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Dumont

This is a level 4 human fighter named Dumont who follows the soldier background and chaotic good alignment. Their ability scores give bonuses to strength (+3), dexterity (+3), and constitution (+4). They are proficient with breastplate and shield armor, giving an AC of 17. Their feats include Fey Touched and Dual Wielder. As a battle master, they have 4 superiority dice (d8s) that fuel combat maneuvers like Precision Attack.

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0% found this document useful (0 votes)
59 views6 pages

Dumont

This is a level 4 human fighter named Dumont who follows the soldier background and chaotic good alignment. Their ability scores give bonuses to strength (+3), dexterity (+3), and constitution (+4). They are proficient with breastplate and shield armor, giving an AC of 17. Their feats include Fey Touched and Dual Wielder. As a battle master, they have 4 superiority dice (d8s) that fuel combat maneuvers like Precision Attack.

Uploaded by

the.nalthis
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, Battle Master 2700

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Dumont
Soldier Chaotic Good Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Fey Touched. You can cast this feat’s spells without
STRENGTH Breastplate 17 a spell slot once per long rest. You can also cast
these spells using spell slots you have of the
PROFICIENCY BONUS +2
12
SHIELD
AC appropriate level. Your spellcasting ability for these
spells is Charisma.
N
CIE C
Dual Wielder (1)
+3 Strength Dual Wielder. +1 bonus to AC while you are
Y
PROFI


+1 wielding a separate melee weapon in each
+3 Dexterity
hand.You can use two-weapon fighting even when
✘ +4 Constitution ARMOR CLASS the one-handed melee weapons you are wielding
DEXTERITY
+0 Intelligence
aren’t light.You can draw or stow two one-handed
MAXIMUM HIT DICE TEMPORARY weapons when you would normally be able to draw
16 -1 Wisdom

+2 Charisma
48 4d10 or stow only one.

CONDITIONAL
Fighting Style.
Two-Weapon Fighting. When you engage in two-
+3 weapon fighting, you can add your ability modifier
to the damage of the second attack.
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
Second Wind (Bonus Action—1/Short Rest). You
SAVING THROWS
regain 1d10+4 hp.
14 N
CIE C

+5 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft. Action Surge (1/Short Rest). On your turn, you can
Y
PROFI


RT

EXPE

VISION INSPIRATION EXHAUSTION take one additional action on top of your regular
-1 Animal Handling (Wis)
action.
+2 +0 Arcana (Int)
Combat Superiority. You learn maneuvers that are
✘ +3 Athletics (Str)
fueled by special dice called superiority dice. You
INTELLIGENCE +2 Deception (Cha) have 4 superiority dice which are d8s. DC 13
Precision Attack. When you make a weapon
10 +0 History (Int)
-1 Insight (Wis)
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
✘ +4 Intimidation (Cha) SPEED, SENSES, & CONDITIONS before any effects of the attack are applied.
+0 +0 Investigation (Int) Trip Attack. When you hit a creature with a
weapon attack, you can expend one superiority die
-1 Medicine (Wis)
to attempt to knock the target down. You add the
WISDOM +0 Nature (Int) superiority die to the attack’s damage roll, and if
the target is Large or smaller, it must make a
8 ✘ +1 Perception (Wis)
+2 Performance (Cha)
Strength saving throw. On a failed save, you knock
the target prone.
Riposte (Reaction). When a creature misses you
✘ +4 Persuasion (Cha)
-1 with a melee attack, you can expend one superiority
+0 Religion (Int) die to make a melee weapon attack against the
creature. If you hit, you add the superiority die to
+3 Sleight of Hand (Dex)
the attack's damage roll.
CHARISMA +3 Stealth (Dex)

15 -1 Survival (Wis)
SKILLS

+2 11 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Rapier 5 ft +5 vs AC 1d8+3 piercing
Finesse
FEATURES & TRAITS
Rapier 5 ft +5 vs AC 1d8+3 piercing
Finesse

Crossbow, Heavy 100/400 +5 vs AC 1d10+3 piercing Armor Proficiencies. Light Armor, Medium Armor,
Ammunition, Heavy, Loading, Two-Handed
Heavy Armor, Shields

Dagger 20/60 +5 vs AC 1d4+3 piercing Weapon Proficiencies. Simple Weapons, Martial


Finesse, Light, Thrown Weapons

Tool Proficiencies. Vehicles land, Playing card set,


Cartographer’s tools

Languages. Common, Orc

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 31 5'9" 170 lb.
GENDER AGE HEIGHT WEIGHT
Dumont Brown White Brown
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT 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
I’m full of inspiring and cautionary tales from my or fortifications and sabotage them or create opportunities for the army to exploit prior to the battle.
military experience relevant to almost every combat
situation He was dismissed from service a few years later, when -after some botched calculations in regards to the enemy
I face problems head-on. A simple, direct solution is
the best path to success. 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 MAGIC ITEMS # lb
[Breastplate] 1 20
[Rapier] 1 2
[Rapier] 1 2
Crossbow, Heavy 1 18
Dagger 2 2
Backpack 1 5
Bedroll 1 7
Mess Kit 1 1
Tinderbox 1 1
Torch 10 10
Rations (1 day) 10 20
Waterskin 1 5
Rope, Hempen (50 feet) 1 10

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

103 lb / 180 lb 360 lb

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

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.
Hex Misty Step
1st-level enchantment 2nd-level conjuration

CASTING TIME 1 bonus action CASTING TIME 1 bonus action


RANGE 90 feet RANGE Self
DURATION Concentration, up to 1 hour DURATION Instantaneous
COMPONENTS V, S, M (the petrified eye of a newt) COMPONENTS V

You place a curse on a creature that you can see within range. Until Briefly surrounded by silvery mist, you teleport up to 30 feet to an
the spell ends, you deal an extra 1d6 necrotic damage to the target unoccupied space that you can see.
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.

Fey Touched Player’s Handbook Fey Touched 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 2 lb. 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 This tin box contains a cup and simple cutlery. The box
with straps to secure it. A backpack can hold 1 cubic foot/ clamps together, and one side can be used as a cooking pan
30 pounds of gear. and the other as a plate or shallow bowl.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.

5 lb. Player’s Handbook 7 lb. Player’s Handbook 1 lb. Player’s Handbook


Tinderbox Torch Rations (1 day)
Adventuring Gear Adventuring Gear Adventuring Gear

This small container holds flint, fire steel, and tinder A torch burns for 1 hour, providing bright light in a 20-foot Rations consist of dry foods suitable for extended travel,
(usually dry cloth soaked in light oil) used to kindle a fire. radius and dim light for an additional 20 feet. If you make a including jerky, dried fruit, hardtack, and nuts.
Using it to light a torch—or anything else with abundant, melee attack with a burning torch and hit, it deals 1 fire
exposed fuel—takes an action. Lighting any other fire takes damage.
1 minute.

1 lb. Player’s Handbook 1 lb. Player’s Handbook 2 lb. Player’s Handbook

Waterskin 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

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