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Eric Character Sheet

hoja de personaje lvl 4 dnd 2024
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0% found this document useful (0 votes)
114 views3 pages

Eric Character Sheet

hoja de personaje lvl 4 dnd 2024
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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tae Sze HIT POINTS HIT DICE WEAPON ATTACKS. Mane cbons Damage Tipe Veatarice (010) Lonosworo Masvene: Sar “6 108 + 4 Sasmine PROFICIENCY BONUS (7 NY weston 2? Nature LO. *? Raion 022 primal aring © =? boseht 0-9 wescine © =? peception © Sunival @ 5 Acobatcs 7% sleight of Hand Dace +6 whe dPiencine (Rance 20/60) “Rewunivion (Rance Heavy Crosssow +3 oto + 1 Piemeane jwo/heo; Baur) Nene Masreny: Pus EQUIPMENT SwIeLD OF THE CAVALIER Porion oF Heauine Cuan Mate Lonesworo Daocens (3) Heavy Crosstow Crosssow Bott Case 20 Bours Exproner’s Pack Sireo oF re Cavscien ° ° 2 performance tancuaces | Common [EQUIPMENT TRAINING & PROFICIENCIES 1c Plight Medium Heavy -@ shies Since Weapons, Maarinc Wearons, Dies Ser Eric Human Traits ‘Asa Human, you have these special traits Resourceful. You gain Heroic Inspiration when- ever you finish a Long Rest. Skillful. You gain proficiency in one skill of your choice. (This is included above) Versatile. You gain an Origin feat of your choice. Skilled is recommended. (This is included above) FEATS DEFENSE Fighting Style Feat (Prerequisite: Fighting Style Feature) ‘While you're wearing Light, Medium, or Heavy armor, you gain a «1 bonus to Armor Class. (This is included above.) SuteLD Master General Feat (Prerequisite: Level 41, Shield Training) ‘You gain the following benefits. Ability Score Increase. Increase your Strength score by 1, to a maximum of 20. (This is included above) Shield Bash. If you attack a creature within 5 feet of you as part of the Attack action and hit with a Melee weapon, you can immediately bash the target with your Shield if it's equipped, forcing the target to make a Strength saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, you either push the target 5 feet from ‘you or cause it to have the Prone condition (your choice). You can use this benefit only once on each. ofyour turns, Interpose Shield. If you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can take a Reaction to take no damage if you succeed on the saving throw and are holding a Shield. SKILLED Origin Feat You gain proficiency in any combination of three skills or tools of your choice. (This is included above.) Repeatable. You can take this feat more than once. Toucr Origin Feat Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points. (This is included above) FIGHTER CLASS FEATURES Laver 1: FIGHTING STYLE You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense is recom- mended. (This is inchided above) Lever 1: Seconp Win You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level You can use this feature three times. You regain one expended tse when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. LeveL 1: WEAPON MASTERY Your training with weapons allows you to use the Mastery property of four kinds of Simple or Mar- tial weapons of your choice. Whenever you finish. a Long Rest, you can practice weapon drills and change one of these weapon choices. (You have selected Daggers, Heavy Crossbows, Longswords, and Spears, which have the following mastery properties) Nick. When you make the extra attack of the ight property, you can make it as part of the At tack action instead of as a Bonus Action, You can make this extra attack only once per turn. Push. If you hit a creature with this weapon, you ‘can push the creature up to 10 feet straight away from yourself if it is Large or smaller. Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn, Eric LEVEL 2: ACTION SURGE You can push yourself beyond your normal limits for a moment, On your turn, you can take one addi- tional action, except the Magic action, Once you use this feature, you can't do so again until you finish a Short or Long Rest. LeveL 2: TAcTIGAL MIND You have a mind for tactics on and off the battle- field. When you fail an ability check, you can ex- pend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the abil- ity check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended. LeveL 3: IMPROVED CRITICAL Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 oon the 20. Leven 3: REMARKABLE ATHLETE ‘Thanks to your athleticism, you have Advantage on, Initiative rolls and Strength (Athletics) checks. In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks LeveL 4: ABILITY SCORE IMPROVEMENT You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. (This is included above.) Equipment SHIELD OF THE CAVALIER Armor (Shield), Very Rare (Requires Attunement) While holding this Shield, you have a +2 bonus to Armor Class. This bonus is in addition to the Shield’s normal bonus to AC. ‘The Shield has the following additional properties that you can use while holding it. Forceful Bash. When you take the Attack action, you can make one of the attack rolls using the Shield against a target within 5 feet of yourself Apply your Proficiency Bonus and Strength mod- iffer to the attack roll. On a hit, the Shield deals Force damage to the target equal to 2d6 + 2 plus your Strength modifier, and if the target is a crea- ‘ture, you can push it up to 10 feet directly away from yourself If the creature is your size or smaller, you can also knock it down, giving it the Prone condition. Protective Field. As a Reaction, when you or an ally you can see within 5 feet of you is targeted by an attack or makes a saving throw against an area, of effect, you can use the Shield to create an immo- bile 5-foot Emanation originating from you. When the Emanation appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it, The attack or area of effect that triggered the Reaction has no effect on creatures and objects inside the Emanation, which lasts as long as you maintain Concentration, up to I minute. Nothing can pass into or out of the Ema- nation. A creature or object inside the Emanation can't be damaged by attacks or effects originating from outside, nor can a creature inside the Emana- tion damage anything outside it. Once this property is used, it can't be used again until the next dawn,

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