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