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Level 7 Aasimar Fighter, Champion 23000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Luth Hornraven
Knight Andrea
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

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


STRENGTH Plate 18 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +3
18
SHIELD
AC
Great Weapon Master. On your turn, when you
N
CIE C
score a critical hit with a melee weapon or reduce a
+7 Strength creature to 0 hit points with one, you can make one
Y
PROFI


+4 melee weapon attack as a bonus action.Before you
+2 Dexterity
make a melee attack with a heavy weapon that you
✘ +4 Constitution ARMOR CLASS are proficient with, you can choose to take a - 5
DEXTERITY
-2 Intelligence
penalty to the attack roll. If the attack hits, you add
MAXIMUM HIT DICE TEMPORARY +10 to the attack’s damage.
14 +0 Wisdom

-2 Charisma
42 7d10
Sentinel. When you hit a creature with an
CONDITIONAL
opportunity attack, the creature’s speed becomes 0
for the rest of the turn.Creatures provoke
+2 opportunity attacks from you even if they take the
Disengage action before leaving your reach.When a
CURRENT HIT POINTS creature within 5 feet of you makes an attack
CONSTITUTION DEATH SAVING THROWS
against a target other than you, you can use your
SAVING THROWS
reaction to make a melee weapon attack against the
12 N
CIE C

+4 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
attacking creature.
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION Fighting Style.


+0 Animal Handling (Wis)
Great Weapon Fighting. When you roll a 1 or 2 on
+1 -2 Arcana (Int) Darkvision a damage die for an attack you make with a melee
Resistances. Necrotic, Radiant weapon that you are wielding with two hands, you
✘ +7 Athletics (Str)
can reroll the die and must use the new roll, even if
INTELLIGENCE -2 Deception (Cha) the new roll is a 1 or a 2. The weapon must have the
two-handed or versatile property for you to gain
7 ✘ +1 History (Int)
+0 Insight (Wis)
this benefit.

Second Wind (Bonus Action—1/Short Rest). You


✘ +1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS regain 1d10+7 hp.
-2 -2 Investigation (Int)
Healing Hands (Action—1/Long Rest). You can touch a Action Surge (1/Short Rest). On your turn, you can
+0 Medicine (Wis)
creature and roll a number of d4s equal to your 3. The take one additional action on top of your regular
WISDOM -2 Nature (Int) creature regains a number of hit points equal to the total action.
rolled.
11 +0 Perception (Wis)
-2 Performance (Cha) Light Bearer. You know the light cantrip. Charisma is
your spellcasting ability for it.
Extra Attack. You can attack twice, instead of once,
whenever you take the Attack action on your turn
✘ +1 Persuasion (Cha)
+0 Celestial Revelation. Improved Critical. Your weapon attacks score a
-2 Religion (Int) Radiant Consumption (Bonus Action—1/Long Rest). critical hit on a roll of 19 or 20.
+4 Sleight of Hand (Dex)
You can unleash the celestial energy within yourself,
gaining following benefits: Remarkable Athlete. When you make a running
CHARISMA +4 Stealth (Dex) For the duration, you shed bright light in a 10-foot long jump, the distance you can cover increases by
radius and dim light for an additional 10 feet, and at the 4 feet.
7 +0 Survival (Wis)
SKILLS
end of each of your turns, each creature within 10 feet of
you takes 3 radiant damage. Until the transformation
ends, once on each of your turns, you can deal an extra 3
radiant damage to one target when you deal damage to
-2 10 PASSIVE PERCEPTION it with an attack or a spell.
Your transformation lasts for 1 minute or until you end
it as a bonus action.
ADVANTAGE

INITIATIVE +2 2 Attacks / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Greatsword +3 5 ft +10 vs AC 2d6+7 slashing
Heavy, Two-Handed
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Heavy Armor, Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Dragonchess set

Languages. Common, Celestial, Elvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male
GENDER AGE HEIGHT WEIGHT
Luth Hornraven
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and
wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former
merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you
could be an honest, hard-working landowner who cares deeply about the people who live and work on your land,
keenly aware of your responsibility to them.

Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble
title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to
your own children. Not only do you need to determine your noble title, but you should also work with the DM to
PERSONALITY TRAITS
describe your family and their influence on you.

Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and
over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the
common people regard them?

IDEAL What’s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How
do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as
long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you
in your family’s good graces, or shunned by the rest of your family?

Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the
time? An animal you regard as a symbol of your line or even a spiritual member of the family?
BOND
These details help establish your family and your title as features of the world of the campaign.

A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a
knight, choose the Retainers feature (see the sidebar) instead of the Position of Privilege feature. One of your commoner
retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to
FLAW
knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your
BACKGROUND STORY
armor (and even helps you put it on).

As an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other
Retainers token from a noble lord or lady to whom you have given your heart—in a chaste sort of devotion. (This person could be
your bond.)
You have the service of three retainers loyal to your
family. These retainers can be attendants or
messengers, and one might be a majordomo. Your
retainers are commoners who can perform mundane
tasks for you, but they do not fight for you, will not
follow you into obviously dangerous areas (such as
dungeons), and will leave if they are frequently
endangered or abused.

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 Greatsword +3. You have a +3 bonus to attack and
[Plate] 1 65 [Greatsword +3] 1 6 damage rolls made with this magic weapon.

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

71 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.
Light
Evocation Cantrip

CASTING TIME 1 action


RANGE Touch
DURATION 1 hour
COMPONENTS V, M (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.

Light Bearer (Aasimar) Player’s Handbook


Plate Greatsword +3
Armor Weapons

Plate consists of shaped, interlocking metal plates to cover You have a +3 bonus to attack and damage rolls made with
the entire body. A suit of plate includes gauntlets, heavy this magic weapon.
leather boots, a visored helmet, and thick layers of padding
underneath the armor. Buckles and straps distribute the
weight over the body.

65 lb. Player’s Handbook 6 lb. Dungeon Master’s Guide

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