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hoja de personaje lvl 4 dnd 2024
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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 SerEric
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,