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Level 6 Elf (Mark of Shadow) Fighter, Samurai 14000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Theodore Williams
Soldier Lawful Neutral Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

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


STRENGTH Studded Leather 17 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +3
11
SHIELD
AC
Gunner. You ignore the loading property of
N
CIE C
firearms. Being within 5 feet of a hostile creature
+3 Strength doesn’t impose disadvantage on your ranged attack
Y
PROFI


+0 rolls.
+5 Dexterity
✘ +6 Constitution ARMOR CLASS Sharpshooter. Attacking at long range doesn’t
DEXTERITY
+0 Intelligence
impose disadvantage on your ranged weapon attack
MAXIMUM HIT DICE TEMPORARY rolls.Your ranged weapon attacks ignore half cover
20 +1 Wisdom

+0 Charisma
58 6d10 and three-quarters cover.Before you make an attack
with a ranged weapon that you are proficient with,
CONDITIONAL
you can choose to take a - 5 penalty to the attack
roll. If the attack hits, you add +10 to the attack’s
+5 damage.
CURRENT HIT POINTS Fighting Style.
CONSTITUTION DEATH SAVING THROWS
Archery. You gain a +2 bonus to attack rolls you
SAVING THROWS
make with ranged weapons.
17 N
CIE C

+8 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft. Second Wind (Bonus Action—1/Short Rest). You
Y
PROFI


RT

EXPE

VISION INSPIRATION EXHAUSTION regain 1d10+6 hp.


+1 Animal Handling (Wis)
+3 +0 Arcana (Int) Darkvision Action Surge (1/Short Rest). On your turn, you can
take one additional action on top of your regular
✘ +3 Athletics (Str)
action.
INTELLIGENCE +0 Deception (Cha)
Extra Attack. You can attack twice, instead of once,
11 ✘
+0 History (Int)
+4 Insight (Wis)
whenever you take the Attack action on your turn

Fighting Spirit (Bonus Action—3/Long Rest). Give


✘ +3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS yourself advantage on attack rolls until the end of
+0 +0 Investigation (Int) the turn. You also gain 5 temporary HP.
+1 Medicine (Wis) Fey Ancestry. Advantage on saving throws against
WISDOM
being charmed, and magic can’t put you to sleep.
+0 Nature (Int)

12 ✘ +4 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they


meditate deeply, remaining semiconscious, for 4
+0 Performance (Cha) hours a day.
✘ +3 Persuasion (Cha)
+1 +0 Religion (Int)
Cunning Intuition. When you make a Performance
or Stealth check, you can roll a d4 and add the
+5 Sleight of Hand (Dex) number rolled to the ability check.
CHARISMA +5 Stealth (Dex) Shape Shadows (1/Long Rest). You know the

10 +1 Survival (Wis) minor illusion cantrip. You can cast the invisibility
SKILLS spell once with this trait using Charisma as your
spellcasting ability.

+0 14 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +5 2 Attacks / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Musket 40/120 +10 vs AC 1d12+5 piercing
Ammunition, Loading, Two-Handed
FEATURES & TRAITS
Pistol 30/90 +10 vs AC 1d10+5 piercing
Ammunition, Loading
Armor Proficiencies. Light Armor, Medium Armor,
Heavy Armor, Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Vehicles land, Dragonchess set

Languages. Common, Elvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'6" 90 lb.
GENDER AGE HEIGHT WEIGHT
Theodore Williams
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

1. Alay 2. Komando Bölüğü; ilk ve tek görevim Tehlikeyi gözle, yılanın başını küçükken ez.

I check corners whenever I enter a room — even


when there’s nothing dangerous going on.
My posture could be considered a little bit stiff,
moreso when something has my full attention.

PERSONALITY TRAITS

Conquest. If you aren’t moving up you’re going to


get pushed down.

IDEAL

I owe my life to Lord Garnier and I will pay it back to


him or to his descendants

BOND

When strange and magical things start happening, this


usually means something bad and I’m poised to fight
because of it.I’ve been conditioned to view the value of a
life as relative and it is easy for me to dehumanize an
opponent.
FLAW BACKGROUND STORY

Loyalty Test
You’ve had enough dealings with crooked soldiers
that you can spot the behaviors common to corrupt
guards and military officers a mile away. While
awareness of such corruption doesn’t equate to
evidence of it, and your sense certainly isn’t
foolproof, your instinct proves a useful starting point
when determining who might take a bribe, who
might turn a blind eye to a crime, or who might have
criminal connections. You can also use this sense to
get a feeling about who might fulfill their duties
strictly by the book.
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
[Musket] 1 10
Pistol 1 3
[Studded Leather] 1 13
Explorer’s Pack 1 10

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 750 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

51 lb / 165 lb 330 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.
Minor Illusion
Illusion Cantrip

CASTING TIME 1 action


RANGE 30 feet
DURATION 1 minute
COMPONENTS S, M (a bit of fleece)

You create a sound or an image of an object within range that lasts


for the duration. The illusion also ends if you dismiss it as an action or
cast this spell again.
If you create a sound, its volume can range from a whisper to a
scream. It can be your voice, someone else’s voice, a lion’s roar, a
beating of drums, or any other sound you choose. The sound
continues unabated throughout the duration, or you can make
discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy
footprints, or a small chest—it must be no larger than a 5-foot cube.
The image can’t 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.

Shape Shadows (Mark of Shadow) Player’s Handbook


Musket Pistol Studded Leather
Weapons Weapons Armor

Made from tough but flexible leather, studded leather is


reinforced with close-set rivets or spikes.

10 lb. Dungeon Master’s Guide 3 lb. Dungeon Master’s Guide 13 lb. Player’s Handbook

Explorer’s Pack
Equipment Packs

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10


torches, 10 days of rations, and a waterskin. The pack also
has 50 feet of hempen rope strapped to the side of it.

10 lbs. Player’s Handbook


Darkvision Fey Ancestry Trance
Vision Racial Trait Racial Trait

Many creatures in the worlds of D&D, especially those that You have advantage on saving throws against being Elves don’t need to sleep. Instead, they meditate deeply,
dwell underground, have darkvision. Within a specified charmed, and magic can’t put you to sleep. remaining semiconscious, for 4 hours a day. (The Common
range, a creature with darkvision can see in darkness as if word for such meditation is “trance.”) While meditating,
the darkness were dim light, so areas of darkness are only you can dream after a fashion; such dreams are actually
lightly obscured as far as that creature is concerned. mental exercises that have become reflexive through years
However, the creature can’t discern color in darkness, only of practice. After resting in this way, you gain the same
shades of gray. benefit that a human does from 8 hours of sleep.

Elf Player’s Handbook Elf Player’s Handbook Elf Player’s Handbook

Cunning Intuition Shape Shadows Gunner


Racial Trait Racial Trait Feat

When you make a Charisma (Performance) or Dexterity You know the minor illusion cantrip. Starting at 3rd level, You have a quick hand and keen eye when employing
(Stealth) check, you can roll a d4 and add the number rolled you can cast the invisibility spell once with this trait, and firearms, granting you the following benefits:
to the ability check. you regain the ability to cast it when you finish a long rest. • Increase your Dexterity score by 1, to a maximum of
Charisma is your spellcasting ability for these spells. 20.
• You gain proficiency with firearms (see “Firearms” in
the
• Dungeon Master’s Guide
• ).
• You ignore the loading property of firearms.
• Being within 5 feet of a hostile creature doesn’t
impose disadvantage on your ranged attack rolls.

Mark of Shadow Eberron: Rising from the Last War Mark of Shadow Eberron: Rising from the Last War Feat (4) Tasha’s Cauldron of Everything

Sharpshooter Fighting Style Archery


Feat Class Feature Class Feature

You have mastered ranged weapons and can make shots You adopt a particular style of fighting as your specialty. You gain a +2 bonus to attack rolls you make with ranged
that others find impossible. You gain the following benefits: Choose one of the following options. You can’t take a weapons.
• Attacking at long range doesn’t impose disadvantage Fighting Style option more than once, even if you later get
on your ranged weapon attack rolls. to choose again.
• Your ranged weapon attacks ignore half cover and ARCHERY
three-quarters cover. You gain a +2 bonus to attack rolls you make with ranged
• Before you make an attack with a ranged weapon that weapons.
you are proficient with, you can choose to take a - 5 DEFENSE
penalty to the attack roll. If the attack hits, you add +10 to While you are wearing armor, you gain a +1 bonus to AC.
the attack’s damage. DUELING
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.
GREAT WEAPON FIGHTING
When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with two
hands, you can reroll the die and must use the new roll,
even if the new roll is a 1 or a 2. The weapon must have the
two-handed or versatile property for you to gain this
benefit.
PROTECTION
When a creature you can see attacks a target other than
you that is within 5 feet of you, you can use your reaction
to impose disadvantage on the attack roll. You must be
wielding a shield.
TWO-WEAPON FIGHTING
When you engage in two-weapon fighting, you can add
Feat (6) Player’s Handbook Fighter Player’s Handbook Fighting Style Player’s Handbook
Second Wind Action Surge Extra Attack
Class Feature Class Feature Class Feature

You have a limited well of stamina that you can draw on to Starting at 2nd level, you can push yourself beyond your Beginning at 5th level, you can attack twice, instead of
protect yourself from harm. On your turn, you can use a normal limits for a moment. On your turn, you can take one once, whenever you take the Attack action on your turn.
bonus action to regain hit points equal to 1d10 + your additional action on top of your regular action and a The number of attacks increases to three when you reach
fighter level. possible bonus action. 11th level in this class and to four when you reach 20th
Once you use this feature, you must finish a short or long Once you use this feature, you must finish a short or long level in this class.
rest before you can use it again. rest before you can use it again. Starting at 17th level, you
can use it twice before a rest, but only once on the same
turn.

Fighter Player’s Handbook Fighter Player’s Handbook Fighter Player’s Handbook

Fighting Spirit
Archetype Feature

Starting at 3rd level, your intensity in battle can shield you


and help you strike true. As a bonus action on your turn,
you can give yourself advantage on weapon attack rolls
until the end of the current turn. When you do so, you also
gain 5 temporary hit points. The number of temporary hit
points increases when you reach certain levels in this class,
increasing to 10 at 10th level and 15 at 15th level.
You can use this feature three times, and you regain all
expended uses of it when you finish a long rest.

Samurai Xanathar’s Guide to Everything

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