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Fighter [Battle Master ] (4) Outlander

CLASS & LEVEL BACKGROUND PLAYER NAME


Link the Courageous
Elf/High Elf Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
16 +3 30
+3 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

16 PERSONALITY TRAITS

Hit Point Maximum 44



+5 Strength
DEXTERITY
+3 Dexterity

+3 ●
+6 Constitution
+1 Intelligence
CURRENT HIT POINTS IDEALS

16 +2 Wisdom
-1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+4 ●
+5 Acrobatics (Dex) SUCCESSES
4x(1d10+4)
19 ●
+4 Animal Handling (Wis) FAILURES

+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 +2 Insight (Wis)
Shortsword +5 1d6+3 piercing
Amulet Of Health
WISDOM
-1 Intimidation (Cha)
+1 Investigation (Int)
Greatsword +5 2d6+3 slashing
Arrow x20
+2 Medicine (Wis) Handaxe +5 1d6+3 slashing
Backpack
+2 +1 Nature (Int)
Bedroll

+4 Perception (Wis) Number of
14
-1 Performance (Cha)
Attacks: 1 Clothes, traveler’s
CHARISMA
-1 Persuasion (Cha)
+1 Religion (Int) Longbow. +5, Hunting trap
-1 +3 Sleight of Hand (Dex)
1d8+3 piercing Leather
8
+3 Stealth (Dex) Mess kit
+4 Survival (Wis)
Pouch

SKILLS ATTACKS & SPELLCASTING


Rations (1 day)
14 PASSIVE WISDOM (PERCEPTION)
CP x10
SP
Rope, hempen
Tool Proficiencies: Flute
Shield
Weapon Proficiencies: Martial;
Simple
EP
Tinderbox
Armor Proficiencies: Heavy;
GP
10 Torch x10
Light; Medium; Shields
PP
Waterskin
Language Proficiencies:
Common; Elvish; Giant; Merfolk

OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

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

0 CANTRIPS 3 6
Light

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

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

Darkvision: 60 ft.
Immunities: magical-sleep

----------Bonus Actions----------
Second Wind. Regain 1d10 +4 HPs (use once/rest).

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

-----------Other Traits------------
Combat Superiority. When you choose this archetype at 3rd level, you learn maneuvers that are fueled by
special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice, which are detailed under "Maneuvers" on page
74 of the PHB. Many maneuvers enhance an attack in some way. You can use only one maneuver per
attack.
You learn two additional 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).

Cook's utensils. You are proficient with Cook's utensils.

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.

Equipment. You possess a staff and a trophy from an animal you killed. Enter these manually as custom
items.

Fey Ancestry. Advantage on charmed saves and immune to sleep magic.

Parry. When another creature damages you with a melee attack, you can use your reaction and expend
one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity
modifier.

Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority
die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any
effects of the attack are applied.

Student of War. At 3rd level, you gain proficiency with one type of artisan's tools of your choice.

Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority die
to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the
original target and within your reach. If the original attack roll would hit the second creature, it takes
damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the
original attack.

Trance. Trance 4 hrs. instead of sleep 8.

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. .
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Light
High Elf Cantrip Evocation DC 11 Spell Mod +3
1 Act. Touch V,M 1 hr
A firefly or phosphorescent moss

You touch one object that is no larger than 10


feet in any dimension. Until the spell ends, the
object sheds bright light in a 20-foot radius
and dim light for an additional 20 feet. The
light can be colored as you like. Completely
covering the object with something opaque
blocks the light. The spell ends if you cast it
again or dismiss it as an action. If you target
an object held or worn by a hostile creature,
that creature must succeed on a Dexterity
saving throw to avoid the spell.
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