Yami Von Rivia lvl.6
Yami Von Rivia lvl.6
STEALTH DISADVANTAGE
N
CIE C
Tough. Your hit points maximum increases by 12.
+4 Strength
Y
PROFI
✘
+1 Magic Initiate.
+2 Dexterity
Wizard. Spellcasting ability: Intelligence.
✘ +4 Constitution ARMOR CLASS
DEXTERITY
+1 Intelligence
Fighting Style.
MAXIMUM HIT DICE TEMPORARY Two-Weapon Fighting. When you engage in two-
15 +1 Wisdom
+0 Charisma
73 6d10 weapon fighting, you can add your ability modifier
to the damage of the second attack.
CONDITIONAL
Second Wind (Bonus Action—1/Short Rest). You
+2 regain 1d10+6 hp.
CURRENT HIT POINTS Action Surge (1/Short Rest). On your turn, you can
CONSTITUTION DEATH SAVING THROWS
take one additional action on top of your regular
SAVING THROWS
action.
13 N
CIE C
+5 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft. Extra Attack. You can attack twice, instead of once,
Y
PROFI
✘
RT
EXPE
VISION INSPIRATION EXHAUSTION whenever you take the Attack action on your turn
+1 Animal Handling (Wis)
+1 +1 Arcana (Int) Combat Superiority. You learn maneuvers that are
fueled by special dice called superiority dice. You
+1 Athletics (Str)
have 4 superiority dice which are d8s. DC 13
INTELLIGENCE +0 Deception (Cha) Menacing Attack. When you hit a creature with a
weapon attack, you can expend one superiority die
12 ✘ +4 History (Int)
+1 Insight (Wis)
to attempt to frighten the target. You add the
superiority die to the attack’s damage roll, and the
target must make a Wisdom saving throw. On a
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS failed save, it is frightened of you until the end of
+1 +1 Investigation (Int) your next turn.
Disarming Attack. When you hit a creature with a
+1 Medicine (Wis)
weapon attack, you can expend one superiority die
WISDOM ✘ +4 Nature (Int) to attempt to disarm the target, forcing it to drop
one item of your choice that it’s holding. You add
13 ✘ +4 Perception (Wis)
+0 Performance (Cha)
the superiority die to the attack’s damage roll, and
the target must make a Strength saving throw. On a
failed save, it drops the object you choose. The
+0 Persuasion (Cha)
+1 object lands at its feet.
+1 Religion (Int) Riposte (Reaction). When a creature misses you
with a melee attack, you can expend one superiority
+2 Sleight of Hand (Dex)
die to make a melee weapon attack against the
CHARISMA ✘ +5 Stealth (Dex) creature. If you hit, you add the superiority die to
the attack's damage roll.
10 +1 Survival (Wis)
SKILLS
+0 14 PASSIVE PERCEPTION
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You are an experienced hunter of monsters in the Border Kingdoms, both to eliminate and to capture for clients. You
have become familiar with their favored lairs, feeding and watering areas, habits, and territories, and so have a good
idea of where to find them. Many Borderers know and repeat tavern- tales about the maraudings and cunning of
I am all about getting paid. If you pay me enough, I monsters; you have learned what is truth and what is exaggeration in most of these tellings, and the precautions to take
will get you a kill. if success—and your survival of a hunt—is to be likely.
I am not one to let property rights and other
legalities get in the way of a good hunt.
PERSONALITY TRAITS
IDEAL
BOND
Tracker/Hunter
You are extremely familiar with the flora, fauna, and
terrain of the Border Kingdoms. While in the Border
Kingdoms, you can automatically identify the tracks
of any beasts native to that region; similarly, you can
know what foliage is safe to eat in the Border
Kingdoms. Finally, given at least an hour in any
wilderness setting in the Border Kingdoms, you can
complete a successful hunt producing enough to eat
for up to five other people each day.
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
[Studded Leather] 1 13 Golden Oricle
Silver Shortsword 1 2 Insectoid Oil
Katana 1 3 Endriga Antenna Amulet
Katana 1 3
Dungeoneer’s Pack 1 10
Herbalism Kit 1 3
Dancing Star 1
0 0 0 2510 0
33 lb / 195 lb 390 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Rancorous-Mist Blade Tormenting Flame Heavy Blow
Conjuration Cantrip Evocation Cantrip 1st-level transmutation
CASTING TIME 1 action CASTING TIME 1 reaction CASTING TIME 1 bonus action
RANGE 5 feet RANGE 60 feet RANGE Self
DURATION 1 round DURATION Instantaenous DURATION Concentration, up to 1 minute.
COMPONENTS V, M (a weapon) COMPONENTS V, S COMPONENTS V
As part of the action used to cast this spell, you must make a melee When you are hit with an attack that deals critical damage, you are You impart great heft to a weapon you are holding. The first time you
attack with a weapon against one creature within the spell’s range, able to strike back at your attacker with a blast of fire. After the hit with a melee weapon attack with that weapon during the spell’s
otherwise the spell fails. On a hit, the target suffers the attack’s damage is dealt, make a ranged spell attack against your attacker if duration, your blow strikes with great force, and the attack deals an
normal effects, and it becomes engulfed in a 5-foot square of acidic you can see them and they are within range. On a hit, a target takes extra 2d6 bludgeoning damage to the target and must succeed a
mist. If the target does not move out of this square by the start of 1d12 fire damage. Constitution saving throw, or become stunned until the start of its
your next turn, it immediately takes 1d8 acid damage, and the spell This spell deals an additional 1d12 fire damage when you reach 5th next turn.
ends. level (2d12), 11th level (3d12) and 17th level (4d12). At Higher Levels. When you cast this spell using a spell slot of 2nd
This spell’s damage and effected area increase when you reach level or higher, the extra damage increases by 1d6 for each slot level
higher levels. At 5th level, the damage is increased by 1d8 and the above 2nd. When cast with a spell slot of 4th level or higher, a target
area covered by the mist is 10 feet in a line away from you, affecting that fails the constitution saving throw is stunned until the end of its
any creatures in the mist at the start of your next turn. Both the next turn.
damage and area’s line increase by 1d8 and 5 feet at 11th level and
17th level.
Includes a backpack, a crowbar, a hammer, 10 pitons, 10 Proficiency with an herbalism kit allows you to identify plants
torches, a tinderbox, 10 days of rations, and a waterskin. and safely collect their useful elements.
The pack also has 50 feet of hempen rope strapped to the Components. An herbalism kit includes pouches to store
side of it. herbs, clippers and leather gloves for collecting plants, a mortar
and pestle, and several glass jars.
Arcana. Your knowledge of the nature and uses of herbs can
add insight to your magical studies that deal with plants and
your attempts to identify potions.
Investigation. When you inspect an area overgrown with
plants, your proficiency can help you pick out details and clues
that others might miss.
Medicine. Your mastery of herbalism improves your ability to
treat illnesses and wounds by augmenting your methods of
care with medicinal plants.
Nature and Survival. When you travel in the wild, your skill
in herbalism makes it easier to identify plants and spot sources
of food that others might overlook.
Identify Plants. You can identify most plants with a quick
inspection of their appearance and smell.
HERBALISM KIT
Activity DC
Find plants 15
Identify poison 20
Always on the lookout for danger, you gain the following Your hit points maximum increases by an amount equal to Choose a class: bard, cleric, druid, sorcerer, warlock, or
benefits: twice your level when you gain this feat. Whenever you wizard. You learn two cantrips of your choice from that
• You gain a +5 bonus to initiative. gain a level thereafter, your hit points maximum increases class’s spell list.
• You can’t be surprised while you are conscious. by an additional 2 hit points. In addition, choose one 1st-level spell to learn from that
• Other creatures don’t gain advantage on attack rolls same list. Using this feat, you can cast the spell once at its
against you as a result of being unseen by you. lowest level, and you must finish a long rest before you can
cast it in this way again.
Your spellcasting ability for these spells depends on the
class you chose: Charisma for bard, sorcerer, or warlock;
Wisdom for cleric or druid: or Intelligence for wizard.
Human Variant Player’s Handbook Feat (4) Player’s Handbook Feat (6) Player’s Handbook
You learn two cantrips of your choice from the wizard’s You adopt a particular style of fighting as your specialty. When you engage in two-weapon fighting, you can add
spell list. Choose one of the following options. You can’t take a your ability modifier to the damage of the second attack.
In addition, choose one 1st-level spell from that same Fighting Style option more than once, even if you later get
list. You learn that spell and can cast it at its lowest level. to choose again.
Once you cast it, you must finish a long rest before you can ARCHERY
cast it again. You gain a +2 bonus to attack rolls you make with ranged
Your spellcasting ability for these spells is intelligence. weapons.
DEFENSE
While you are wearing armor, you gain a +1 bonus to AC.
DUELING
When you are wielding a melee weapon in one hand and
no other weapons, you gain a +2 bonus to damage rolls
with that weapon.
GREAT WEAPON FIGHTING
When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with two
hands, you can reroll the die and must use the new roll,
even if the new roll is a 1 or a 2. The weapon must have the
two-handed or versatile property for you to gain this
benefit.
PROTECTION
When a creature you can see attacks a target other than
you that is within 5 feet of you, you can use your reaction
to impose disadvantage on the attack roll. You must be
wielding a shield.
TWO-WEAPON FIGHTING
When you engage in two-weapon fighting, you can add
Magic Initiate Player’s Handbook Fighter Player’s Handbook Fighting Style Player’s Handbook
You have a limited well of stamina that you can draw on to Starting at 2nd level, you can push yourself beyond your Beginning at 5th level, you can attack twice, instead of
protect yourself from harm. On your turn, you can use a normal limits for a moment. On your turn, you can take one once, whenever you take the Attack action on your turn.
bonus action to regain hit points equal to 1d10 + your additional action on top of your regular action and a The number of attacks increases to three when you reach
fighter level. possible bonus action. 11th level in this class and to four when you reach 20th
Once you use this feature, you must finish a short or long Once you use this feature, you must finish a short or long level in this class.
rest before you can use it again. rest before you can use it again. Starting at 17th level, you
can use it twice before a rest, but only once on the same
turn.
When you choose this archetype at 3rd level, you learn When you hit a creature with a weapon attack, you can When you hit a creature with a weapon attack, you can
maneuvers that are fueled by special dice called superiority expend one superiority die to attempt to frighten the expend one superiority die to attempt to disarm the target,
dice. target. You add the superiority die to the attack’s damage forcing it to drop one item of your choice that it’s holding.
Maneuvers. You learn three maneuvers of your choice, roll, and the target must make a Wisdom saving throw. On You add the superiority die to the attack’s damage roll, and
which are detailed under “Maneuvers” below. Many a failed save, it is frightened of you until the end of your the target must make a Strength saving throw. On a failed
maneuvers enhance an attack in some way. You can use next turn. save, it drops the object you choose. The object lands at its
only one maneuver per attack. You learn two additional feet.
maneuvers of your choice at 7th, 10th, and 15th level. Each
time you learn new maneuvers, you can also replace one
maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which
are d8s. A superiority die is expended when you use it. You
regain all of your expended superiority dice when you finish
a short or long rest. You gain another superiority die at 7th
level and one more at 15th level.
Saving Throws. Some of your maneuvers require your
target to make a saving throw to resist the maneuver’s
effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your
Strength or Dexterity modifier (your choice).
Battle Master Player’s Handbook Combat Superiority Player’s Handbook Combat Superiority Player’s Handbook
Riposte
Archetype Feature