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Inbound 1730133689699467271

This document provides character details for a level 9 mountain dwarf fighter named Carlos D'Ambrosio. It lists his abilities, proficiencies, equipment, and other attributes. His abilities include darkvision, war caster feat, magic initiate feat for wizard spells, dueling fighting style, second wind, and extra attack from being a fighter.

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0% found this document useful (0 votes)
11 views7 pages

Inbound 1730133689699467271

This document provides character details for a level 9 mountain dwarf fighter named Carlos D'Ambrosio. It lists his abilities, proficiencies, equipment, and other attributes. His abilities include darkvision, war caster feat, magic initiate feat for wizard spells, dueling fighting style, second wind, and extra attack from being a fighter.

Uploaded by

glasspiggy
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 9 Mountain Dwarf Fighter, Eldritch Knight 48000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Carlos D'Ambrosio
Soldier Chaotic Good Ioan
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet


STRENGTH Chain Mail 16 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +4
16
SHIELD
AC
War Caster. You have advantage on Constitution
N
CIE C
saving throws that you make to maintain your
+7 Strength concentration on a spell when you take damage.You
Y
PROFI


+3 can perform the somatic components of spells even
+2 Dexterity
when you have weapons or a shield in one or both
✘ +7 Constitution ARMOR CLASS hands.When a hostile creature’s movement
DEXTERITY
+3 Intelligence
provokes an opportunity attack from you, you can
MAXIMUM HIT DICE TEMPORARY use your reaction to cast a spell at the creature,
14 -1 Wisdom

-1 Charisma
95 9d10 rather than making an opportunity attack. The spell
must have a casting time of 1 action and must
CONDITIONAL
target only that creature.
+2 Magic Initiate.
Wizard. Spellcasting ability: Intelligence.
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
Fighting Style.
SAVING THROWS
Dueling. When you are wielding a melee weapon
16 N
CIE C

+6 Acrobatics (Dex)
SPEED
25ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
in one hand and no other weapons, you gain a +2
bonus to damage rolls with that weapon.
Y
PROFI


RT

EXPE

-1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


Second Wind (Bonus Action—1/Short Rest). You
+3 +3 Arcana (Int) Darkvision regain 1d10+9 hp.
✘ +7 Athletics (Str) Resistances. Poison
Action Surge (1/Short Rest). On your turn, you can
INTELLIGENCE -1 Deception (Cha) take one additional action on top of your regular
action.
16 ✘
+3 History (Int)
+3 Insight (Wis) Extra Attack. You can attack twice, instead of once,
whenever you take the Attack action on your turn
✘ +3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+3 +3 Investigation (Int) Indomitable (1/Long Rest). You can reroll a saving
Dwarven Resilience. You have advantage on throw that you fail. If you do so, you must use the
-1 Medicine (Wis)
saving throws against poison, and you have new roll.
WISDOM +3 Nature (Int) resistance against poison damage.
Weapon Bond. You perform a ritual over the course
8 -1 Perception (Wis)
-1 Performance (Cha)
Stonecunning. A +11 on History checks related to
origin of stonework.
of 1 hour, which can be done during a short rest.
The weapon must be within your reach throughout
the ritual, at the conclusion of which you touch the
-1 Persuasion (Cha)
-1 weapon and forge the bond.Once you have bonded
+3 Religion (Int) a weapon to yourself, you can’t be disarmed of that
weapon unless you are incapacitated. If it is on the
+2 Sleight of Hand (Dex)
same plane of existence, you can summon that
CHARISMA +2 Stealth (Dex) weapon as a bonus action on your turn, causing it to
teleport instantly to your hand.You can have up to
8 -1 Survival (Wis)
SKILLS
two bonded weapons, but can summon only one at
a time with your bonus action. If you attempt to
bond with a third weapon, you must break the bond
-1 9 PASSIVE PERCEPTION with one of the other two.

War Magic (Bonus Action). When you use your


ADVANTAGE
action to cast a cantrip, you can make one weapon
attack.
INITIATIVE +2 2 Attacks / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


+1 Battleaxe 5 ft +7 vs AC 1d8+3 slashing
+1 attack roll, +1 damage
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Heavy Armor, Shields

Weapon Proficiencies. Battleaxe, Handaxe, Light


Hammer, Warhammer, Simple Weapons, Martial
Weapons

Tool Proficiencies. Mason’s tools, Vehicles land,


Dragonchess set

Languages. Common, Dwarvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 45
GENDER AGE HEIGHT WEIGHT
Carlos D'Ambrosio Green Brown Brown
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and
armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a
standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during
a recent war.

When you choose this background, work with your DM to determine which military organization you were a part of,
how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a
standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a
mercenary company.
PERSONALITY TRAITS

IDEAL

BOND

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 +1 Battleaxe. +1 attack roll, +1 damage
[Chain Mail] 1 55 [Ring of the Ram] 1 —
[+1 Battleaxe] 1 4 Ring of the Ram. This ring has 3 charges, and it regains
1d3 expended charges daily at dawn. While wearing the
ring, you can use an action to expend 1 to 3 of its
charges to attack one creature you can see within 60
feet of you. The ring produces a spectral ram's head and
makes its attack roll with a +7 bonus. On a hit, for each
charge you spend, the target takes 2d10 force damage
and is pushed 5 feet away from you.
Alternatively, you can expend 1 to 3 of the ring's
charges as an action to try to break an object you can
see within 60 feet of you that isn't being worn or carried.
The ring makes a Strength check with a +5 bonus for
each charge you spend.

ATTUNED MAGIC ITEMS 1 / 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

59 lb / 240 lb 480 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.
Intelligence +7 15 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Eldritch Knight

CANTRIPS Message Prestidigitation

1ST LEVEL 4 SPELL SLOTS Absorb Elements Burning Hands


Ice Knife Shield Witch Bolt

2ND LEVEL 2 SPELL SLOTS Scorching Ray

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS True Strike (Wizard) Toll the Dead (Wizard)

1ST LEVEL Blackflame (Wizard)


Message Prestidigitation Toll the Dead
Transmutation Cantrip Transmutation Cantrip Necromancy Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 120 feet RANGE 10 feet RANGE 60 feet
DURATION 1 round DURATION Up to 1 hour DURATION Instantaneous
COMPONENTS V, S, M (a short piece of copper wire) COMPONENTS V, S COMPONENTS V, S

You point your finger toward a creature within range and whisper a This spell is a minor magical trick that novice spellcasters use for You point at one creature you can see within range, and the sound of
message. The target (and only the target) hears the message and can practice. You create one of the following magical effects within a dolorous bell fills the air around it for a moment. The target must
reply in a whisper that only you can hear. You can cast this spell range: succeed on a Wisdom saving throw or take 1d8 necrotic damage. If
through solid objects if you are familiar with the target and know it is • You create an instantaneous, harmless sensory effect, such as a the target is missing any of its hit points, it instead takes 1d12
beyond the barrier. Magical silence, 1 foot of stone, 1 inch of shower of sparks, a puff of wind, faint musical notes, or an odd odor. necrotic damage.
common metal, a thin sheet of lead, or 3 feet of wood blocks the • You instantaneously light or snuff out a candle, a torch, or a The spell’s damage increases by one die when you reach 5th level
spell. The spell doesn’t have to follow a straight line and can travel small campfire. (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
freely around corners or through openings. • You instantaneously clean or soil an object no larger than 1 cubic
foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material
for 1 hour.
• You make a color, a small mark, or a symbol appear on an object
or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit
in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its
non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.

Spellcasting (Fighter) Player’s Handbook Spellcasting (Fighter) Player’s Handbook Wizard Xanathar’s Guide to Everything

True Strike Absorb Elements Blackflame


Divination Cantrip 1st-level abjuration 1st-level transmutation

CASTING TIME 1 action CASTING TIME 1 reaction, which you take when you take acid, cold, fire, lightning, or CASTING TIME 1 action
thunder damage
RANGE 30 feet RANGE Self RANGE 60 feet
DURATION Concentration, up to 1 round DURATION 1 round DURATION Instantaneous
COMPONENTS S COMPONENTS S COMPONENTS V, S

You extend your hand and point a finger at a target in range. Your The spell captures some of the incoming energy, lessening its effect You choose a flame that you can see within range and that fits within
magic grants you a brief insight into the target’s defenses. On your on you and storing it for your next melee attack. You have resistance a 5-foot cube. The flame momentarily changes color into a deep
next turn, you gain advantage on your first attack roll against the to the triggering damage type until the start of your next turn. Also, black, and then lashes out at surrounding creatures. Each creature
target, provided that this spell hasn’t ended. the first time you hit with a melee attack on your next turn, the within a 5-foot radius of the flame must make a Dexterity saving
target takes an extra 1d6 damage of the triggering type, and the spell throw. The creature takes 1d6 necrotic damage and 2d6 fire damage
ends. on a failed save, or half damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the extra damage increases by 1d6 for each slot level level or higher, the necrotic damage increases by 1d6 for each slot
above 1st. level above 1st.

Wizard Player’s Handbook Spellcasting (Fighter) Princes of the Apocalypse Wizard Dark Arts Player’s Companion

Burning Hands Ice Knife Shield


1st-level evocation 1st-level conjuration 1st-level abjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 reaction


RANGE Self (15-foot cone) RANGE 60 feet RANGE Self
DURATION Instantaneous DURATION Instantaneous DURATION 1 round
COMPONENTS V, S COMPONENTS S, M (a drop of water or piece of ice) COMPONENTS V, S

As you hold your hands with thumbs touching and fingers spread, a You create a shard of ice and fling it at one creature within range. Reaction trigger: You are hit by an attack or targeted by the magic
thin sheet of flames shoots forth from your outstretched fingertips. Make a ranged spell attack against the target. On a hit, the target missile spell An invisible barrier of magical force appears and protects
Each creature in a 15-foot cone must make a Dexterity saving throw. takes 1d10 piercing damage. Hit or miss, the shard then explodes. you. Until the start of your next turn, you have a +5 bonus to AC,
A creature takes 3d6 fire damage on a failed save, or half as much The target and each creature within 5 feet of the point where the ice including against the triggering attack, and you take no damage from
damage on a successful one. The fire ignites any flammable objects in exploded must succeed on a Dexterity saving throw or take 2d6 cold magic missile.
the area that aren’t being worn or carried. damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d6 for each slot level above level or higher, the cold damage increases by 1d6 for each slot level
1st. above 1st.

Spellcasting (Fighter) Player’s Handbook Spellcasting (Fighter) Princes of the Apocalypse Spellcasting (Fighter) Player’s Handbook
Witch Bolt Scorching Ray
1st-level evocation 2nd-level evocation

CASTING TIME 1 action CASTING TIME 1 action


RANGE 30 feet RANGE 120 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S, M (a twig from a tree that has been struck by lightning) COMPONENTS V, S

A beam of crackling, blue energy lances out toward a creature within You create three rays of fire and hurl them at targets within range.
range, forming a sustained arc of lightning between you and the You can hurl them at one target or several. Make a ranged spell
target. Make a ranged spell attack against that creature. On a hit, the attack for each ray. On a hit, the target takes 2d6 fire damage.
target takes 1d12 lightning damage, and on each of your turns for the At Higher Levels. When you cast this spell using a spell slot of 3rd
duration, you can use your action to deal 1d12 lightning damage to level or higher, you create one additional ray for each slot level above
the target automatically. The spell ends if you use your action to do 2nd.
anything else. The spell also ends if the target is ever outside the
spell’s range or if it has total cover from you.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the initial damage increases by 1d12 for each slot
level above 1st.

Spellcasting (Fighter) Player’s Handbook Spellcasting (Fighter) Player’s Handbook


Chain Mail +1 Battleaxe Ring of the Ram
Armor Weapons Rings

Made of interlocking metal rings, chain mail includes a This ring has 3 charges, and it regains 1d3 expended
layer of quilted fabric worn underneath the mail to prevent charges daily at dawn. While wearing the ring, you can use
chafing and to cushion the impact of blows. The suit an action to expend 1 to 3 of its charges to attack one
includes gauntlets. creature you can see within 60 feet of you. The ring
produces a spectral ram's head and makes its attack roll
with a +7 bonus. On a hit, for each charge you spend, the
target takes 2d10 force damage and is pushed 5 feet away
from you.
Alternatively, you can expend 1 to 3 of the ring's charges
as an action to try to break an object you can see within 60
feet of you that isn't being worn or carried. The ring makes
a Strength check with a +5 bonus for each charge you
spend.

55 lb. Player’s Handbook 4 lb. Player’s Handbook Dungeon Master’s Guide

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