Instantaneous DURATION 8 hours DURATION 1 round
COMPONENTS V, S, M (a pearl worth at least 100 gp and an owl feather) COMPONENTS V, S, M (a piece of cured leather) COMPONENTS V, S

You choose one object that you must touch throughout the casting of You touch a willing creature who isn’t wearing armor, and a Reaction trigger: You are hit by an attack or targeted by the magic
the spell. If it is a magic item or some other magic-imbued object, you protective magical force surrounds it until the spell ends. The target’s missile spell An invisible barrier of magical force appears and protects
learn its properties and how to use them, whether it requires base AC becomes 13 + its Dexterity modifier. The spell ends it if the you. Until the start of your next turn, you have a +5 bonus to AC,
attunement to use, and how many charges it has, if any. You learn target dons armor or if you dismiss the spell as an action. including against the triggering attack, and you take no damage from
whether any spells are affecting the item and what they are. If the magic missile.
item was created by a spell, you learn which spell created it. If you
instead touch a creature throughout the casting, you learn what
spells, if any, are currently affecting it.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
Chain Mail Longsword Shortsword
Armor Weapons Weapons

Made of interlocking metal rings, chain mail includes a


layer of quilted fabric worn underneath the mail to prevent
chafing and to cushion the impact of blows. The suit
includes gauntlets.

55 lb. Player’s Handbook 3 lb. Player’s Handbook 2 lb. Player’s Handbook

Crossbow, Light Crossbow Bolt Explorer’s Pack


Weapons Ammunition Equipment Packs

Crossbow bolts are used with a crossbow to make a ranged Includes a backpack, a bedroll, a mess kit, a tinderbox, 10
attack. torches, 10 days of rations, and a waterskin. The pack also
has 50 feet of hempen rope strapped to the side of it.

5 lb. Player’s Handbook 1/20 lb. Player’s Handbook 10 lbs. Player’s Handbook

Playing Card Set Clothes, Common


Tools Adventuring Gear

If you are proficient with the Playing Card Set, you can add
your proficiency bonus to ability checks you make to play a
game.

— Player’s Handbook 3 lb. Player’s Handbook

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