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Level 3 Changeling Fighter, Echo Knight 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Duckworth "Ducky" Corral
Soldier Neutral Good Yuzuki
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Fighting Style.


STRENGTH Chain Shirt 14 Great Weapon Fighting. When you roll a 1 or 2 on
a damage die for an attack you make with a melee
PROFICIENCY BONUS +2
18
SHIELD
AC weapon that you are wielding with two hands, you
can reroll the die and must use the new roll, even if
N
CIE C
the new roll is a 1 or a 2. The weapon must have the
+6 Strength two-handed or versatile property for you to gain
Y
PROFI


+4 this benefit.
+1 Dexterity
✘ +6 Constitution ARMOR CLASS Second Wind (Bonus Action—1/Short Rest). You
DEXTERITY
-1 Intelligence
regain 1d10+3 hp.
MAXIMUM HIT DICE TEMPORARY

12 +4 Wisdom

+2 Charisma
29 3d10 Action Surge (1/Short Rest). On your turn, you can
take one additional action on top of your regular
CONDITIONAL
action.
+1 Manifest Echo (Bonus Action). You can magically
manifest an echo of yourself in an unoccupied space
CURRENT HIT POINTS you can see within 15 feet of you. This echo is a
CONSTITUTION DEATH SAVING THROWS
magical, translucent, gray image of you that lasts
SAVING THROWS
until it is destroyed, until you dismiss it as a bonus
18 N
CIE C

+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
action, until you manifest another echo, or until
you’re incapacitated.Your echo has 16 AC, 1 hit
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION point, and immunity to all conditions. If it has to


+4 Animal Handling (Wis)
make a save, it uses your save bonus for the roll. It
+4 -1 Arcana (Int) is the same size as you, and it occupies its space. On
your turn, you can mentally command the echo to
✘ +6 Athletics (Str)
move up to 30 feet in any direction. If your echo is
INTELLIGENCE ✘ +4 Deception (Cha) ever more than 30 feet away from you at the end of
your turn, it is destroyed.As a bonus action, you can
8 ✘
-1 History (Int)

+6 Insight (Wis)
teleport, magically swapping places with your echo
at a cost of 15 feet of your movement, regardless of
the distance between the two of you.When you
✘ +4 Intimidation (Cha) SPEED, SENSES, & CONDITIONS take the attack action on your turn, any attack you
-1 -1 Investigation (Int) make with that action can originate from your space
Change Appearance. As an action, you can or the echo’s space. You make this choice for each
+4 Medicine (Wis)
transform your appearance or revert to your attack.When a creature that you can see within 5
WISDOM -1 Nature (Int) feet of your echo moves at least 5 feet away from it,
natural form. You can't duplicate the appearance
you can use your reaction to make an opportunity
18 ✘ +6 Perception (Wis) of a creature you've never seen, and you revert to
your natural form if you die. Your ruse is usually attack against that creature as if you were in the
+2 Performance (Cha) indiscernible, you have advantage on any echo’s space.
+2 Persuasion (Cha) Charisma (Deception) check you make to avoid
+4 detection. Unleash Incarnation (4/Long Rest). Whenever you
-1 Religion (Int) take the Attack action, you can make one additional
Unsettling Visage (1/Short Rest). When a creature melee attack from the echo’s position.
+1 Sleight of Hand (Dex)
CHARISMA you can see makes an attack roll against you, you
+1 Stealth (Dex) can use your reaction to impose disadvantage on

15 ✘ +6 Survival (Wis) the roll. Using this trait reveals your shapeshifting
SKILLS nature to any creature within 30 feet that can see
you.

+2 16 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +1 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Longbow 150/600 +3 vs AC 1d8+1 piercing
Ammunition, Heavy, Two-Handed
FEATURES & TRAITS
Greatsword 5 ft +6 vs AC 2d6+4 slashing
Heavy, Two-Handed

Shortsword 5 ft +6 vs AC 1d6+4 piercing Armor Proficiencies. Light Armor, Medium Armor,


Finesse, Light
Heavy Armor, Shields

Handaxe 20/60 +6 vs AC 1d6+4 slashing Weapon Proficiencies. Simple Weapons, Martial


Light, Thrown Weapons
Chester (Handaxes, deceased)
Louise (Shortsword, deceased) Tool Proficiencies. Smith’s tools, Vehicles land,
Nigel (Longbow, deceased) Playing card set

Languages. Common

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


He/They 18 5'9" 120 lbs
GENDER AGE HEIGHT WEIGHT
Duckworth "Ducky" Corral White Pale grey Short, white
CHARACTER NAME EYES SKIN HAIR

Samantha Willow
Chester (Handaxes, deceased) NAME
Louise (Shortsword, deceased)
Nigel (Longbow, deceased) Owlbear Squad

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Gimmick: Grumpy
Conflict: Seeing death happen around him
Want: Inner peace
I’m haunted by memories of war. I can’t get the Born in a destitute village, Ducky learnt the hard-knock life was hard to escape. Gang violence gripped his village since
images of violence out of my mind. before he was born and after watching one of his friends die to it, he decided to find a way to escape the vicious cycle.
I’ve lost too many friends, and I’m slow to make new As army recruiters came by his house, he signed himself up to be a soldier (illegally) at the young age of 15. He expected
ones.
a breather from his village life, freedom beyond words. What he found was another story entirely.

He served in the 32nd Company, Owlbear Squad. Paired with Chester, Louise and Nigel, they fought like beasts in the
PERSONALITY TRAITS
battlefield, until one fateful day, when a stray fireball ended the lives of Owlbear Squad, sans Ducky.

Live and Let Live. Ideals aren’t worth killing over or Ducky could not understand. The effects of war did not contrast with back home, only echoed it. Could be never find
going to war for. (Neutral) respite from all the fighting and death around him? He tore off his badge that very night, and set off into the darkness,
his face flashing to those he had lost.

IDEAL

Those who fight beside me are those worth dying


for.

BOND

My hatred of my enemies is blind and unreasoning.

FLAW BACKGROUND STORY

Military Rank
You have a military rank from your career as a
soldier. Soldiers loyal to your former military
organization still recognize your authority and
influence, and they defer to you if they are of a
lower rank. You can invoke your rank to exert
influence over other soldiers and requisition simple
equipment or horses for temporary use. You can also
usually gain access to friendly military encampments
and fortresses where your rank is recognized.

BACKGROUND FEATURE

A book that tells the story of a legendary hero’s rise


and fall, with the last chapter missing

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Chain Shirt] 1 20
Longbow 1 2
Arrow 20 1
[Greatsword] 1 6
Shortsword 1 2
Handaxe 2 4
Backpack 1 5
Bedroll 1 7
Mess Kit 1 1
Tinderbox 1 1
Torch 10 10
Rations (1 day) 10 20
Waterskin 1 5
Rope, Hempen (50 feet) 1 10

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

94 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.
Chain Shirt Longbow Arrow
Armor Weapons Ammunition

Made of interlocking metal rings, a chain shirt is worn Arrows are used with a bow to make a ranged attack.
between layers of clothing or leather. This armor offers
modest protection to the wearer’s upper body and allows
the sound of the rings rubbing against one another to be
muffled by outer layers.

20 lb. Player’s Handbook 2 lb. Player’s Handbook 1/20 lb. Player’s Handbook

Greatsword Shortsword Handaxe


Weapons Weapons Weapons

6 lb. Player’s Handbook 2 lb. Player’s Handbook 2 lb. Player’s Handbook

Handaxe Backpack Bedroll


Weapons Adventuring Gear Adventuring Gear

A backpack is a leather pack carried on the back, typically


with straps to secure it. A backpack can hold 1 cubic foot/
30 pounds of gear.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.

2 lb. Player’s Handbook 5 lb. Player’s Handbook 7 lb. Player’s Handbook


Mess Kit Tinderbox Torch
Adventuring Gear Adventuring Gear Adventuring Gear

This tin box contains a cup and simple cutlery. The box This small container holds flint, fire steel, and tinder A torch burns for 1 hour, providing bright light in a 20-foot
clamps together, and one side can be used as a cooking pan (usually dry cloth soaked in light oil) used to kindle a fire. radius and dim light for an additional 20 feet. If you make a
and the other as a plate or shallow bowl. Using it to light a torch—or anything else with abundant, melee attack with a burning torch and hit, it deals 1 fire
exposed fuel—takes an action. Lighting any other fire takes damage.
1 minute.

1 lb. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook

Rations (1 day) Waterskin Rope, Hempen (50 feet)


Adventuring Gear Adventuring Gear Adventuring Gear

Rations consist of dry foods suitable for extended travel, Rope, whether made of hemp or silk, has 2 hit points and
including jerky, dried fruit, hardtack, and nuts. can be burst with a DC 17 Strength check.

2 lb. Player’s Handbook 5 lb. (full) Player’s Handbook 10 lb. Player’s Handbook

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