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D&D Character Sheet for Astradalith

The document outlines the character details for a Battle Master named Astradalith, a Shattered Steelborn with a lawful neutral alignment. Key attributes include high strength and proficiency in various skills, alongside notable equipment like a Greatsword and a Clockwork Amulet. The character has a backstory tied to loyalty and abandonment, and possesses unique combat abilities and spellcasting capabilities.

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Charles Zhang
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0% found this document useful (0 votes)
5 views3 pages

D&D Character Sheet for Astradalith

The document outlines the character details for a Battle Master named Astradalith, a Shattered Steelborn with a lawful neutral alignment. Key attributes include high strength and proficiency in various skills, alongside notable equipment like a Greatsword and a Clockwork Amulet. The character has a backstory tied to loyalty and abandonment, and possesses unique combat abilities and spellcasting capabilities.

Uploaded by

Charles Zhang
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Battle Master 5 Industrious Guard Mitchell B

CLASS & LEVEL BACKGROUND PLAYER NAME


Astradalith
Shattered Steelborn LN N/a
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
18 +2 30
18 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

+4 PERSONALITY TRAITS

Hit Point Maximum 52


● +3 Strength
DEXTERITY

14 ● +3
Dexterity
Constitution
52
CURRENT HIT POINTS IDEALS
Intelligence
+2 Wisdom
I am loyal to the family i helped protect for
Charisma generations, even though they abandoned
CONSTITUTION me (Lawful)
SAVING THROWS
TEMPORARY HIT POINTS BONDS
14 5
● +3 Acrobatics (Dex) Total SUCCESSES
+2 Animal Handling (Wis)
1d10 FAILURES

Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE ● +3 Athletics (Str)

10 Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
● +3 Sentries rest
Greatsword +7 2d6 Slashing + 2d6 fire
Ferrous Senses - As an action, you can give
+0 ● +3 Insight (Wis)
yourself blindsight with a range of 30 feet until
Intimidation (Cha) Light Crossbow +7 1d8 Peircing (80-320) the start of your next turn.
Investigation (Int)
Jagged Assault - Your body is serrated and
WISDOM ● +3
sharp, and you can use it to make unarmed
Medicine (Wis) strikes. When you hit with it, the strike deals
12 Nature (Int)
1d6 + your Strength modifier slashing damage,
Clockwork Amulet - When you instead of the bludgeoning damage normal for
● +3 Perception (Wis) an unarmed strike. Creatures that grapple you
+1 make an attack roll while take this damage at the start of their turn.
Performance (Cha)
wearing the amulet, you can Fighting Styles:
Persuasion (Cha) Great Weapon Fighting - When you roll a 1 or
CHARISMA forgo rolling the d20 to get a 2 on a damage die for an attack you make with
Religion (Int)
10 on the die. Once used, this a melee weapon that you are wielding with two
10 ● +3 Sleight of Hand (Dex)
property can't be used again
hands, you can reroll the die and must use the
new roll, even if the new roll is a 1 or a 2. The
Stealth (Dex)
until the next dawn weapon must have the two-handed or versatile
+0
Survival (Wis) property for you to gain this benefit.
Defense
SKILLS ATTACKS & SPELLCASTING Second Wind - You have a limited well of
stamina that you can draw on to protect
yourself from harm. On your turn, you can use
PASSIVE WISDOM (PERCEPTION) a bonus action to regain hit points equal to
CP Flame Tongue 1d10 + your fighter level. Once you use this
Greatsword, Shield, feature, you must finish a short or long rest
before you can use it again.
Languages: Common, Elvish,
SP light crossbow, Action Surge - You can push yourself beyond
dungeoneer's pack, your normal limits for a moment. On your turn,
Armour: Light, Medium, Heavy, you can take one additional action. Once you
Shields
EP
Plate Armour, use this feature, you must finish a short or long
rest before you can use it again. Starting at
Weapons: Simple, Martial, Clockwork Amulet, 17th level, you can use it twice before a rest,
Firearms
GP 115 Collapsible pole, 100 but only once on the same turn.
Diverse Training
Tools: Smith’s Tools, Tinker's Iron Spikes, 10000 Combat Superiority - Maneuvers (See list)
PP
Tools, Mason's Tools, Ball bearings, 100 Extra Attack - You can attack twice, instead of
once, whenever you take the Attack action on
Resistances: Poisoned Caltrops, your turn.
Feats: Artificer Initiate,
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
N/a Medium
AGE HEIGHT WEIGHT
Astradalith
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Artificer Initiate Int 13 +3
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Light

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

Cure Wounds (no cost)

4
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

Common questions

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'Extra Attack' allows Astradalith to attack twice in a single turn, greatly amplifying his damage output, while 'Great Weapon Fighting' enables more consistent damage with each attack . This synergy elevates Astradalith's combat efficacy by maximizing damage potential and ensuring reliability, reinforcing his role as a powerful offensive force in melee engagements .

Astradalith benefits from 'Jagged Assault,' which allows him to deal 1d6 plus his Strength modifier in slashing damage with unarmed strikes, and 'Ferrous Senses,' granting him blindsight for 30 feet as an action. Both traits enhance his combat effectiveness by providing versatility in physical attacks and improving spatial awareness on the battlefield .

By leveraging 'Combat Superiority,' Astradalith can use maneuvers to enhance his attacks and defense, introducing strategic elements that can affect the outcome of skirmishes. These maneuvers, paired with his superior tactical knowledge, transform ordinary attacks into versatile actions, whether by imposing disadvantage on opponents or bolstering allies' resolve, thereby gaining a tactical advantage .

Astradalith's access to spellcasting through 'Artificer Initiate' allows for light utility spells and 'Cure Wounds,' providing essential support spells that enable healing while maintaining combat effectiveness . This blend of physical and magical capabilities fosters a hybrid combat style that enhances self-recovery and adaptability in diverse scenarios, while still focusing mainly on martial prowess.

Astradalith's Lawful Neutral alignment suggests a focus on order, tradition, and impartiality, potentially guiding his actions and decisions towards maintaining structure and fulfilling duty rather than personal or moral considerations . Within his background, being loyal to the family he protected indicates he may prioritize duty over personal grievance, even after abandonment, showing a commitment to principles or a code of conduct above personal emotions or relationships .

'Second Wind' provides Astradalith the ability to regain 1d10 plus his fighter level in hit points as a bonus action, offering a quick recovery in mid-battle . 'Action Surge' allows him to take an additional action on his turn, enabling him to attack, defend, or maneuver more aggressively. Together, these features offer him flexibility to sustain himself and seize tactical opportunities, when needed, effectively altering the battlefield dynamics .

Astradalith's 'Great Weapon Fighting' style allows him to reroll damage dice when he rolls a 1 or a 2 on any damage die for an attack made with a melee weapon wielded with both hands, benefiting from two-handed or versatile weapon properties . This increases his chances of inflicting higher damage consistently during combat.

The 'Clockwork Amulet' ensures a reliable attack option without rolling, guaranteeing a 10 on a d20 once per dawn, thus providing tactical consistency . This can be particularly strategic against enemies with higher AC, where an assured hit outweighs potential high but riskier rolls, or in situations demanding precision to trigger effects or avoid failures.

Astradalith's proficiency with simple and martial weapons, firearms, and all forms of armor, including shields, significantly enhances his battlefield adaptability. This allows deployment of varied strategies depending on the combat scenario, enabling a shift between offensive roles with heavy arms and defensive stances with full armor and shields to respond effectively to changing battlefield conditions .

'Astradalith's reliance on melee combat poses vulnerability when confronting ranged attackers or opponents with high mobility, as his main set of advantages are optimized for close-quarters encounters . Further, environments constraining his movement, or enemies utilizing debuffs hindering his melee prowess, could also pose significant challenges without adequate adaptation or support.

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