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Level 2 Wildhunt Shifter Fighter 300

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


shref wholefeg
Outlander Chaotic Good jorge
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet


STRENGTH Chain Mail 17 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
10
SHIELD
AC
Fighting Style.
N
CIE C
Defense (Fighting Style) (1) Defense. While you are wearing armor, you gain a
+2 Strength +1 bonus to AC.
Y
PROFI


+0
+2 Dexterity
Second Wind (Bonus Action—1/Short Rest). You
✘ +3 Constitution ARMOR CLASS regain 1d10+2 hp.
DEXTERITY
+1 Intelligence
MAXIMUM HIT DICE TEMPORARY Action Surge (1/Short Rest). On your turn, you can
15 +3 Wisdom

-1 Charisma
15 2d10 take one additional action on top of your regular
action.
CONDITIONAL

+2
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS

13 N
CIE C

+2 Acrobatics (Dex)
SPEED
20ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI

RT

EXPE

✘ +5 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+1 +1 Arcana (Int) Darkvision

✘ +2 Athletics (Str)
INTELLIGENCE -1 Deception (Cha)

12 +1 History (Int)
+3 Insight (Wis)
-1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+1 +1 Investigation (Int)
+3 Medicine (Wis) Shifting (Bonus Action—1/Short Rest). You can
WISDOM
assume a more bestial appearance for 1 minute,
+1 Nature (Int) until you die, or until you revert to your normal

17 ✘ +5 Perception (Wis) appearance as a bonus action. When you shift, you


gain 3 temporary hit points.
-1 Performance (Cha)
-1 Persuasion (Cha) Shifting Feature. While shifted, you have
+3 +1 Religion (Int)
advantage on Wisdom checks, and no creature
within 30 feet of you can make an attack roll with
+2 Sleight of Hand (Dex) advantage against you, unless you’re
CHARISMA incapacitated.
+2 Stealth (Dex)

9 ✘ +5 Survival (Wis)
SKILLS

-1 15 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Rapier 5 ft +4 vs AC 1d8+2 piercing
Finesse
FEATURES & TRAITS
War Pick 5 ft +2 vs AC 1d8+0 piercing

Crossbow, Light 80/320 +4 vs AC 1d8+2 piercing Armor Proficiencies. Light Armor, Medium Armor,
Ammunition, Loading, Two-Handed
Heavy Armor, Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Birdpipes

Languages. Common, Elvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 36 5"6 170
GENDER AGE HEIGHT WEIGHT
shref wholefeg Redish-brown White Short red
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration
of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the
solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a
I’m always picking things up, absently fiddling with nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific
them, and sometimes accidentally breaking them. features of the terrain, you know the ways of the wild.

PERSONALITY TRAITS

Change. Life is like the seasons, in constant change,


and we must change with it. (Chaotic)

IDEAL

I am the last of my tribe, and it is up to me to ensure


their names enter legend.

BOND

I am slow to trust members of other races, tribes,


and societies.

FLAW BACKGROUND STORY

Wanderer
You have an excellent memory for maps and
geography, and you can always recall the general
layout of terrain, settlements, and other features
around you. In addition, you can find food and fresh
water for yourself and up to five other people each
day, provided that the land offers berries, small
game, water, and so forth.

BACKGROUND FEATURE

A gemstone that looks like a lump of coal when


examined by anyone but you

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Chain Mail] 1 55
[Rapier] 1 2
[War Pick] 1 2
Crossbow, Light 1 5
Crossbow Bolt 20 1
Backpack 1 5
Crowbar 1 5
Hammer 1 3
Piton 10 2.5
Torch 10 10
Tinderbox 1 1
Rations (1 day) 10 20
Waterskin 1 5
Rope, Hempen (50 feet) 1 10
Clothes, Traveler’s 1 4
Hunting Trap 1 25

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 10 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

155.7 lb / 150 lb 300 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.
Chain Mail Rapier War Pick
Armor Weapons Weapons

Made of interlocking metal rings, chain mail includes a


layer of quilted fabric worn underneath the mail to prevent
chafing and to cushion the impact of blows. The suit
includes gauntlets.

55 lb. Player’s Handbook 2 lb. Player’s Handbook 2 lb. Player’s Handbook

Crossbow, Light Crossbow Bolt Backpack


Weapons Ammunition Adventuring Gear

Crossbow bolts are used with a crossbow to make a ranged A backpack is a leather pack carried on the back, typically
attack. with straps to secure it. A backpack can hold 1 cubic foot/
30 pounds of gear.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.

5 lb. Player’s Handbook 1/20 lb. Player’s Handbook 5 lb. Player’s Handbook

Crowbar Hammer Piton


Adventuring Gear Adventuring Gear Adventuring Gear

Using a crowbar grants advantage to Strength checks


where the crowbar’s leverage can be applied.

5 lb. Player’s Handbook 3 lb. Player’s Handbook 1/4 lb. Player’s Handbook
Torch Tinderbox Rations (1 day)
Adventuring Gear Adventuring Gear Adventuring Gear

A torch burns for 1 hour, providing bright light in a 20-foot This small container holds flint, fire steel, and tinder Rations consist of dry foods suitable for extended travel,
radius and dim light for an additional 20 feet. If you make a (usually dry cloth soaked in light oil) used to kindle a fire. including jerky, dried fruit, hardtack, and nuts.
melee attack with a burning torch and hit, it deals 1 fire Using it to light a torch—or anything else with abundant,
damage. exposed fuel—takes an action. Lighting any other fire takes
1 minute.

1 lb. Player’s Handbook 1 lb. Player’s Handbook 2 lb. Player’s Handbook

Waterskin Rope, Hempen (50 feet) Clothes, Traveler’s


Adventuring Gear Adventuring Gear Adventuring Gear

Rope, whether made of hemp or silk, has 2 hit points and


can be burst with a DC 17 Strength check.

5 lb. (full) Player’s Handbook 10 lb. Player’s Handbook 4 lb. Player’s Handbook

Hunting Trap
Adventuring Gear

When you use your action to set it, this trap forms a saw-
toothed steel ring that snaps shut when a creature steps on
a pressure plate in the center. The trap is affixed by a heavy
chain to an immobile object, such as a tree or a spike
driven into the ground. A creature that steps on the plate
must succeed on a DC 13 Dexterity saving throw or take
1d4 piercing damage and stop moving. Thereafter, until the
creature breaks free of the trap, its movement is limited by
the length of the chain (typically 3 feet long). A creature
can use its action to make a DC 13 Strength check, freeing
itself or another creature within its reach on a success.
Each failed check deals 1 piercing damage to the trapped
creature.

25 lb. Player’s Handbook

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