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Level 8 Leonin Fighter, Eldritch Knight 34000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Arthur Otoz
Mercenary Veteran Neutral Good Fankolino
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

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


STRENGTH Plate 20 you as if it were bright light, and in darkness as if it
were dim light.
PROFICIENCY BONUS +3
18
SHIELD
AC
Shield War Caster. You have advantage on Constitution
N 20 saving throws that you make to maintain your
CIE C

+7 Strength concentration on a spell when you take damage.You


Y
PROFI


+4 can perform the somatic components of spells even
+1 Dexterity when you have weapons or a shield in one or both
✘ +5 Constitution ARMOR CLASS hands.When a hostile creature’s movement provokes
DEXTERITY an opportunity attack from you, you can use your
+2 Intelligence reaction to cast a spell at the creature, rather than
MAXIMUM HIT DICE TEMPORARY

12 +0 Wisdom making an opportunity attack. The spell must have a


68 8d10 casting time of 1 action and must target only that
-1 Charisma creature.
CONDITIONAL

+1 Lucky (3/Long Rest). Whenever you make an attack


roll, an ability check, or a saving throw, you can spend
CURRENT HIT POINTS one luck point to roll an additional d20. You can
choose to spend one of your luck points after you roll
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS the die, but before the outcome is determined.You


can also spend one luck point when an attack roll is
15 N
CIE C

+1 Acrobatics (Dex)
SPEED
35ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
made against you. Roll a d20, and then choose
Y
PROFI

whether the attack uses the attacker’s roll or yours.


RT

EXPE

+0 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+2 +2 Arcana (Int) Darkvision
Fighting Style.
Protection (Reaction). When a creature you can see
✘ +7 Athletics (Str)
attacks a target other than you that is within 5 feet of
you, you can use your reaction to impose
INTELLIGENCE -1 Deception (Cha) disadvantage on the attack roll. You must be wielding
a shield.
14 ✘ +5 History (Int)
+0 Insight (Wis) Second Wind (Bonus Action—1/Short Rest). You
regain 1d10+8 hp.
✘ +2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+2 +2 Investigation (Int) Action Surge (1/Short Rest). On your turn, you can
take one additional action on top of your regular
+0 Medicine (Wis) Claws. Your claws are natural weapons, which you action.
WISDOM
can use to make unarmed strikes. If you hit with
+2 Nature (Int) them, you can deal 1d4 + 4 slashing damage. Extra Attack. You can attack twice, instead of once,
10 ✘ +3 Perception (Wis)
-1 Performance (Cha)
Daunting Roar (Bonus Action—1/Short Rest). You
can let out an especially menacing roar. Creatures
whenever you take the Attack action on your turn

Weapon Bond. You perform a ritual over the course


✘ +2 Persuasion (Cha) of your choice within 10 feet of you that can hear of 1 hour, which can be done during a short rest. The
+0 +2 Religion (Int)
you must succeed on a DC 13 Wisdom save or weapon must be within your reach throughout the
become frightened of you until the end of your ritual, at the conclusion of which you touch the
+1 Sleight of Hand (Dex) next turn. weapon and forge the bond.Once you have bonded a
CHARISMA weapon to yourself, you can’t be disarmed of that
+1 Stealth (Dex)
weapon unless you are incapacitated. If it is on the

8 +0 Survival (Wis) same plane of existence, you can summon that


SKILLS 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
-1 13 PASSIVE PERCEPTION 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.
ADVANTAGE
War Magic (Bonus Action). When you use your
INITIATIVE +1 2 Attacks / Attack Action RACIAL TRAITS
action to cast a cantrip, you can make one weapon
attack.

NAME RANGE ATTACK DAMAGE / TYPE


Longsword 5 ft +7 vs AC 1d8+4 slashing
Versatile
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Heavy Armor, Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Vehicles land, Playing card set

Languages. Common, Leonin

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 34 1.95m 102Kg
GENDER AGE HEIGHT WEIGHT
Arthur Otoz Blue Furry Golden
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

As a sell-sword who fought battles for coin, you're well acquainted with risking life and limb for a chance at a share of
treasure. Now, you look forward to fighting foes and reaping even greater rewards as an adventurer. Your experience
makes you familiar with the ins and outs of mercenary life, and you likely have harrowing stories of events on the
I enjoy being strong and like breaking things. battlefield. You might have served with a large outfit such as the Zhentarim or the soldiers of Mintarn, or a smaller band
I enjoy being strong and like breaking things. of sell-swords, maybe even more than one. (See the "Mercenaries of the North" sidebar for a collection of possibilities.)

Now you're looking for something else, perhaps greater reward for the risks you take, or the freedom to choose your
own activities. For whatever reason, you're leaving behind the life of a soldier for hire, but your skills are undeniably
suited for battle, so now you fight on in a different way.
PERSONALITY TRAITS

Independence. When people follow orders blindly,


they embrace a kind of tyranny. (Chaotic)

IDEAL

Someone saved my life on the battlefield. To this


day, I will never leave a friend behind.

BOND

I made a terrible mistake in battle cost many lives—


and I would do anything to keep that mistake secret.

FLAW BACKGROUND STORY

Dragon Scholar
You have studied dragons and their lore for many
years. You can automatically identify locations built
or used by dragons and can identify dragon eggs and
scales by sight. If you fail an Intelligence check to
recall lore related to dragons, you know someone or
some book you can consult for the answer unless the
DM rules that the lore is unknown.

BACKGROUND FEATURE

A piece of crystal that faintly glows in the moonlight

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Amulet of Proof Against Detection and Location. While
[Longsword] 1 3 Staff of the Python 1 4 wearing this amulet, you are hidden from divination
[Shield] 1 6 Javelin of Lightning 1 2 magic. You can't be targeted by such magic or perceived
Explorer’s Pack 1 10 [Amulet of Proof Against Detection and Location] 1 — through magical scrying sensors.
Javelin 1 2 Potion of Speed 1 .5
[Plate] 1 65

ATTUNED MAGIC ITEMS 1 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 168 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

95.9 lb / 270 lb 540 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.
Intelligence +5 13 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Eldritch Knight

CANTRIPS Booming Blade Minor Illusion

1ST LEVEL 4 SPELL SLOTS Absorb Elements Burning Hands


Shield

2ND LEVEL 2 SPELL SLOTS Enlarge/Reduce Misty Step


Shatter
Booming Blade Minor Illusion Absorb Elements
Evocation Cantrip Illusion Cantrip 1st-level abjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 reaction, which you take when you take acid, cold, fire, lightning, or
thunder damage
RANGE 5 feet RANGE 30 feet RANGE Self
DURATION 1 round DURATION 1 minute DURATION 1 round
COMPONENTS V, M (a weapon) COMPONENTS S, M (a bit of fleece) COMPONENTS S

As part of the action used to cast this spell, you must make a melee You create a sound or an image of an object within range that lasts The spell captures some of the incoming energy, lessening its effect
attack with a weapon against one creature within the spell’s range, for the duration. The illusion also ends if you dismiss it as an action or on you and storing it for your next melee attack. You have resistance
otherwise the spell fails. On a hit, the target suffers the attack’s cast this spell again. If you create a sound, its volume can range from to the triggering damage type until the start of your next turn. Also,
normal effects, and it becomes sheathed in booming energy until the a whisper to a scream. It can be your voice, someone else’s voice, a the first time you hit with a melee attack on your next turn, the
start of your next turn. If the target willingly moves before then, it lion’s roar, a beating of drums, or any other sound you choose. The target takes an extra 1d6 damage of the triggering type, and the spell
immediately takes 1d8 thunder damage, and the spell ends. sound continues unabated throughout the duration, or you can make ends.
This spell’s damage increases when you reach higher levels. At 5th discrete sounds at different times before the spell ends. If you create At Higher Levels. When you cast this spell using a spell slot of 2nd
level, the melee attack deals an extra 1d8 thunder damage to the an image of an object—such as a chair, muddy footprints, or a small level or higher, the extra damage increases by 1d6 for each slot level
target, and the damage the target takes for moving increases to 2d8. chest—it must be no larger than a 5-foot cube. The image can’t above 1st.
Both damage rolls increase by 1d8 at 11th level and 17th level. create sound, light, smell, or any other sensory effect. Physical
interaction with the image reveals it to be an illusion, because things
can pass through it. If a creature uses its action to examine the sound
or image, the creature can determine that it is an illusion with a
successful Intelligence (Investigation) check against your spell save
DC. If a creature discerns the illusion for what it is, the illusion
becomes faint to the creature.

Spellcasting (Fighter) Sword Coast Adventurer’s Guide Spellcasting (Fighter) Player’s Handbook Spellcasting (Fighter) Xanathar’s Guide to Everything

Burning Hands Shield Enlarge/Reduce


1st-level evocation 1st-level abjuration 2nd-level transmutation

CASTING TIME 1 action CASTING TIME 1 reaction CASTING TIME 1 action


RANGE Self (15-foot cone) RANGE Self RANGE 30 feet
DURATION Instantaneous DURATION 1 round DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a pinch of powdered iron)

As you hold your hands with thumbs touching and fingers spread, a Reaction trigger: You are hit by an attack or targeted by the magic You cause a creature or an object you can see within range to grow
thin sheet of flames shoots forth from your outstretched fingertips. missile spell An invisible barrier of magical force appears and protects larger or smaller for the duration. Choose either a creature or an object
Each creature in a 15-foot cone must make a Dexterity saving throw. you. Until the start of your next turn, you have a +5 bonus to AC, that is neither worn nor carried. If the target is unwilling, it can make a
A creature takes 3d6 fire damage on a failed save, or half as much including against the triggering attack, and you take no damage from Constitution saving throw. On a success, the spell has no effect.
damage on a successful one. The fire ignites any flammable objects in magic missile. If the target is a creature, everything it is wearing and carrying
the area that aren’t being worn or carried. changes size with it. Any item dropped by an affected creature returns
At Higher Levels. When you cast this spell using a spell slot of 2nd to normal size at once.
level or higher, the damage increases by 1d6 for each slot level above Enlarge. The target’s size doubles in all dimensions, and its weight is
1st. multiplied by eight. This growth increases its size by one category -
from Medium to Large, for example. If there isn’t enough room for the
target to double its size, the creature or object attains the maximum
possible size in the space available. Until the spell ends, the target also
has advantage on Strength checks and Strength saving throws. The
target’s weapons also grow to match its new size. While these weapons
are enlarged, the target’s attack with them deal 1d4 extra damage.
Reduce. The target’s size is halved in all dimensions, and its weight is
reduced to one-eighth of normal. This reduction decreases its size by
one category - from Medium to Small, for example. Until the spell ends,
the target also has disadvantage on Strength checks and Strength
saving throws. The target’s weapons also shrink to match its new size.
While these weapons are reduced, the target’s attacks with them deal
1d4 less damage (this can’t reduce the damage below 1).

Spellcasting (Fighter) Player’s Handbook Spellcasting (Fighter) Player’s Handbook Spellcasting (Fighter) Player’s Handbook

Misty Step Shatter


2nd-level conjuration 2nd-level evocation

CASTING TIME 1 bonus action CASTING TIME 1 action


RANGE Self RANGE 60 feet
DURATION Instantaneous DURATION Instantaneous
COMPONENTS V COMPONENTS V, S, M (a chip of mica)

Briefly surrounded by silvery mist, you teleport up to 30 feet to an A sudden loud ringing noise, painfully intense, erupts from a point of
unoccupied space that you can see. your choice within range. Each creature in a 10-foot-radius sphere
centered on that point must make a Constitution saving throw. A
creature takes 3d8 thunder damage on a failed save, or half as much
damage on a successful one. A creature made of inorganic material
such as stone, crystal, or metal has disadvantage on this saving
throw. A nonmagical object that isn’t being worn or carried also takes
the damage if it’s in the spell’s area.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d8 for each slot level above
2nd.

Spellcasting (Fighter) Player’s Handbook Spellcasting (Fighter) Player’s Handbook


Longsword Shield Explorer’s Pack
Weapons Armor Equipment Packs

A shield is made from wood or metal and is carried in one Includes a backpack, a bedroll, a mess kit, a tinderbox, 10
hand. Wielding a shield increases your Armor Class by 2. torches, 10 days of rations, and a waterskin. The pack also
You can benefit from only one shield at a time. has 50 feet of hempen rope strapped to the side of it.

3 lb. Player’s Handbook 6 lb. Player’s Handbook 10 lbs. Player’s Handbook

Javelin Staff of the Python Plate


Weapons Weapons Armor

You can use an action to speak this staff’s command word Plate consists of shaped, interlocking metal plates to cover
and throw the staff on the ground within 10 feet of you. the entire body. A suit of plate includes gauntlets, heavy
The staff becomes a giant constrictor snake under your leather boots, a visored helmet, and thick layers of padding
control and acts on its own initiative count. By using a underneath the armor. Buckles and straps distribute the
bonus action to speak the command word again, you weight over the body.
return the staff to its normal form in a space formerly
occupied by the snake.
On your turn, you can mentally command the snake if it
is within 60 feet of you and you aren’t incapacitated. You
decide what action the snake takes and where it moves
during its next turn, or you can issue it a general command,
such as to attack your enemies or guard a location.
If the snake is reduced to 0 hit points, it dies and reverts
to its staff form. The staff then shatters and is destroyed. If
the snake reverts to staff form before losing all its hit
points, it regains all of them.

2 lb. Player’s Handbook 4 lb. Dungeon Master’s Guide 65 lb. Player’s Handbook

Javelin of Lightning Amulet of Proof Against Detection and Location Potion of Speed
Weapons Wondrous Items Potions

This javelin is a magic weapon. When you hurl it and speak While wearing this amulet, you are hidden from divination When you drink this potion, you gain the effect of the haste
its command word, it transforms into a bolt of lightning, magic. You can't be targeted by such magic or perceived spell for 1 minute (no concentration required). The potion’s
forming a line 5 feet wide that extends out from you to a through magical scrying sensors. yellow fluid is streaked with black and swirls on its own.
target within 120 feet. Each creature in the line excluding
you and the target must make a DC 13 Dexterity saving
throw, taking 4d6 lightning damage on a failed save, and
half as much damage on a successful one. The lightning bolt
turns back into a javelin when it reaches the target. Make a
ranged weapon attack against the target. On a hit, the
target takes damage from the javelin plus 4d6 lightning
damage.
The javelin's property can't be used again until the next
dawn. In the meantime, the javelin can still be used as a
magic weapon.

2 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide ½ lb. Dungeon Master’s Guide

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