Fighter (1)
CLASS & LEVEL BACKGROUND PLAYER NAME
Human/Spacemarine Chaotic Evil
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
16 +2 30
+4 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
18 PERSONALITY TRAITS
Hit Point Maximum 10
●
+6 Strength
DEXTERITY
+2 Dexterity
+2 ●
+2 Constitution
-1 Intelligence
CURRENT HIT POINTS IDEALS
15 +1 Wisdom
+2 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
0 +2 Acrobatics (Dex) Total 1d10 SUCCESSES
11 +1 Animal Handling (Wis) FAILURES
-1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+6 Athletics (Str)
-1 ●
+2 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE
+1 Insight (Wis)
Crossbow, light +4 1d8 + 2 piercing
8
●
+4 Intimidation (Cha) Longsword +6 1d8 + 4 slashing
WISDOM -1 Investigation (Int)
+1 Medicine (Wis) Shortsword +6 1d6 + 4 piercing
+1 -1 Nature (Int)
●
+3 Perception (Wis)
12
+2 Performance (Cha)
+2 Persuasion (Cha)
CHARISMA
●
+1 Religion (Int)
+2 +2 Sleight of Hand (Dex)
+2 Stealth (Dex)
14 ●
+3 Survival (Wis)
SKILLS ATTACKS & SPELLCASTING
13 PASSIVE WISDOM (PERCEPTION)
CP Crossbow bolt
(20); Waterskin
Weapon Proficiencies:
SP
(1); Bedroll (1);
Martial; Simple Rations (1 day)
EP
(10); Rope,
Armor Proficiencies: Heavy; hempen (1);
GP
Light; Medium; Shields Tinderbox (1);
PP
Mess kit (1);
Language Proficiencies: Backpack (1);
Abyssal; Common; Deep Chain mail (1);
Speech; Infernal Torch (10)
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
TREASURE CHARACTER BACKSTORY
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).
---------------Actions--------------
Grappler. Restrain a creature you are grappling.
-----------Other Traits------------
Grappler Feat. Advantage on attacks against creature you
grapple; can use an action to pin the creature.
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.