Fighter [Champion] (7) Outlander
CLASS & LEVEL BACKGROUND PLAYER NAME
Bloodclaw Alduin Dragonborn Neutral Evil 0
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
17 +4 30
19 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
+4 PERSONALITY TRAITS
Hit Point Maximum 53
●
+7 Strength
DEXTERITY
+2 Dexterity
14 ●
+4 Constitution
0 Intelligence
CURRENT HIT POINTS IDEALS
+2 +1 Wisdom
0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
12 ●
+5 Acrobatics (Dex) SUCCESSES
+1 7x(1d10+1)
+1 Animal Handling (Wis) FAILURES
0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+7 Athletics (Str)
10 0
0
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
0 ●
+4 Insight (Wis)
Longsword +7 1d8+4 slashing
Backpack
WISDOM
0
0
Intimidation (Cha)
Investigation (Int)
Greatsword+1 +8 2d6+4 slashing
Chain mail
+1 Medicine (Wis)
Crossbow, heavy +5 1d10+2 piercing
Clothes, traveler’s
12 0 Nature (Int)
Number of Attacks: 2 Crowbar
+1 Perception (Wis) - Breath Weapon. Fire, 5 x 30 ft.
+1
0 Performance (Cha) line, 3d6 fire damage, DC12 dex Dragonchess Set
save.
CHARISMA
0
0
Persuasion (Cha)
Religion (Int)
Handaxe. +7, 1d6+4 slashing Drum
10 +4 Sleight of Hand (Dex)
Greataxe. +7, 1d12+4 slashing
Warhammer. +7, 1d8+4 Hammer
0
+4 Stealth (Dex) bludgeoning Hunting trap
+4 Survival (Wis)
Piton x10
●
SKILLS ATTACKS & SPELLCASTING
Rations (1 day)
11 PASSIVE WISDOM (PERCEPTION)
CP x10
SP
Rope, hempen
Tool Proficiencies: Drum
Tent, two-person
Weapon Proficiencies:
Martial; Simple
EP
Tinderbox
GP
10 Torch x10
Armor Proficiencies: Heavy;
Light; Medium; Shields PP
Waterskin
Language Proficiencies:
Common; Draconic
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
36 196 138
AGE HEIGHT WEIGHT
Bloodclaw Alduin Red gold N/A
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
TREASURE CHARACTER BACKSTORY
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
Critical Hits: 19-20
Damage Resistances: fire
----------Bonus Actions----------
Second Wind. Regain 1d10 +7 HPs (use once/rest).
---------------Actions--------------
Action Surge. Take an extra action (use once/rest).
-----------Other Traits------------
Great Weapon Fighting Style. 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.
Great Weapon Master. You've learned to put the weight of a
weapon to your advantage, letting its momentum empower your
strikes. You gain the following benefits:
On your turn, when you score a critical hit with a melee weapon
or reduce a creature to 0 hit points with one, you can make one
melee weapon attack as a bonus action.
Before you make a melee attack with a heavy weapon that you
are proficient with, you can choose to take a -5 penalty to the
attack roll. If the attack hits, you add +10 to the attack's
damage.
Remarkable Athlete. +2 to STR, DEX, or CON checks that don't
already include prof bonus; running long jump increases by 4 ft.