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Fighter 16 RWalk97

CLASS & LEVEL PLAYER NAME


Xinys
Protector Aasimar Outlander (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

• +6 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +5 Dexterity
• +8 Constitution +10 22 180 --
+1 +2 Intelligence
CLASS
+5 Wisdom INITIATIVE HIT POINTS
13
+2 Charisma
Total 16d10
Resistances - Necrotic, SUCCESSES
Saving Throw Modifiers
DEXTERITY Radiant FAILURES

+5 DEFENSES HIT DICE DEATH SAVES

20 SAVING THROWS INSPIRATION


=== ARMOR ===
Heavy Armor, Light Armor, Medium Armor,
CONSTITUTION +5 Acrobatics DEX Shields
+5 PROFICIENCY BONUS
+3 +5

+2
Animal Handling WIS
Arcana INT
=== WEAPONS ===
Martial Weapons, Simple Weapons

16 P +6 Athletics STR === TOOLS ===


ABILITY SAVE DC Pan Flute
+2 Deception CHA
+2 History INT === LANGUAGES ===
INTELLIGENCE
P +10 Insight WIS Abyssal, Celestial, Common
40 ft. (Walking)
+2 +2 Intimidation CHA
+2 Investigation INT
15 P +10 Medicine WIS SPEED

+2 Nature INT PROFICIENCIES & LANGUAGES

WISDOM P +10 Perception WIS


+2 Performance CHA === ACTIONS === once per turn you can have one attack or spell deal 16
+5 +2 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
in additional radiant damage to one target.

Help, Hide, Ready, Search, Use an Object, === BONUS ACTIONS ===
+2 Religion INT
20 Opportunity Attack, Grapple, Shove, Improvise, Charger
+5 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object When you use the Dash action, you can use a
bonus action to make a melee weapon attack or shove
+5 Stealth DEX Healing Hands • 1 / Long Rest a creature.
CHARISMA Once per long rest as an action, touch a creature
P +10 Survival WIS
and restore 16 hit points. If you move at least 10 ft. in a straight line before
using this bonus action, you either gain a
+2 Radiant Soul • 1 / Long Rest
[3rd] Once per long rest as an action, you can
<strong>+5</strong> bonus to the damage roll (if you
chose to make a melee attack and you hit) or push the
transform, gaining glimmering eyes and two target up to 10 ft. away from you (if you chose to
14 incorporeal wings. For 1 minute or until you end it as a shove and you succeed).
bonus action, you have a flying speed (30 ft.) and
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

25 PASSIVE WISDOM (PERCEPTION)


Dagger, +1 +11 1d4+6 Piercing Simple, Finesse, Light, Thrown, Range (20/60)

Unarmed Strike +6 2 Bludgeoning


20 PASSIVE WISDOM (INSIGHT)

17 PASSIVE INTELLIGENCE (INVESTIGATION)

Darkvision 60 ft., Unknown 5 ft.

SENSES WEAPON ATTACKS & CANTRIPS

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Fighter 16 RWalk97
CLASS & LEVEL PLAYER NAME
Xinys
Protector Aasimar Outlander (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== FIGHTER FEATURES === You can reroll a saving throw that you fail - you must
* Battlefield Medicine • use the new roll. You can use this 2 times per long
* Fighting Style Options • TCoE 41 At the start of initiative, you may prepare a Healer's Kit rest.
for ready use in combat. As an action, you may
* Hit Points • PHB 71 administer aid to a creature within melee range on the | 2 / Long Rest • Special
battlefield. The creature regains a number of hit points
* Proficiencies • PHB 71 equal to 1d8 per use of your prepared medicine kit, * Improved Battlefield Medicine •
plus your WIS modifier and proficiency bonus. After At 10th level, your Battlefield Medicine uses a d10 for
* Fighting Style • PHB 72 the uses of your Healer's Kit are expended, you may each use of your prepared Medicine Kit. At level 18,
You adopt a fighting style specialty. spend one turn preparing another. you use a d12.

| Protection • PHB | 1 Action * Surgical Prowress •


While wielding a shield and a creature you can see When you would roll damage or healing rolls you may
attacks a target other than you within 5 ft., you can use | Special instead apply the maximum possible damage or hit
your reaction to impose disadvantage on the attack points. You may use this ability three times per long
roll. * Martial Versatility • TCoE 42 rest.
Whenever you reach a level in this class that grants
| Fighting Style: Protection: 1 Reaction the Ability Score Improvement feature, you can do one | No Action
of the following, as you shift the focus of your martial
* Second Wind • PHB 72 practice:
Once per short rest, you can use a bonus action to - Replace a fighting style you know with another === PROTECTOR AASIMAR RACIAL TRAITS ===
regain 1d10 + 16 HP. fighting style available to fighters.
- If you know any maneuvers from the Battle Master * Ability Score Increase • VGtM
| 1 / Short Rest • 1 Bonus Action archetype, you can replace one maneuver you know
with a different maneuver. * Age • VGtM
* Action Surge • PHB 72
You can take one additional action on your turn. This * Ability Score Improvement • PHB 72 * Size • VGtM
can be used 1 times per short rest.
* Extra Attack • PHB 72 * Speed • VGtM
| 1 / Short Rest • Special You can attack three times whenever you take the
Attack action on your turn. * Darkvision • VGtM
* Martial Archetype • PHB 72 You can see in darkness (shades of gray) up to 60 ft.
| Special
| Medic * Celestial Resistance • VGtM
* Healer's Protection • You have resistance to necrotic damage and radiant
* Traditional Restoration • If you end your turn next to a creature you have damage.
You gain proficiency in Medicine, and once per long healed, you and the creature gain a bonus to your AC
rest when you are reduced to zero hit points you may equal to your proficiency modifier until either of you * Healing Hands • VGtM
stabilize yourself. move. Once per long rest as an action, touch a creature and
restore 16 hit points.
| Traditional Restoration : Special * Indomitable • PHB 72

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Dagger, +1 1 1 lb.

Golden Wings 1 6 lb.

SP 0 Studded Leather 1 13 lb.

Healer's Kit 10 30 lb.


EP 0

GP 0

PP 0
WEIGHT CARRIED

50 lb.
ENCUMBERED ATTUNED MAGIC ITEMS QTY WEIGHT

195 lb.
PUSH/DRAG/LIFT

390 lb.

EQUIPMENT

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Fighter 16 RWalk97
CLASS & LEVEL PLAYER NAME
Xinys
Protector Aasimar Outlander (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

| 1 / Long Rest • 1 Action result of being unseen by you. target up to 10 ft. away from you (if you chose to shove
and you succeed).
* Light Bearer • VGtM * Tough • PHB 170
You know the light cantrip (CHA). Your HP maximum increases by 32. | 1 Bonus Action

* Languages • VGtM * Durable • PHB 166 * Sentinel • PHB 169


Increase your CON score by 1. When you roll a Hit Die When you hit a creature with an opportunity attack, the
* Ability Score Increase • VGtM to regain HP, the min HP you regain from the roll creature's speed becomes 0 for the rest of the turn.
equals 6. Creatures provoke opportunity attacks from you even if
* Radiant Soul • VGtM they take the Disengage action. When a creature
[3rd] Once per long rest as an action, you can * Shield Master • PHB 170 within 5 ft. of you makes an attack against a target
transform, gaining glimmering eyes and two If you take the Attack action on your turn, you can use other than you, you can use your reaction to make a
incorporeal wings. For 1 minute or until you end it as a a bonus action to try to shove a creature within 5 ft. of melee weapon attack against the attacking creature.
bonus action, you have a flying speed (30 ft.) and once you with your shield. If you aren't incapacitated, you
per turn you can have one attack or spell deal 16 in can add your shield's AC bonus to any DEX saving | Sentinel Attack: 1 Reaction
additional radiant damage to one target. throw you make against effects that target only you,
and if an effect allows half damage on success, you
| 1 / Long Rest • 1 Action can use your reaction to take no damage.

| Shield Master Shove: 1 Bonus Action


=== FEATS ===
| Shield Master Evasion: 1 Reaction
* Mobile • PHB 168
Your speed increases by 10 feet. When you use the * Grappler • BR 167
Dash action, difficult terrain doesn't cost you extra You have advantage on attack rolls against a creature
movement on that turn. When you make a melee you are grappling. You can use your action to try to pin
attack against a creature, you don't provoke a creature grappled by you by making another grapple
opportunity attacks from that creature for the rest of check. If you succeed, you and the creature are both
the turn, whether you hit or not. restrained until the grapple ends.

* Observant • PHB 168 | Grappling Pin: 1 Action


Increase your INT or WIS score by 1. If you can see a
creature's mouth while it is speaking a language you * Charger • PHB 165
understand, you can interpret what it's saying by When you use the Dash action, you can use a bonus
reading its lips. You have a +5 bonus to your passive action to make a melee weapon attack or shove a
Perception and passive Investigation scores. creature.

* Alert • PHB 165 If you move at least 10 ft. in a straight line before using
You gain a +5 bonus to initiative, you can't be this bonus action, you either gain a
surprised while you are conscious, and other creatures <strong>+5</strong> bonus to the damage roll (if you
don’t gain advantage on attack rolls against you as a chose to make a melee attack and you hit) or push the

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Medium
GENDER AGE SIZE HEIGHT WEIGHT
Xinys
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

I watch over my friends as if they were a litter of


newborn pups.
I have a lesson for every situation, drawn from
observing nature.

PERSONALITY TRAITS

Greater Good. It is each person’s


responsibility to make the most
happiness for the whole tribe.
IDEALS

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


ensure their names enter legend.

BONDS

I am slow to trust members of other races,


tribes, and societies.

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

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SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS === (At Will)

O Light Light Bearer DEX 15 1A Touch/20 ft. Sphere V,M 1 hour PHB 255 D: 1h, 20 ft. Sphere, V/M

SPELLS

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