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Level 5 Minotaur Fighter, Samurai 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Kalazmir
Far Traveler Neutral Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Heavy Armor Master. While you are wearing heavy


STRENGTH Molten Bronze Skin Plate 18 armor, bludgeoning, piercing, and slashing damage
that you take from non magical weapons is reduced
PROFICIENCY BONUS +3
19
SHIELD
AC by 3.

N
CIE C
Sentinel. When you hit a creature with an
+7 Strength opportunity attack, the creature’s speed becomes 0
Y
PROFI


+4 for the rest of the turn.Creatures provoke
+1 Dexterity
opportunity attacks from you even if they take the
✘ +5 Constitution ARMOR CLASS Disengage action before leaving your reach.When a
DEXTERITY
-1 Intelligence
creature within 5 feet of you makes an attack
MAXIMUM HIT DICE TEMPORARY against a target other than you, you can use your
12 +0 Wisdom

+0 Charisma
45 5d10 reaction to make a melee weapon attack against the
attacking creature.
CONDITIONAL
Fighting Style.
+1 Great Weapon Fighting. When you roll a 1 or 2 on
a damage die for an attack you make with a melee
CURRENT HIT POINTS weapon that you are wielding with two hands, you
CONSTITUTION DEATH SAVING THROWS
can reroll the die and must use the new roll, even if
SAVING THROWS
the new roll is a 1 or a 2. The weapon must have the
14 N
CIE C

+1 Acrobatics (Dex)
SPEED
30ft.
FLY
30ft.
CLIMB
0ft.
SWIM
0ft.
two-handed or versatile property for you to gain
this benefit.
Y
PROFI

RT

EXPE

+0 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


Second Wind (Bonus Action—1/Short Rest). You
+2 -1 Arcana (Int) regain 1d10+5 hp.
✘ +7 Athletics (Str) Resistances. Fire
Action Surge (1/Short Rest). On your turn, you can
INTELLIGENCE +0 Deception (Cha) take one additional action on top of your regular
action.
8 ✘
-1 History (Int)
+3 Insight (Wis) Extra Attack. You can attack twice, instead of once,
whenever you take the Attack action on your turn
✘ +3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
-1 -1 Investigation (Int) Fighting Spirit (Bonus Action—3/Long Rest). Give
Horns. Your horns are natural melee weapons, yourself advantage on attack rolls until the end of
+0 Medicine (Wis)
which you can use to make unarmed strikes. If you the turn. You also gain 5 temporary HP.
WISDOM -1 Nature (Int) hit with them, you deal piercing damage equal to

10 ✘ +3 Perception (Wis) 1d6+4.


+0 Performance (Cha) Goring Rush. Immediately after you use the Dash
✘ +3 Persuasion (Cha) action on your turn and move at least 20 feet, you
+0 -1 Religion (Int)
can make one melee attack with your horns as a
bonus action.
+1 Sleight of Hand (Dex)
CHARISMA Hammering Horns. Immediately after you hit a
+1 Stealth (Dex) creature with a melee attack as part of the Attack

10 ✘ +3 Survival (Wis) action on your turn, you can use a bonus action to
SKILLS attempt to shove that target with your horns. The
target must be no more than one size larger than
you and within 5 feet of you. Unless it succeeds on
+0 13 PASSIVE PERCEPTION a DC 15 Strength saving throw, you push it up to
10 feet away from you

ADVANTAGE

INITIATIVE +1 2 Attacks / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Maul of Warning 5 ft +7 vs AC 2d6+4 bludgeoning
Heavy, Two-Handed
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Heavy Armor, Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Lute

Languages. Common, Minotaur, Abyssal

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 5'4" 175 lb.
GENDER AGE HEIGHT WEIGHT
Kalazmir
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have
one thing in common: they live out their lives without ever traveling more than a few miles from where they were born.

I honor my deities through practices that are foreign You aren't one of those folk.
to this land.
I have a strong code of honor or sense of propriety You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances
that others don't comprehend.
are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a
few outrageous stories. You have come to this part of Faerûn for your own reasons, which you might or might not
choose to share.
PERSONALITY TRAITS

Although you will undoubtedly find some of this land’s ways to be strange and discomfiting, you can also be sure that
Cunning. Though I may not know their ways, neither some things its people take for granted will be to you new wonders that you've never laid eyes on before. By the same
do they know mine, which can be to my advantage. token, you're a person of interest, for good or ill, to those around you almost anywhere you go.
(Evil)

IDEAL

So long as I have this token from my homeland, I can


face any adversity in this strange land.

BOND

I pretend not to understand the local language in


order to avoid interactions I would rather not have.

FLAW BACKGROUND STORY

Feature: All Eyes on You


Your accent, mannerisms, figures of speech, and perhaps
even your appearance all mark you as foreign. Curious
glances are directed your way wherever you go, which can
be a nuisance, but you also gain the friendly interest of
scholars and others intrigued by far-off lands, to say
nothing of everyday folk who are eager to hear stories of
your homeland.You can parley this attention into access
to people and places you might not otherwise have, for
you and your traveling companions. Noble lords, scholars,
and merchant princes, to name a few, might be interested
in hearing about your distant homeland and people.

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 Molten Bronze Skin Plate. This magical armor appears as
Lute 1 2 [Molten Bronze Skin Plate] 1 65 a jug of molten bronze. When you attune to it, the
Dungeoneer’s Pack 1 10 [Maul of Warning] 1 10 bronze adheres and contours to your skin. The armor
Oil (flask) 10 10 [Winged Boots] 1 — can be worn under normal clothes, but it doesn’t impede
Rope of Climbing 1 3 bodily functions. Once you put it on, it can’t be removed
Lantern of Revealing 1 — unless you choose to do so.
Potion of Healing 10 5 While wearing the armor, you have resistance to fire
damage. The armor also doesn’t impose disadvantage on
Dexterity (Stealth) checks.

Maul of Warning. This magic weapon warns you of


danger. While the weapon is on your person, you have
advantage on initiative rolls. In addition, you and any of
your companions within 30 feet of you can't be
surprised, except when incapacitated by something
other than nonmagical sleep. The weapon magically
awakens you and your companions within range if any of
you are sleeping naturally when combat begins.

Winged Boots. While you wear these boots, you have a


flying speed equal to your walking speed. You can use
the boots to fly for up to 4 hours, all at once or in several
ATTUNED MAGIC ITEMS 3 / 3
shorter flights, each one using a minimum of 1 minute
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb from the duration. If you are flying when the duration
expires, you descend at a rate of 30 feet per round until
you land.
The boots regain 2 hours of flying capability for every
12 hours they aren't in use.

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 3000 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

165 lb / 285 lb 570 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.

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