Fighter 1
CLASS & LEVEL PLAYER NAME
Human Folk Hero 0
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS
• +4 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +3 Dexterity
• +4 Constitution +3 14 12 --
+2 +0 Intelligence
CLASS
+1 Wisdom INITIATIVE HIT POINTS
14
-1 Charisma
Total 1d10 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES
+3 DEFENSES HIT DICE DEATH SAVES
16 SAVING THROWS INSPIRATION
=== ARMOR ===
Heavy Armor, Light Armor, Medium Armor,
CONSTITUTION +3 Acrobatics DEX Shields
+2 PROFICIENCY BONUS
+2 P +3
+0
Animal Handling WIS
Arcana INT
=== WEAPONS ===
Martial Weapons, Simple Weapons
15 P +4 Athletics STR === TOOLS ===
ABILITY SAVE DC Carpenter's Tools, Vehicles (Land)
-1 Deception CHA
+0 History INT === LANGUAGES ===
INTELLIGENCE
+1 Insight WIS Common, Elvish
30 ft. (Walking)
+0 -1 Intimidation CHA
+0 Investigation INT
11 +1 Medicine WIS SPEED
+0 Nature INT PROFICIENCIES & LANGUAGES
WISDOM P +3 Perception WIS
-1 Performance CHA === ACTIONS ===
+1 -1 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
Help, Hide, Ready, Search, Use an Object,
+0 Religion INT
13 Opportunity Attack, Grapple, Shove, Improvise,
+3 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object
+3 Stealth DEX === BONUS ACTIONS ===
CHARISMA Second Wind • 1 / Short Rest
P +3 Survival WIS
Once per short rest, you can use a bonus action to
-1 regain 1d10 + 1 HP.
SKILLS ACTIONS
NAME HIT DAMAGE/TYPE NOTES
13 PASSIVE WISDOM (PERCEPTION)
Longbow +7 1d8+3 Piercing Martial, Ammunition, Heavy, Range, Two-Handed, Range (150/600)
Shortsword +5 1d6+3 Piercing Martial, Finesse, Light
11 PASSIVE WISDOM (INSIGHT)
Unarmed Strike +4 3 Bludgeoning
10 PASSIVE INTELLIGENCE (INVESTIGATION)
SENSES WEAPON ATTACKS & CANTRIPS
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Fighter 1
CLASS & LEVEL PLAYER NAME
Archer
Human Folk Hero 0
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS
=== FIGHTER FEATURES ===
* Hit Points • PHB 71
* Proficiencies • PHB 71
* Fighting Style • PHB 72
You adopt a fighting style specialty.
| Archery • PHB
You gain a +2 bonus to attack rolls you make with
ranged weapons.
* Second Wind • PHB 72
Once per short rest, you can use a bonus action to
regain 1d10 + 1 HP.
| 1 / Short Rest • 1 Bonus Action
=== HUMAN RACIAL TRAITS ===
* Ability Score Increase • BR 31
* Languages • BR 31
You can speak, read, and write Common and one
extra language.
FEATURES & TRAITS
NAME QTY WEIGHT NAME QTY WEIGHT
CP 0 Leather 1 10 lb. Waterskin 1 5 lb.
Shortsword 1 2 lb. Carpenter's Tools 1 6 lb.
SP 0 Longbow 1 2 lb.
Arrows 20 1 lb.
EP 0 Backpack 1 5 lb.
Clothes, Common 1 3 lb.
GP 15 Pot, Iron 1 10 lb.
Pouch 1 1 lb.
PP 0 Shovel 1 5 lb.
Bedroll 1 7 lb.
WEIGHT CARRIED
99.3 lb. Mess Kit 1 1 lb.
ENCUMBERED Rations (1 day) 10 20 lb. ATTUNED MAGIC ITEMS QTY WEIGHT
210 lb. Rope, Hempen (50 feet) 1 10 lb.
PUSH/DRAG/LIFT Tinderbox 1 1 lb.
420 lb. Torch 10 10 lb.
EQUIPMENT
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Medium
GENDER AGE SIZE HEIGHT WEIGHT
Archer Lawful Good
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR
When I set my mind to something, I follow through.
Also, I use long words in an attempt to sound smarter.
PERSONALITY TRAITS
Sincerity. It’s no good pretending to be
something I’m not.
IDEALS
One day, Thundertree will be a
prosperous town again. A statue of
Human physical characteristics vary me will stand in the town square.
according to the ancient migrations of BONDS
the earliest humans, so that the
humans of Neverwinter have every I’m convinced of the significance of
possible variation of coloration and my destiny, and blind to my
features. shortcomings and the risk of failure.
FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
Your parents lived in the prosperous village of A hero stands up to evil and never lets bullies have
Thundertree, east of the city of Neverwinter and at their way. A hero fights for law and order, so that
the edge of the Neverwinter Wood. But when everyone can live in prosperity and happiness. A
nearby Mount Hotenow erupted thirty years ago, hero slays monsters, clears ruins, and protects the
your parents fled, carrying you in your infancy. innocent. You strive to be such a hero.
Your family drifted from village to village around
the region, finding work as servants or laborers • Looking for ideas on how to level up your
where they could. character? Check out this PDF for more information!
https://www.dndbeyond.com/file-attachments/0/780/human-fighter2.pdf
You’ve spent the last few years in Neverwinter as
a porter and laborer at the city’s bustling docks.
But it’s clear to you and everyone around you that
you are destined for much more. You stood up to
an abusive ship captain once, so other
dockworkers look up to you. Someday, you’ll come
into your own. You’ll be a hero.
The ruins of Thundertree call to you. Your family
and their friends once lived in prosperity there, and
now they’re reduced to menial labor. The ruins are
haunted by ash zombies, and rumor has it a
dragon has made its lair in the Old Tower, but
those are problems a hero can solve. Slay the
dragon, or drive it off, and you’ll prove—to yourself
and everyone else—you’re a real hero, destined
for greatness.
CHARACTER BACKSTORY ADDITIONAL NOTES
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SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
SPELLS
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