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Fighter [Eldritch Knight] (3) soldier Julian

CLASS & LEVEL BACKGROUND PLAYER NAME


Onuris Lionfolk/Ironclaw Lionfolk Lawful Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
16 +2 30 Proud
+3 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED Honorable
17 PERSONALITY TRAITS

Hit Point Maximum 29



+5 Strength
DEXTERITY
+2 Dexterity Values honor, courage, and
might in battle above all else.
+2 ●
+3 Constitution
+1 Intelligence
CURRENT HIT POINTS IDEALS

14 0 Wisdom
-1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+1 +2 Acrobatics (Dex) Total 3d10 SUCCESSES Onuris will often hold to certain acts as incongruous to
the ways of his people or opposite to what they believe,
12 0 Animal Handling (Wis) FAILURES
he will avoid it completely, even going so far as to
report those who commit even a minor offense.
+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+5 Athletics (Str)

+1 -1 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE

13 0 Insight (Wis)
Handaxe +5 1d6 + 3 slashing
Backpack
WISDOM

+1 Intimidation (Cha)
+1 Investigation (Int)
Pike +5 1d10 + 3 piercing
Chain mail
0 Medicine (Wis) Lance +5 1d12 + 3 piercing
Crowbar
0 +1 Nature (Int)
Hammer

+2 Perception (Wis) Number of
11
-1 Performance (Cha)
Attacks: 1 Piton x10
CHARISMA
-1 Persuasion (Cha)
+1 Religion (Int) Spear. +5, 1d6 + Rations (1 day)
-1 +2 Sleight of Hand (Dex)
3 piercing x10
8
+2 Stealth (Dex) Rope, hempen
+2 Survival (Wis)
Tinderbox

SKILLS ATTACKS & SPELLCASTING


Torch x10
12 PASSIVE WISDOM (PERCEPTION)
CP Waterskin
SP
Tool Proficiencies: Dice Set;
Land Vehicles
EP

Weapon Proficiencies: Martial;


Simple GP

Armor Proficiencies: Heavy;


PP
Light; Medium; Shields

Language Proficiencies: Beast


Speech; Common
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
33 6'4 250lb
AGE HEIGHT WEIGHT
Onuris Golden yellow-gold coat reddish-brown mane
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Onuris, son of Anhur the Slayer of


Enemies, is prophesied to rid the world
of a great evil.

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Fighter
Intelligence 11 +3
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Booming Blade
Thunderclap

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

Earth Tremor

Shield
4
Thunderwave
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

Darkvision: 60 ft.

----------Bonus Actions----------
Second Wind. Regain 1d10 + 3 HPs (use once/rest).

---------------Actions--------------
Action Surge. Take an extra action (use once/rest).

-----------Other Traits------------
Brave. You have advantage on saving throws against being frightened.

Dueling Fighting Style. 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.

Leonin Brutality . Ironclaw lionfolk instinctively work with other


members of their pride to take down prey. When you and an ally are
both within 5 feet of a hostile creature, that ally has a +2 bonus on the
first damage roll it makes against that creature on each of its turns.

Lionhearted. When you roll your Hit Dice to regain hit points, you may
add your Strength modifier to the hit points gained, in addition to your
Constitution modifier.

Meaty Grasp. You may use the higher damage die of versatile
weapons while wielding the weapon in one hand.

Weapon Bond. At 3rd level, you learn a ritual that creates a magical
bond between yourself and one weapon. You perform the ritual over
the course 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 weapon and forge the bond.

Once you have bonded a weapon to yourself, you can’t be disarmed of


that weapon unless you are incapacitated. If it is on the same plane of
existence, you can summon that weapon as a bonus action on your
turn, causing it to teleport instantly to your hand.

You can have up to 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 with one of the other two.
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Evocation cantrip Level-1 evocation Level-1 abjuration


Booming Blade Earth Tremor Shield
1 act. 5 ft V,M 1 rnd 1 act. Self V,S Inst 1 react. Self V,S 1 rnd
As part of the action used to cast this spell, you You cause a tremor in the ground within An invisible barrier of magical force appears
must make a melee attack with a weapon range. Each creature other than you in that and protects you. Until the start of your next
against one creature within the spell's range, area must make a Dexterity saving throw. On turn, you have a +5 bonus to AC, including
otherwise the spell fails. On a hit, the target a failed save, a creature takes 1d6 bludgeoning against the triggering attack, and you take no
suffers the attack's normal effects, and it damage and is knocked prone. If the ground in damage from magic missile.
becomes sheathed in booming energy until the that area is loose earth or stone, it becomes
start of your next turn. If the target willingly difficult terrain until cleared, with each
moves be- fore then, it immediately takes 1d8 5-foot-diameter portion requiring at least 1
thunder damage, and the spell ends. This minute to clear by hand. At Higher Levels.
spell's damage increases when you reach When you cast this spell using a spell slot of
higher levels. At 5th level, the melee attack 2nd level or higher, the damage increases by
deals an extra 1d8 thunder damage to the 1d6 for each slot level above 1st.
target, and the damage the target takes for
moving increases to 2d8. Both damage rolls
increase by 1d8 at 11th level and 17th level.

Fighter DC 11 Mod +3 Fighter DC 11 Mod +3 Fighter DC 11 Mod +3

Evocation cantrip Level-1 evocation


Thunderclap Thunderwave
1 act. Self S instantaneous 1 act. Self V,S Inst
You create a burst of thunderous sound that A wave of thunderous force sweeps out from
can be heard up to 100 feet away. Each you. Each creature in a 15-foot cube
creature within range, other than you, must originating from you must make a
succeed on a Constitution saving throw or take Constitution saving throw. On a failed save, a
1d6 thunder damage. The spell’s damage creature takes 2d8 thunder damage and is
increases by 1d6 when you reach 5th level pushed 10 feet away from you. On a successful
(2d6), 11th level (3d6), and 17th level (4d6). save, the creature takes half as much damage
and isn't pushed. In addition, unsecured
objects that are completely within the area of
effect are automatically pushed 10 feet away
from you by the spell's effect, and the spell
emits a thunderous boom audible out to 300
feet. At Higher Levels. When you cast this
spell using a spell slot of 2nd level or higher,
the damage increases by 1d8 for each slot level
above 1st.

Fighter DC 11 Mod +3 Fighter DC 11 Mod +3


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