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Fighter (1) Soldier

CLASS & LEVEL BACKGROUND PLAYER NAME


Thellior Ondetaryl Tiefling Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
16 +1 30
15 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

+2 PERSONALITY TRAITS

Hit Point Maximum 12


+4 Strength
DEXTERITY
+1 Dexterity

13 +4 Constitution
-1 Intelligence
CURRENT HIT POINTS IDEALS

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

14 +1 Acrobatics (Dex) Total 1d10


SUCCESSES
+2 +3 Animal Handling (Wis) FAILURES

-1 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE +4 Athletics (Str)

9 +1 Deception (Cha)
-1 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Darkvision: 60 ft.
Crossbow, light +3 1d8 + 1 piercing Damage Resistances: fire
-1 +1 Insight (Wis)
+3 Intimidation (Cha) Greatsword +4 2d6 + 2 slashing (additional features & traits on last page)
WISDOM -1 Investigation (Int)
+1 Medicine (Wis)
Longsword +4 1d8 + 2 slashing

12 -1 Nature (Int) - Javelin. +4, 1d6 + 2 piercing


+3 Perception (Wis)
+1
+1 Performance (Cha)
+1 Persuasion (Cha)
CHARISMA
-1 Religion (Int)

12 +1 Sleight of Hand (Dex)


+1 Stealth (Dex)
+1 +1 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

13 PASSIVE WISDOM (PERCEPTION)


CP
Crossbow bolt (20); Waterskin
(1); Bedroll (1); Rations (1 day)
(10); Rope, hempen (1);
SP
Tinderbox (1); Mess kit (1);
Tool Proficiencies: Dice Set; Land Vehicles Backpack (1); Chain mail (1);
Torch (10); Explorer's Pack (1)
Weapon Proficiencies: Martial; Simple
EP

Armor Proficiencies: Heavy; Light; Medium;


Shields GP

Language Proficiencies: Common; Infernal


PP

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
Thellior Ondetaryl
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.
Tiefling Charisma 11 +3
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Thaumaturgy

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.
FEATURES & TRAITS

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

-----------Other Traits------------
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.

Hellish Resistance. Resistance to fire damage.

Infernal Legacy. You know thaumaturgy and can cast once per day. CHA is the spellcasting ability.
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Transmutation cantrip
Thaumaturgy
1 act. 30 ft V Up to 1 min
You manifest a minor wonder, a sign of
supernatural power, within range. You create
one of the following magical effects within
range: • Your voice booms up to three times as
loud as normal for 1 minute. • You cause
flames to flicker, brighten, dim, or change
color for 1 minute. • You cause harmless
tremors in the ground for 1 minute. • You
create an instantaneous sound that originates
from a point of your choice within range, such
as a rumble of thunder, the cry of a raven, or
ominous whispers. • You instantaneously
cause an unlocked door or window to fly open
or slam shut. • You alter the appearance of
your eyes for 1 minute. If you cast this spell
multiple times, you can have up to three of its
1-minute effects active at a time, and you can
dismiss such an effect as an action.

Tiefling DC 11 Mod +3
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