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Dragonborn Fighter Character Sheet

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0% found this document useful (0 votes)
10 views33 pages

Dragonborn Fighter Character Sheet

Uploaded by

mhasbian04
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

Fighter 3

CLASS & LEVEL PLAYER NAME


Ganza
Dragonborn Criminal / Spy (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

• +5 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +2 Dexterity
• +3 Constitution +2 17 25
16 -1 Intelligence
CLASS
+0 Wisdom INITIATIVE HIT POINTS
+3
+1 Charisma
Total 3d10 SUCCESSES
Saving Throw Modifiers
Resistances - Cold
DEXTERITY FAILURES

14 DEFENSES HIT DICE DEATH SAVES

+2 SAVING THROWS HEROIC INSPIRATION


=== ARMOR ===
Heavy Armor, Light Armor, Medium Armor,
CONSTITUTION P +4 Acrobatics DEX Shields
+2 PROFICIENCY BONUS
13 +0

-1
Animal Handling WIS
Arcana INT
=== WEAPONS ===
Martial Weapons, Simple Weapons

+1 P +5 Athletics STR === TOOLS ===


ABILITY SAVE DC Dice Set, Thieves' Tools
P +3 Deception CHA
-1 History INT === LANGUAGES ===
INTELLIGENCE
+0 Insight WIS Common, Dwarvish, Halfling
30 ft. (Walking)
9 +1 Intimidation CHA
-1 Investigation INT
-1 +0 Medicine WIS SPEED

-1 Nature INT PROFICIENCIES & TRAINING

WISDOM +0 Perception WIS


+1 Performance CHA === ACTIONS === Second Wind • 2 / Long Rest
10 +1 Persuasion CHA
Standard Actions
Attack, Magic, Dash, Disengage, Dodge, Help,
You can draw upon a limited well of physical and
mental stamina and regain 1d10+3 HP.
Hide, Ready, Search, Utilize, Opportunity Attack,
-1 Religion INT
+0 Grapple, Shove, Improvise, Two-Weapon Fighting, You can use this 2 times per Long Rest, and can
+2 Sleight of Hand DEX Interact with an Object, Study, Influence regain one expended use when you finish a Short
Rest.
P +4 Stealth DEX Breath Weapon (Cold) • 2 / Long Rest
CHARISMA When you take the Attack action on your turn, you === SPECIAL ===
+0 Survival WIS
can replace one attack with a breath weapon that is a Action Surge • 1 / Short Rest
On your turn you can take one additional action,
13 15-ft. Cone or a 30-ft. Line that’s 5 ft. wide (choose the
shape each time). Each creature must make a DC 11
Dex. saving throw taking 1d10 Cold damage on a
except the Magic action.

failed save or half as much damage on a success. You can use this feature 1 time(s) until you finish a
+1 Short or Long Rest.
=== BONUS ACTIONS ===
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

10 PASSIVE PERCEPTION
Flail +5 1d8+3 Bludgeoning Martial, Sap

Greatsword +5 2d6+3 Slashing Martial, Heavy, Two-Handed, Graze


10 PASSIVE INSIGHT

Javelin +5 1d6+3 Piercing Simple, Thrown, Slow, Range (30/120)

9 PASSIVE INVESTIGATION
Unarmed Strike +5 4 Bludgeoning

Darkvision 60 ft.

SENSES WEAPON ATTACKS & CANTRIPS

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Fighter 3
CLASS & LEVEL PLAYER NAME
Ganza
Dragonborn Criminal / Spy (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

=== FIGHTER FEATURES === | Champion | Breath Weapon (Cold) •


When you take the Attack action on your turn, you can
* Core Fighter Traits • PHB-2024 91 * Improved Critical • PHB-2024 96 replace one attack with a breath weapon that is a 15-ft.
Your attack rolls with weapons and Unarmed Strikes Cone or a 30-ft. Line that’s 5 ft. wide (choose the
* Fighting Style • PHB-2024 91 can score a Critical Hit on a d20 roll of 19-20. shape each time). Each creature must make a DC 11
You gain a Fighting Style feat of your choice, and Dex. saving throw taking 1d10 Cold damage on a
whenever you gain a Fighter level, you can replace the | Special failed save or half as much damage on a success.
feat you chose with a different Fighting Style feat.
* Remarkable Athlete • PHB-2024 96 | 2 / Long Rest • 1 Action
* Second Wind • PHB-2024 91 You have Advantage on Initiative and Strength
As a Bonus Action, you can draw upon a limited well of (Athletic) checks. * Damage Resistance • PHB-2024 187
physical and mental stamina and regain 1d10+3 HP. You have Resistance to the damage type determined
Immediately after you score a Critical Hit, you can by your Draconic Ancestry trait.
You can use this 2 times per Long Rest, and can move up to half your Speed without provoking
regain one expended use when you finish a Short Opportunity Attacks. | Draconic Resistance (Cold) •
Rest. You have resistance to Cold damage.

| 2 / Long Rest • 1 Bonus Action === DRAGONBORN SPECIES TRAITS === * Darkvision • PHB-2024 187
You have Darkvision with a range of 60 ft.
* Weapon Mastery • PHB-2024 91 * Creature Type • PHB-2024 187
You are a Humanoid. * Draconic Flight • PHB-2024 187
* Action Surge • PHB-2024 91 Once per Long Rest as a Bonus Action, you gain
On your turn you can take one additional action, * Size • PHB-2024 187 temporary flight for 10 minutes or until you retract the
except the Magic action. Your size is Medium. wings (no action required) or have the Incapacitated
condition. During that time, you have a Fly Speed
You can use this feature 1 time(s) until you finish a * Speed • PHB-2024 187 equal to your Speed.
Short or Long Rest. Your speed is 30 ft.
* Ability Score Increases • PHB-2024
| 1 / Short Rest • Special * Draconic Ancestry • PHB-2024 187 When determining your character’s ability scores,
You gain a breath weapon and damage resistance increase one score by 2 and a different one by 1, or
* Tactical Mind • PHB-2024 91 with your chosen dragon type. increase three scores by 1.
When you fail an ability check, you can expend a use
of Second Wind, and instead of regaining HP, you roll | Silver Dragon • | Increase three scores (+1 / +1 / +1) •
1d10 and add the result to the ability check. If the You have a Silver Dragon ancestor. Increase three different scores by 1.
check still fails, this use of Second Wind isn’t
expended. * Breath Weapon • PHB-2024 187
When you take the Attack action on your turn, you can === FEATS ===
| Special replace one of your attacks with an exhalation of
magical energy. You can use your Breath Weapon 2 * Defense • PHB-2024 209
* Fighter Subclass • PHB-2024 92 times per Long Rest. You gain +1 to AC when wearing Light, Medium, or
Heavy armor.

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP Chain Mail 1 55 lb. Tinderbox 1 1 lb.

Chain Mail 1 55 lb. Torch 10 10 lb.

SP Javelin 8 16 lb. Waterskin 1 5 lb.

Javelin 8 16 lb. Caltrops 200 20 lb.


EP Flail 1 2 lb. Crowbar 1 5 lb.

Flail 1 2 lb. Oil 2 2 lb.


GP Greatsword 1 6 lb. Rations 10 20 lb.

Greatsword 1 6 lb. Rope 1 5 lb.


PP
Clothes, Common 1 3 lb. Tinderbox 1 1 lb.

Crowbar 1 5 lb. Torch 10 10 lb.


WEIGHT CARRIED

294 lb. Oil 2 2 lb. Waterskin 1 5 lb.

ENCUMBERED Backpack 1 5 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

240 lb. Backpack 1 5 lb.

PUSH/DRAG/LIFT Rations

480 lb. Rope 1 5 lb.

EQUIPMENT

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CLASS & LEVEL PLAYER NAME

CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

* Weapon Mastery • PHB-2024 91

| Flail (Sap) •
Sap. If you hit a creature with a Flail, that creature has
Disadvantage on its next attack roll before the start of
your next turn.

| Greatsword (Graze) •
Graze. If your attack roll with a Greatsword misses a
creature, you can deal damage to it equal to the ability
modifier used to make the attack. This damage is the
same type dealt by the Greatsword, and can only be
increased by increasing the ability modifier.

| Javelin (Slow) •
Slow. If you hit a creature with a Javelin and deal
damage to the creature, you can reduce its Speed by
10 ft. until the start of your next turn. If the creature is
hit more than once with this property, the Speed
reduction doesn’t exceed 10 ft.

| Graze (Greatsword): 1 Action

| Sap (Flail): 1 Action

| Slow (Javelin): 1 Action

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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CLASS & LEVEL PLAYER NAME

CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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GENDER AGE SIZE HEIGHT WEIGHT

CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

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

SPELLS

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Rogue 3
CLASS & LEVEL PLAYER NAME
NAGI
Variant Human Noble (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

+1 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +4 Dexterity
+1 Constitution +2 13 21
12 • +4 Intelligence
CLASS
+0 Wisdom INITIATIVE HIT POINTS
+1
+0 Charisma
Total 3d8 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES

15 DEFENSES HIT DICE DEATH SAVES

+2 SAVING THROWS HEROIC INSPIRATION


=== ARMOR ===
Light Armor
CONSTITUTION E +6 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+2
13 P
+0

+4
Animal Handling WIS
Arcana INT
Crossbow, Hand, Rapier, Scimitar,
Shortsword, Simple Weapons, Whip

+1 +1 Athletics STR === TOOLS ===


ABILITY SAVE DC Dice Set, Thieves' Tools
+0 Deception CHA
P +4 History INT === LANGUAGES ===
INTELLIGENCE
+0 Insight WIS Common, Infernal, Nordmaarian, Thieves’
30 ft. (Walking), 30 ft. (Climbing) Cant, Undercommon
14 +0 Intimidation CHA
P +4 Investigation INT
+2 +0 Medicine WIS SPEED

+2 Nature INT PROFICIENCIES & TRAINING

WISDOM P +2 Perception WIS


+0 Performance CHA === ACTIONS === pocket.
10 P +2 Persuasion CHA
Standard Actions
Attack, Magic, Dash, Disengage, Dodge, Help, Fast Hands: Use Magic Item
Hide, Ready, Search, Utilize, Opportunity Attack, Take the Magic action to use a magic item that
+2 Religion INT
+0 Grapple, Shove, Improvise, Two-Weapon Fighting, requires that action.
+2 Sleight of Hand DEX Interact with an Object, Study, Influence
Fast Hands: Utilize
E +6 Stealth DEX === BONUS ACTIONS === Take the Utilize action to use an object.
CHARISMA Cunning Action
+0 Survival WIS
On your turn, you can take one of the following Steady Aim
You give yourself Advantage on your next attack
10 actions as a Bonus Actions: Dash, Disengage, or
Hide.
Fast Hands: Sleight of Hand
roll on the current turn, provided that you haven’t
moved during this turn. After you use it, your Speed is
Make a Dexterity (Sleight of Hand) check to pick a 0 until the end of the current turn.
+0
lock or disarm a trap with Thieves Tools or to pick a
=== SPECIAL ===
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

12 PASSIVE PERCEPTION
Dagger +4 1d4+2 Piercing Simple, Finesse, Light, Thrown, Nick, Range (20/60)

Longsword, +1 +2 1d8+2 Slashing Martial, Versatile, Sap


10 PASSIVE INSIGHT

Shortbow +4 1d6+2 Piercing Simple, Ammunition, Range, Two-Handed, Vex, Range (80/320)

14 PASSIVE INVESTIGATION
Shortsword +4 1d6+2 Piercing Martial, Finesse, Light, Vex

Unarmed Strike +3 2 Bludgeoning

SENSES WEAPON ATTACKS & CANTRIPS

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Rogue 3
CLASS & LEVEL PLAYER NAME
NAGI
Variant Human Noble (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

=== ROGUE FEATURES === you haven’t moved during this turn. After you use it, * Feat • BR 31
your Speed is 0 until the end of the current turn. You gain one feat of your choice.
* Core Rogue Traits • PHB-2024 129
| 1 Bonus Action
* Expertise • PHB-2024 129 === FEATS ===
You gain Expertise in two of your skill proficiencies of * Fast Hands • PHB-2024 137
your choice. As a Bonus Action you can do one of the following: * Magic Initiate (Wizard) • PHB-2024 201
Two Cantrips. You learn two cantrips of your choice
* Sneak Attack • PHB-2024 129 • Make a Dex. (Sleight of Hand) check to pick a lock from the Wizard spell list. Int., Wis., or Cha. is your
Once per turn you can deal an extra 2d6 damage to or disarm a trap with Thieves’ Tools or to pick a spellcasting ability for this feat's spells.
one creature you hit with an attack if you have pocket.
Advantage on the roll and the attack uses a Finesse or • Take the Utilize action or take the Magic action to Level 1 Spell. Choose a level 1 spell from the Wizard
Ranged weapon. The extra damage’s type is the same use a magic item that requires that action. spell list. You always have that spell prepared. You
as the weapon’s type. can cast it once without a spell slot, and you regain the
| Fast Hands: Sleight of Hand: 1 Bonus Action ability to cast it in that way when you finish a Long
You don’t need Advantage on the attack if at least one Rest. You can also cast the spell using any spell slots
of your allies is within 5 ft. of the target, the ally doesn’t | Fast Hands: Utilize: 1 Bonus Action you have.
have the Incapacitated condition, and you don’t have
Disadvantage on the attack roll. | Fast Hands: Use Magic Item: 1 Bonus Action Spell Change. Whenever you gain a new level, you
can replace one of the spells you chose for this feat
| Special * Second-Story Work • PHB-2024 137 with a different spell of the same level from the chosen
You gain the following benefits: spell list.
* Thieves’ Cant • PHB-2024 129
You know Thieves’ Cant and one other language of • You gain a Climb Speed equal to your Speed. Repeatable. You can take this feat more than once,
your choice. • You can determine your jump distance using your but you must choose a different spell list each time.
Dex. rather than your Str.
* Weapon Mastery • PHB-2024 129 * Weapon Mastery • PHB-2024 129

* Cunning Action • PHB-2024 130 === VARIANT HUMAN SPECIES TRAITS === | Longsword (Sap) •
On your turn, you can take one of the following actions Sap. If you hit a creature with a Longsword, that
as a Bonus Actions: Dash, Disengage, or Hide. * Languages • BR 31 creature has Disadvantage on its next attack roll
You can speak, read, and write Common and one before the start of your next turn.
| 1 Bonus Action extra language.
| Shortbow (Vex) •
* Rogue Subclass • PHB-2024 130 * Ability Score Increase • BR 31 Vex. If you hit a creature with a Shortbow and deal
Two different ability scores of your choice increase by damage to it, you have Advantage on your next attack
| Thief 1. roll against that creature before the end of your next
turn.
* Steady Aim • PHB-2024 130 * Skills • BR 31
As a Bonus Action, you give yourself Advantage on You gain proficiency in one skill of your choice. | Vex (Shortbow): 1 Action
your next attack roll on the current turn, provided that

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP Longsword, +1 1 3 lb. Thieves' Tools 1 1 lb.

Longsword, +1 1 3 lb. Arrows 200 10 lb.

SP Leather 1 10 lb. Ball Bearings 10,000 20 lb.

Leather 1 10 lb. Rations 5 10 lb.


EP Dagger 1 1 lb. Rope 1 5 lb.

Dagger 1 1 lb. Bell 1 --


GP Shortbow 1 2 lb. Tinderbox 1 1 lb.

Shortbow 1 2 lb. Waterskin 1 5 lb.


PP
Shortsword 1 2 lb. Hooded Lantern 1 2 lb.

Shortsword 1 2 lb. Candle 10 --


WEIGHT CARRIED

159 lb. Clothes, Fine 1 6 lb. Crowbar 1 5 lb.

ENCUMBERED Signet Ring 1 -- ATTUNED MAGIC ITEMS QTY WEIGHT

180 lb. Oil 7 7 lb.

PUSH/DRAG/LIFT Backpack 1 5 lb.

360 lb. Quiver 1 1 lb.

EQUIPMENT

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CLASS & LEVEL PLAYER NAME

CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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CLASS & LEVEL PLAYER NAME

CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

| Sap (Longsword): 1 Action

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

backpack 1 5 lb.

quiver 1 1 lb.

Arrows 20 1 lb.

Thieves' Tools 1 1 lb.

Oil 7 7 lb.

Ball Bearings 1,000 2 lb.

Rations 5 10 lb.

Rope 1 5 lb.

Bell 1 --

Tinderbox 1 1 lb.

Waterskin 1 5 lb.

Hooded Lantern 1 2 lb.

Candle 10 --

Crowbar 1 5 lb.

ADDITIONAL EQUIPMENT

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GENDER AGE SIZE HEIGHT WEIGHT

CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

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

SPELLS

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Sorcerer 3 mumarhamdir14
CLASS & LEVEL PLAYER NAME
IKDRASIL
Elf Acolyte (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

+0 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +1 Dexterity
• +4 Constitution +1 14 23
10 -1 Intelligence
CLASS
+1 Wisdom INITIATIVE HIT POINTS
+0
• +5 Charisma
Total 3d6 SUCCESSES
Saving Throw Modifiers
Immunities - Magical Sleep
DEXTERITY FAILURES
Advantage Made to avoid or end
the Charmed condition
13 DEFENSES HIT DICE DEATH SAVES

+1 SAVING THROWS HEROIC INSPIRATION


=== WEAPONS ===
Simple Weapons
CONSTITUTION +1 Acrobatics DEX
PROFICIENCY BONUS
=== TOOLS ===
+2
14 P
+1

+1
Animal Handling WIS
Arcana INT
Calligrapher's Supplies

=== LANGUAGES ===


+2 +0 Athletics STR Common, Elvish, Goblin
ABILITY SAVE DC
+3 Deception CHA
-1 History INT
INTELLIGENCE
P +3 Insight WIS
30 ft. (Walking)
9 +3 Intimidation CHA
-1 Investigation INT
-1 +1 Medicine WIS SPEED

-1 Nature INT PROFICIENCIES & TRAINING

WISDOM P +3 Perception WIS


+3 Performance CHA === ACTIONS === finish a Long Rest.
12 P +5 Persuasion CHA
Standard Actions
Attack, Magic, Dash, Disengage, Dodge, Help, Innate Sorcery • 2 / Long Rest
Hide, Ready, Search, Utilize, Opportunity Attack, Twice per Long Rest, you can take a Bonus Action
P +1 Religion INT
+1 Grapple, Shove, Improvise, Two-Weapon Fighting, to unleash the simmering magic within you for 1
+1 Sleight of Hand DEX Interact with an Object, Study, Influence minute.

+1 Stealth DEX === BONUS ACTIONS === === SPECIAL ===


CHARISMA Font of Magic: Create Spell Slot Level 1 Font of Magic: Sorcery Points • 3 / Long Rest
+1 Survival WIS
You can transform 2 unexpended Sorcery Points You can tap into the wellspring of magic within
yourself, which is represented by Sorcery Points (SP).
17 into a level 1 spell slot, which vanishes when you
finish a Long Rest. Sorcery Points fuel various magical effects. You have
3 SP and regain all expended points when you finish a
Font of Magic: Create Spell Slot Level 2 Long Rest.
+3 You can transform 3 unexpended Sorcery Points
into a level 2 spell slot, which vanishes when you Metamagic: Empowered Spell
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

13 PASSIVE PERCEPTION
Dagger +3 1d4+1 Piercing Simple, Finesse, Light, Thrown, Nick, Range (20/60)

Dagger +3 1d4+1 Piercing Simple, Finesse, Light, Thrown, Nick, Range (20/60)
13 PASSIVE INSIGHT

Longsword, +2 +2 1d8+2 Slashing Martial, Versatile, Sap


9 PASSIVE INVESTIGATION
Spear +2 1d6 Piercing Simple, Thrown, Versatile, Sap, Range (20/60)

Darkvision 60 ft. Shocking Grasp +5 1d8 Lightning V/S

Sorcerous Burst +5 1d8 Acid V/S

SENSES WEAPON ATTACKS & CANTRIPS

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Sorcerer 3 mumarhamdir14
CLASS & LEVEL PLAYER NAME
IKDRASIL
Elf Acolyte (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

=== SORCERER FEATURES === | Font of Magic: Convert Spell Slots: No Action * Draconic Spells • PHB-2024 148
When you reach a Sorcerer level specified in the
* Core Sorcerer Traits • PHB-2024 139 | Font of Magic: Create Spell Slot Level 1: 1 Bonus Draconic Spells table, you thereafter always have the
Action listed spells prepared.
* Spellcasting • PHB-2024 139
| Font of Magic: Create Spell Slot Level 2: 1 Bonus
* Innate Sorcery • PHB-2024 140 Action === ELF SPECIES TRAITS ===
Twice per Long Rest, you can take a Bonus Action to
unleash the simmering magic within you for 1 minute. * Metamagic • PHB-2024 141 * Creature Type • PHB-2024 190
You can alter spells to suit your needs; you know 2 You are a Humanoid.
Activate this effect by clicking on this feature and Metamagic options which can be used to temporarily
selecting Activate Innate Sorcery. Deselect it to stop modify spells you cast. * Size • PHB-2024 190
this effect. You are Medium.
* Metamagic Options • PHB-2024 141
| 2 / Long Rest • 1 Bonus Action * Speed • PHB-2024 190
| Empowered Spell • br-2024 Your speed is 30 ft.
* Font of Magic • PHB-2024 140 When you roll damage for a spell, you can spend 1
You can tap into the wellspring of magic within Sorcery Points to reroll up to 3 damage dice and you * Darkvision • PHB-2024 190
yourself, which is represented by Sorcery Points (SP). must use the new rolls. You can use Empowered Spell You have Darkvision with a range of 60 ft.
You have 3 SP and regain all expended points when even if you’ve already used a different Metamagic
you finish a Long Rest. In addition to fueling effects option during the casting of the spell. * Elven Lineage • PHB-2024 190
such as Metamagic, you can use your SP to fuel the Choose a lineage from the Elven Lineages table. You
options below: | Metamagic: Empowered Spell: Special gain the level 1 benefit of that lineage.

Converting Spell Slots to Sorcery Points. You can | Twinned Spell • br-2024 | High Elf Lineage •
expend a spell slot to gain a number of SP equal to the When you cast a spell that can be cast with a You gain the spells outlined in the Elven Lineages
slot’s level (no action required). higher-level spell slot to target an additional creature, table, and whenever you finish a Long Rest, you can
Creating Spell Slots. As a Bonus Action, you can you can spend 1 Sorcery Point to increase the spell’s replace the cantrip at level 1 with a different cantrip
transform unexpended SP into one spell slot, creating effective level by 1. from the Wizard spell list.
a spell slot no higher than level 5. Any spell slot you
create with this feature vanishes when you finish a | Metamagic: Twinned Spell: Special * Elven Lineage Spells • PHB-2024 189
Long Rest. The conversion is as follows:
• Sorcerer Level 2 | 2 SP -> Spell Slot Level 1 * Sorcerer Subclass • PHB-2024 141 | High Elf - Charisma •
• Sorcerer Level 3 | 3 SP -> Spell Slot Level 2
• Sorcerer Level 5 | 5 SP -> Spell Slot Level 3 | Draconic Sorcery * Fey Ancestry • PHB-2024 190
• Sorcerer Level 7 | 6 SP -> Spell Slot Level 4 You have Advantage on saving throws you make to
• Sorcerer Level 9 | 7 SP -> Spell Slot Level 5 * Draconic Resilience • PHB-2024 148 avoid or end the Charmed condition.
Your HP maximum increases by 3, and while you
| Font of Magic: Sorcery Points: 3 / Long Rest • aren’t wearing armor, your base AC equals 10 + Dex. * Keen Senses • PHB-2024 190
Special modifier + Cha. modifier. You have proficiency in the Insight, Perception, or
Survival skill.

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP Longsword, +2 1 3 lb. Crystal 1 1 lb.

Dagger 1 1 lb. Oil 2 2 lb.

SP Dagger 1 1 lb. Rations

Dagger 1 1 lb. Rope 1 5 lb.


EP Dagger 1 1 lb. Tinderbox 1 1 lb.

Spear 1 3 lb. Torch 10 10 lb.


GP Spear 1 3 lb. Waterskin 1 5 lb.

Parchment 10 -- Caltrops 20 2 lb.


PP
Backpack 1 5 lb. Crowbar 1 5 lb.

Backpack 1 5 lb. Oil 2 2 lb.


WEIGHT CARRIED

139 lb. Calligrapher's Supplies 1 5 lb. Rations 10 20 lb.

ENCUMBERED Robe 1 4 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

150 lb. Book 1 5 lb.

PUSH/DRAG/LIFT Holy Symbol 1 --

300 lb. Crystal 1 1 lb.

EQUIPMENT

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CLASS & LEVEL PLAYER NAME

CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

* Trance • PHB-2024 190


You don’t need to sleep, and magic can’t put you to
sleep. You can finish a Long Rest in 4 hours if you
spend those hours in a trancelike meditation, during
which you retain consciousness.

=== FEATS ===

* Acolyte Ability Score Improvements • PHB-2024 178

| Increase two scores (+2 / +1) •

* Magic Initiate (Cleric) • PHB-2024 201


Two Cantrips. You learn two cantrips of your choice
from the Cleric spell list. Int., Wis., or Cha. is your
spellcasting ability for this feat's spells.

Level 1 Spell. Choose a level 1 spell from the Cleric


spell list. You always have that spell prepared. You
can cast it once without a spell slot, and you regain the
ability to cast it in that way when you finish a Long
Rest. You can also cast the spell using any spell slots
you have.

Spell Change. Whenever you gain a new level, you


can replace one of the spells you chose for this feat
with a different spell of the same level from the chosen
spell list.

Repeatable. You can take this feat more than once,


but you must choose a different spell list each time.

| Charisma •

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

Rope 1 5 lb.

Tinderbox 1 1 lb.

Torch 10 10 lb.

Waterskin 1 5 lb.

Caltrops 20 2 lb.

Crowbar 1 5 lb.

ADDITIONAL EQUIPMENT

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CLASS & LEVEL PLAYER NAME

CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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GENDER AGE SIZE HEIGHT WEIGHT

CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

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CHA 13 +5
Sorcerer
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 Sorcerous Burst Sorcerer +5 1A 120 ft. V,S Instantaneous PHB-2024 318 V/S

O Prestidigitation Sorcerer -- 1A 10 ft. V,S 1 hour PHB-2024 307 D: 1h, V/S

O Shocking Grasp Sorcerer +5 1A Touch V,S Instantaneous PHB-2024 316 V/S

O Light Sorcerer -- 1A Touch V,M 1 hour PHB-2024 292 D: 1h, V/M

O Guidance Magic Initiate (Cleric) -- 1A Touch V,S Concentration, up to 1 minute PHB-2024 282 D: 1m, V/S

O Sacred Flame Magic Initiate (Cleric) DEX 13 1A 60 ft. V,S Instantaneous PHB-2024 313 V/S

O Fire Bolt Elven Lineage Spells +5 1A 120 ft. V,S Instantaneous PHB-2024 274 V/S

=== 1st LEVEL === 4 Slots OOOO

O Burning Hands Sorcerer DEX 13 1A Self/15 ft. Cone V,S Instantaneous PHB-2024 248 15 ft. Cone, V/S

O Detect Magic [R] Sorcerer -- 1A Self/30 ft. Sphere V,S Concentration, up to 10 minutes PHB-2024 262 D: 10m, 30 ft. Sphere, V/S

O Magic Missile Sorcerer -- 1A 120 ft. V,S Instantaneous PHB-2024 295 V/S

O Ice Knife Sorcerer DEX 13 / +5 1A 60 ft./5 ft. Sphere S,M Instantaneous PHB-2024 287 5 ft. Sphere, S/M

O Guiding Bolt Magic Initiate (Cleric) +5 1A 120 ft. V,S 1 round PHB-2024 282 1/LR, D: 1Rnd, V/S

O Detect Magic Elven Lineage Spells -- 1A Self/30 ft. Sphere V,S Concentration, up to 10 minutes PHB-2024 262 D: 10m, 30 ft. Sphere, V/S

O Detect Magic Elven Lineage Spells -- 1A Self/30 ft. Sphere V,S Concentration, up to 10 minutes PHB-2024 262 1/LR, D: 10m, 30 ft. Sphere, V/S

P Chromatic Orb Draconic Spells (Always Prepared) +5 1A 90 ft. V,S,M Instantaneous PHB-2024 249 V/S/M

P Command Draconic Spells (Always Prepared) WIS 13 1A 60 ft. V Instantaneous PHB-2024 251 V

=== 2nd LEVEL === 2 Slots OO

O Invisibility Sorcerer -- 1A Touch V,S,M Concentration, up to 1 hour PHB-2024 289 D: 1h, V/S/M

O Dragon's Breath Sorcerer DEX 13 1BA Touch/15 ft. Cone V,S,M Concentration, up to 1 minute PHB-2024 266 D: 1m, 15 ft. Cone, V/S/M

P Alter Self Draconic Spells (Always Prepared) -- 1A Self V,S Concentration, up to 1 hour PHB-2024 239 D: 1h, V/S

P Dragon's Breath Draconic Spells (Always Prepared) DEX 13 1BA Touch/15 ft. Cone V,S,M Concentration, up to 1 minute PHB-2024 266 D: 1m, 15 ft. Cone, V/S/M

SPELLS

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Paladin 3
CLASS & LEVEL PLAYER NAME
LENDRO DICAPRIO
High Elf Noble (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

+2 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +1 Dexterity
+1 Constitution +1 18 25
15 -1 Intelligence
CLASS
• +3 Wisdom INITIATIVE HIT POINTS
+2
• +4 Charisma
Immunities - Magical Sleep, Total 3d10 SUCCESSES
Saving Throw Modifiers Disease
DEXTERITY FAILURES
Advantage against
12 being charmed DEFENSES HIT DICE DEATH SAVES

+1 SAVING THROWS HEROIC INSPIRATION


=== ARMOR ===
Heavy Armor, Light Armor, Medium Armor,
CONSTITUTION +1 Acrobatics DEX Shields
+2 PROFICIENCY BONUS
13 +1

-1
Animal Handling WIS
Arcana INT
=== WEAPONS ===
Martial Weapons, Simple Weapons

+1 +2 Athletics STR === TOOLS ===


ABILITY SAVE DC Dice Set
+2 Deception CHA
P +1 History INT === LANGUAGES ===
INTELLIGENCE
P +3 Insight WIS Common, Elvish, Gnomish, Thri-kreen
30 ft. (Walking)
9 +2 Intimidation CHA
-1 Investigation INT
-1 +1 Medicine WIS SPEED

-1 Nature INT PROFICIENCIES & TRAINING

WISDOM P +3 Perception WIS


+2 Performance CHA === ACTIONS === As an action, you can detect good and evil. Until
12 P +4 Persuasion CHA
Standard Actions
Attack, Magic, Dash, Disengage, Dodge, Help,
the end of your next turn, you can sense anything
affected by the hallow spell or know the location of any
Hide, Ready, Search, Utilize, Opportunity Attack, celestial, fiend, undead within 60 ft. that is not behind
P +1 Religion INT
+1 Grapple, Shove, Improvise, Two-Weapon Fighting, total cover. You can use this feature 3 times per long
+1 Sleight of Hand DEX Interact with an Object, Study, Influence rest.

+1 Stealth DEX Channel Divinity • 1 / Short Rest Lay on Hands Pool • 15 / Long Rest
CHARISMA Your oath allows you to channel divine energy to You have a pool of healing power that can restore
+1 Survival WIS
fuel magical effects. When you use your Channel 15 HP per long rest. As an action, you can touch a
creature to restore any number of HP remaining in the
14 Divinity, you choose which option to use. You must
then finish a short or long rest to use your Channel
Divinity again. Some Channel Divinity effects require
pool, or 5 HP to either cure a disease or neutralize a
poison affecting the creature.
saving throws (DC 12).
+2 === SPECIAL ===
Divine Sense • 3 / Long Rest Divine Smite
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

13 PASSIVE PERCEPTION
Axe +4 1d6+2 Slashing Simple, Versatile

Greatsword +4 2d6+2 Slashing Martial, Heavy, Two-Handed, Graze


13 PASSIVE INSIGHT

Javelin +4 1d6+2 Piercing Simple, Thrown, Slow, Range (30/120)

9 PASSIVE INVESTIGATION
Longsword +4 1d8+2 Slashing Martial, Versatile, Sap

Darkvision 60 ft. Unarmed Strike +4 3 Bludgeoning

SENSES WEAPON ATTACKS & CANTRIPS

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Paladin 3
CLASS & LEVEL PLAYER NAME
LENDRO DICAPRIO
High Elf Noble (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

=== PALADIN FEATURES === to the target plus 1d8 for each spell level higher than
1st (max 5d8) and plus 1d8 against undead or fiends === HIGH ELF SPECIES TRAITS ===
* Hit Points • PHB 84 (max 6d8 total).
* Ability Score Increase • BR 23
* Proficiencies • PHB 84 | Special Your Dexterity score increases by 2.

* Divine Sense • PHB 84 * Divine Health • PHB 85 * Darkvision • BR 23


As an action, you can detect good and evil. Until the You are immune to disease. You can see in darkness (shades of gray) up to 60 ft.
end of your next turn, you can sense anything affected
by the hallow spell or know the location of any * Sacred Oath • PHB 85 * Keen Senses • BR 23
celestial, fiend, undead within 60 ft. that is not behind You have proficiency in the Perception skill.
total cover. You can use this feature 3 times per long | Oath of Devotion
rest. * Fey Ancestry • BR 23
| Channel Divinity: 1 / Short Rest • 1 Action You have advantage on saves against being charmed,
| 3 / Long Rest • 1 Action and magic can’t put you to sleep.
* Channel Divinity • PHB 86
* Lay on Hands • PHB 84 You gain two Channel Divinity options: * Trance • BR 23
You have a pool of healing power that can restore 15 You don't need to sleep, but meditate semiconsciously
HP per long rest. As an action, you can touch a Sacred Weapon - As an action you can imbue a for 4 hours a day. While meditating, you can dream
creature to restore any number of HP remaining in the weapon with positive energy. For 1 minute, the after a fashion; such dreams are actually mental
pool, or 5 HP to either cure a disease or neutralize a weapon is considered magical, you add +2 to attack exercises that have become reflexive through years of
poison affecting the creature. rolls, it emits bright light for 20 ft. and dim light for 20 ft practice. After resting in this way, you gain the same
beyond that. You can end the effect as part of any benefit that a human does from 8 hours of sleep.
| Lay on Hands Pool: 15 / Long Rest • 1 Action other action, if you are no longer holding the weapon,
or if you fall unconscious. * Ability Score Increase • BR 23
* Fighting Style • PHB 84 Your Intelligence score increases by 1.
You adopt a style of fighting as your specialty. Turn the Unholy - As an action, you can censure fiends
and undead. Each fiend or undead that can see or * Elf Weapon Training • BR 23
| Great Weapon Fighting • PHB hear you within 30 ft. must make a WIS saving throw You have proficiency with the longsword, shortsword,
You can reroll a 1 or 2 on damage dice with melee (DC 12). On failure, it is turned for 1 minute or until it shortbow, and longbow.
weapons wielded with two hands. takes damage.
* Cantrip • BR 24
* Spellcasting • PHB 84 | Channel Divinity: Sacred Weapon: 1 Action You know one cantrip of your choice from the wizard
You can cast prepared paladin spells using CHA as spell list. INT is your spellcasting ability for it.
your spellcasting modifier (Spell DC 12, Spell Attack | Channel Divinity: Turn the Unholy: 1 Action
+4). You can use a holy symbol as a spellcasting * Extra Language • BR 24
focus. * Oath Spells • PHB 86 You can speak, read, and write one extra language of
You gain oath spells based on your level that are your choice.
* Divine Smite • PHB 85 always prepared and don't count against your daily
When you hit with a melee weapon attack, you can number of prepared spells.
expend one spell slot to deal 2d8 extra radiant damage

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP Shield 1 6 lb. Mess Kit 1 1 lb.

Shield 1 6 lb. Rations (1 day) 10 20 lb.

SP Chain Mail 1 55 lb. Rope, Hempen (50 feet) 1 10 lb.

Chain Mail 1 55 lb. Tinderbox 1 1 lb.


EP Longsword 1 3 lb. Torch 10 10 lb.

Javelin 5 10 lb. Waterskin 1 5 lb.


GP Greatsword 1 6 lb. Bedroll 1 7 lb.

Axe 1 3 lb. Mess Kit 1 1 lb.


PP
Backpack 1 5 lb. Rations (1 day)

Backpack 1 5 lb. Rope, Hempen (50 feet) 1 10 lb.


WEIGHT CARRIED

272 lb. Clothes, Fine 1 6 lb. Tinderbox 1 1 lb.

ENCUMBERED Signet Ring 1 -- ATTUNED MAGIC ITEMS QTY WEIGHT

225 lb. Reliquary 1 2 lb.

PUSH/DRAG/LIFT Reliquary 1 2 lb.

450 lb. Bedroll 1 7 lb.

EQUIPMENT

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CLASS & LEVEL PLAYER NAME

CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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GENDER AGE SIZE HEIGHT WEIGHT

CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

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CHA 12 +4
Paladin
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 Acid Splash Cantrip DEX 9 1A 60 ft./5 ft. Sphere V,S Instantaneous PHB-2024 239 5 ft. Sphere, V/S

=== 1st LEVEL === 3 Slots OOO

O Shield of Faith Paladin -- 1BA 60 ft. V,S,M Concentration, up to 10 minutes PHB-2024 316 D: 10m, V/S/M

O Searing Smite Paladin CON 12 1BA Self V 1 minute PHB-2024 314 D: 1m, V

O Cure Wounds Paladin -- 1A Touch V,S Instantaneous PHB-2024 259 V/S

P Protection from Evil and Good Paladin (Always Prepared) -- 1A Touch V,S,M Concentration, up to 10 minutes PHB 270 D: 10m, V/S/M

P Sanctuary Paladin (Always Prepared) WIS 12 1BA 30 ft. V,S,M 1 minute PHB 272 D: 1m, V/S/M

O Bless Paladin -- 1A 30 ft. V,S,M Concentration, up to 1 minute PHB 219 D: 1m, V/S/M

O Command Paladin WIS 12 1A 60 ft. V 1 round PHB 223 D: 1Rnd, V

O Cure Wounds Paladin -- 1A Touch V,S Instantaneous PHB 230 V/S

O Detect Evil and Good Paladin -- 1A Self/30 ft. Sphere V,S Concentration, up to 10 minutes PHB 231 D: 10m, 30 ft. Sphere, V/S

O Detect Magic Paladin -- 1A Self/30 ft. Sphere V,S Concentration, up to 10 minutes PHB 231 D: 10m, 30 ft. Sphere, V/S

O Detect Poison and Disease Paladin -- 1A Self/30 ft. Sphere V,S,M Concentration, up to 10 minutes PHB 231 D: 10m, 30 ft. Sphere, V/S/M

O Divine Favor Paladin -- 1BA Self V,S Concentration, up to 1 minute PHB 234 D: 1m, V/S

O Heroism Paladin -- 1A Touch V,S Concentration, up to 1 minute PHB 250 D: 1m, V/S

O Purify Food and Drink Paladin -- 1A 10 ft./5 ft. Sphere V,S Instantaneous PHB 270 5 ft. Sphere, V/S

O Shield of Faith Paladin -- 1BA 60 ft. V,S,M Concentration, up to 10 minutes PHB 275 D: 10m, V/S/M

O Divine Smite Paladin -- 1BA Self V Instantaneous PHB-2024 265 V

O Protection from Evil and Good Paladin -- 1A Touch V,S,M Concentration, up to 10 minutes PHB-2024 309 D: 10m, V/S/M

O Purify Food and Drink Paladin -- 1A 10 ft./5 ft. Sphere V,S Instantaneous PHB-2024 310 5 ft. Sphere, V/S

O Bless Paladin -- 1A 30 ft. V,S,M Concentration, up to 1 minute PHB-2024 247 D: 1m, V/S/M

O Command Paladin WIS 12 1A 60 ft. V Instantaneous PHB-2024 251 V

O Detect Evil and Good Paladin -- 1A Self/30 ft. Sphere V,S Concentration, up to 10 minutes PHB-2024 261 D: 10m, 30 ft. Sphere, V/S

O Detect Poison and Disease Paladin -- 1A Self/30 ft. Sphere V,S,M Concentration, up to 10 minutes PHB-2024 262 D: 10m, 30 ft. Sphere, V/S/M

O Detect Magic Paladin -- 1A Self/30 ft. Sphere V,S Concentration, up to 10 minutes PHB-2024 262 D: 10m, 30 ft. Sphere, V/S

O Divine Favor Paladin -- 1BA Self V,S 1 minute PHB-2024 265 D: 1m, V/S

O Heroism Paladin -- 1A Touch V,S Concentration, up to 1 minute PHB-2024 285 D: 1m, V/S

SPELLS

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Barbarian 3
CLASS & LEVEL PLAYER NAME
ISAGI
Dragonborn Soldier (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

• +5 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +2 Dexterity
• +4 Constitution +2 14 32
16 +0 Intelligence
CLASS
+1 Wisdom INITIATIVE HIT POINTS
+3
-1 Charisma
Total 3d12 SUCCESSES
Saving Throw Modifiers
Resistances - Lightning
DEXTERITY FAILURES
Advantage on DEX unless you

14 are Incapacitated.
DEFENSES HIT DICE DEATH SAVES

+2 SAVING THROWS HEROIC INSPIRATION


=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION P +4 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+2
15 +1

+0
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons

=== TOOLS ===


+2 P +5 Athletics STR Quoits
ABILITY SAVE DC
-1 Deception CHA
=== LANGUAGES ===
+0 History INT Common, Draconic
INTELLIGENCE
+1 Insight WIS
30 ft. (Walking)
10 P +1 Intimidation CHA
+0 Investigation INT
+0 +1 Medicine WIS SPEED

+2 Nature INT PROFICIENCIES & TRAINING


P

WISDOM +1 Perception WIS


-1 Performance CHA === ACTIONS === Armor. You can use Rage 3 times per Long Rest, and
12 -1 Persuasion CHA
Standard Actions
Attack, Magic, Dash, Disengage, Dodge, Help,
regain one expended use when you finish a Short
Rest.
Hide, Ready, Search, Utilize, Opportunity Attack,
+0 Religion INT
+1 Grapple, Shove, Improvise, Two-Weapon Fighting,
+2 Sleight of Hand DEX Interact with an Object, Study, Influence

+2 Stealth DEX Breath Weapon (Bronze) • 1 / Short Rest


CHARISMA As an action once per short rest, exhale in a 5 by
P +3 Survival WIS
30 ft. line (DEX DC 12, half damage on success) for

8 2d6 Lightning Damage [6th] 3d6, [11th] 4d6, [16th]


5d6

=== BONUS ACTIONS ===


-1 Rage (Enter) • 3 / Long Rest
You can enter Rage if you aren’t wearing Heavy
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

11 PASSIVE PERCEPTION
Greataxe +5 1d12+3 Slashing Martial, Heavy, Two-Handed, Cleave

Handaxe +5 1d6+3 Slashing Simple, Light, Thrown, Vex, Range (20/60)


11 PASSIVE INSIGHT

Shortbow +4 1d6+2 Piercing Simple, Ammunition, Range, Two-Handed, Vex, Range (80/320)

10 PASSIVE INVESTIGATION
Spear +5 1d6+3 Piercing Simple, Thrown, Versatile, Sap, Range (20/60)

Unarmed Strike +5 4 Bludgeoning

SENSES WEAPON ATTACKS & CANTRIPS

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Barbarian 3
CLASS & LEVEL PLAYER NAME
ISAGI
Dragonborn Soldier (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

=== BARBARIAN FEATURES === * Primal Knowledge • PHB-2024 52 Action


You gain proficiency in another Barbarian skill of your
* Core Barbarian Traits • PHB-2024 51 choice. * Damage Resistance • BR 34
You have resistance to the damage type associated
* Rage • PHB-2024 51 While Raging, whenever you make an ability check with your draconic ancestry.
You can take a Bonus action to enter Rage if you using one of the following skills, you can make it as a
aren’t wearing Heavy Armor. You can use Rage 3 Str. check even if it normally uses a different ability: | Bronze Dragon • BR 34
times per Long Rest, and regain one expended use Acrobatics, Intimidation, Perception, Stealth, or Lightning Damage
when you finish a Short Rest. Survival.

Activate Rage by clicking on this feature and selecting * Frenzy • PHB-2024 54 === FEATS ===
the drop down called Activate Rage. Deselect it to stop If you use Reckless Attack while Rage is active, you
Raging. deal an additional 2d6 damage (the same damage * Weapon Mastery • PHB-2024 52
type as the weapon or Unarmed Strike used) to the
| Rage (Enter): 3 / Long Rest • 1 Bonus Action first target you hit on your turn with a Strength-based | Greataxe (Cleave) •
attack. Cleave. Once per turn, if you hit a creature with a
* Unarmored Defense • PHB-2024 51 melee attack using a Greataxe, you can make another
While not wearing armor, your base AC equals 14 + melee attack with it against a second creature within 5
any Shield bonus. === DRAGONBORN SPECIES TRAITS === ft. of the first that’s within your reach. On a hit, the
second creature takes the Greataxe’s damage, but
* Weapon Mastery • PHB-2024 52 * Draconic Ancestry • BR 34 without your ability modifier (unless the modifier is
You are able to use the mastery properties of 2 kinds You gain a breath weapon and damage resistance negative).
of Simple or Martial Melee weapons of your choice. with your chosen dragon type.
Whenever you finish a Long Rest, you can change one | Handaxe (Vex) •
of those weapon choices. | Bronze Dragon • BR 34 Vex. If you hit a creature with a Handaxe and deal
Lightning damage to it, you have Advantage on your next attack
* Danger Sense • PHB-2024 52 roll against that creature before the end of your next
You have Advantage on Dex. saving throws unless * Breath Weapon • BR 34 turn.
you have the Incapacitated condition. Once per short rest as an action, exhale destructive
energy based on your Draconic Ancestry. Each | Cleave (Greataxe): 1 Action
* Reckless Attack • PHB-2024 52 creature in the area must make a DC 12 saving throw
When you make your first attack roll on your turn, you (type determined by your ancestry), taking 2d6 ([6th] | Vex (Handaxe): 1 Action
can decide to attack recklessly, giving you Advantage 3d6, [11th] 4d6, [16th] 5d6) on a failed save, and half
on attack rolls using Str. until the start of your next damage on a successful one. * Savage Attacker • PHB-2024 201
turn, but attacks against you have Advantage during Once per turn when you hit a target with a weapon,
that time. | Bronze Dragon • BR 34 you can roll the weapon’s damage dice twice and use
As an action once per short rest, exhale in a 5 by 30 ft. either roll against the target.
* Barbarian Subclass • PHB-2024 52 line (DEX DC 12, half damage on success) for 2d6
Lightning Damage [6th] 3d6, [11th] 4d6, [16th] 5d6 * Soldier Ability Score Improvements • PHB-2024 185
| Path of the Berserker
| Breath Weapon (Bronze): 1 / Short Rest • 1 | Increase three scores (+1 / +1 / +1) •

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP Handaxe 1 2 lb. Rope 1 5 lb.

Handaxe 1 2 lb. Bedroll 1 7 lb.

SP Handaxe 1 2 lb. Tinderbox 1 1 lb.

Handaxe 1 2 lb. Torch 10 10 lb.


EP Handaxe 1 2 lb. Waterskin 1 5 lb.

Handaxe 1 2 lb. Backpack 1 5 lb.


GP Handaxe 1 2 lb. Quiver 1 1 lb.

Handaxe 1 2 lb. Arrows 20 1 lb.


PP
Spear 1 3 lb. Healer's Kit 1 3 lb.

Shortbow 1 2 lb. Traveler's Clothes 1 4 lb.


WEIGHT CARRIED

154 lb. Greataxe 1 7 lb. Oil 2 2 lb.

ENCUMBERED Greataxe 1 7 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

240 lb. Oil 2 2 lb.

PUSH/DRAG/LIFT Backpack 1 5 lb.

480 lb. Rations

EQUIPMENT

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CLASS & LEVEL PLAYER NAME

CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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CLASS & LEVEL PLAYER NAME

CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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GENDER AGE SIZE HEIGHT WEIGHT

CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

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

SPELLS

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Cleric 3
CLASS & LEVEL PLAYER NAME
GOKUSAR EL
Variant Aasimar Acolyte (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

+2 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH -1 Dexterity
+1 Constitution -1 14 21
14 +0 Intelligence
CLASS
• +5 Wisdom INITIATIVE HIT POINTS
+2
• +4 Charisma
Total 3d8
Resistances - Necrotic, SUCCESSES
Saving Throw Modifiers
DEXTERITY Radiant FAILURES

8 DEFENSES HIT DICE DEATH SAVES

-1 SAVING THROWS HEROIC INSPIRATION


=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION -1 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+2
13 +3

+3
Animal Handling WIS
Arcana INT
Simple Weapons

=== LANGUAGES ===


+1 +2 Athletics STR Celestial, Common, Draconic, Primordial
ABILITY SAVE DC
+2 Deception CHA
P +2 History INT
INTELLIGENCE
P +5 Insight WIS
30 ft. (Walking)
10 +2 Intimidation CHA
+0 Investigation INT
+0 P +5 Medicine WIS SPEED

+0 Nature INT PROFICIENCIES & TRAINING

WISDOM +3 Perception WIS


+2 Performance CHA === ACTIONS === Once per long rest as an action, touch a creature
16 +2 Persuasion CHA
Standard Actions
Attack, Magic, Dash, Disengage, Dodge, Help,
and restore 3 hit points.

Hide, Ready, Search, Utilize, Opportunity Attack,


P +5 Religion INT
+3 Grapple, Shove, Improvise, Two-Weapon Fighting,
-1 Sleight of Hand DEX Interact with an Object, Study, Influence

-1 Stealth DEX Channel Divinity • 2 / Long Rest


CHARISMA You can channel energy directly from the Outer
+3 Survival WIS
Planes to fuel magical effects. When you use this

14 class’s Channel Divinity, you can choose which effect


to create. You can use this class’s Channel Divinity 2
times per Long Rest, but can regain one expended
use after finishing a Short Rest.
+2
Healing Hands • 1 / Long Rest
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

13 PASSIVE PERCEPTION
Mace +4 1d6+2 Bludgeoning Simple, Sap

Mace +4 1d6+2 Bludgeoning Simple, Sap


15 PASSIVE INSIGHT

Unarmed Strike +4 3 Bludgeoning


10 PASSIVE INVESTIGATION

Darkvision 60 ft.

SENSES WEAPON ATTACKS & CANTRIPS

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Cleric 3
CLASS & LEVEL PLAYER NAME
GOKUSAR EL
Variant Aasimar Acolyte (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

=== CLERIC FEATURES === Domain Spells table, you always have the listed spells
prepared.
* Core Cleric Traits • PHB-2024 69
* Preserve Life • PHB-2024 73
* Spellcasting • PHB-2024 69 As a Magic Action, you can expend a use of your
Channel Divinity to restore 15 HP to Bloodied
* Divine Order • PHB-2024 70 creatures within 30 ft. of yourself (which can include
you), and divide the HP among them. This feature can
| Thaumaturge • only restore a creature up to half its maximum HP.
You know one extra cantrip from the Cleric spell list.
You also have a +3 bonus to your Arcana and Religion | Channel Divinity: Preserve Life: 1 Action
checks.

* Channel Divinity • PHB-2024 70 === VARIANT AASIMAR SPECIES TRAITS ===


You can channel energy directly from the Outer Planes
to fuel magical effects. When you use this class’s * Healing Hands • VGtM
Channel Divinity, you can choose which effect to Once per long rest as an action, touch a creature and
create. You can use this class’s Channel Divinity 2 restore 3 hit points.
times per Long Rest, but can regain one expended use
after finishing a Short Rest. | 1 / Long Rest • 1 Action

If your Channel Divinity requires a saving throw, the * Ability Score Increase • DMG
DC equals your Cleric spell save DC (DC 13). Your Wisdom score increases by 1, and your
Charisma score increases by 2.
| 2 / Long Rest • 1 Action
* Size • DMG
| Channel Divinity: Divine Spark: 1 Action
* Speed • DMG
| Channel Divinity: Turn Undead: 1 Action
* Darkvision • DMG
* Cleric Subclass • PHB-2024 71
* Celestial Resistance • DMG
| Life Domain You have resistance to necrotic damage and radiant
damage.
* Disciple of Life • PHB-2024 73
When a spell you cast with a spell slot restores HP to a * Celestial Legacy • DMG
creature, that creature regains an additional 2 + the You know the light cantrip. [3rd] You can cast lesser
spell slot’s level. restoration once per long rest. [5th] You can cast
daylight once per long rest. CHA is your spellcasting
* Life Domain Spells • PHB-2024 73 ability.
When you reach a Cleric level specified in the Life

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP Shield 1 6 lb. Holy Water 1 1 lb.

Shield 1 6 lb. Holy Symbol 1 --

SP Chain Shirt 1 20 lb. Holy Symbol 1 --

Chain Shirt 1 20 lb. Holy Symbol 1 --


EP Mace 1 4 lb. Rations 7 14 lb.

Mace 1 4 lb. Robe 1 4 lb.


GP Clothes, Common 1 3 lb. Blanket 1 3 lb.

Vestments 1 -- Tinderbox 1 1 lb.


PP
Backpack 1 5 lb. Lamp 1 1 lb.

Backpack 1 5 lb. Holy Water 1 1 lb.


WEIGHT CARRIED

121 lb. Rations

ENCUMBERED Robe 1 4 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

210 lb. Blanket 1 3 lb.

PUSH/DRAG/LIFT Tinderbox 1 1 lb.

420 lb. Lamp 1 1 lb.

EQUIPMENT

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GENDER AGE SIZE HEIGHT WEIGHT

CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

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WIS 13 +5
Cleric
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 Sacred Flame Cleric DEX 13 1A 60 ft. V,S Instantaneous PHB-2024 313 V/S

O Guidance Cleric -- 1A Touch V,S Concentration, up to 1 minute PHB-2024 282 D: 1m, V/S

O Thaumaturgy Cleric -- 1A 30 ft. V 1 minute PHB-2024 333 D: 1m, V

O Light Celestial Legacy DEX 12 1A Touch/20 ft. Sphere V,M 1 hour PHB 255 D: 1h, 20 ft. Sphere, V/M

O Toll the Dead Divine Order WIS 13 1A 60 ft. V,S Instantaneous PHB-2024 334 V/S

=== 1st LEVEL === 4 Slots OOOO

O Guiding Bolt Cleric +5 1A 120 ft. V,S 1 round PHB-2024 282 D: 1Rnd, V/S

O Healing Word Cleric -- 1BA 60 ft. V Instantaneous PHB-2024 284 V

O Detect Poison and Disease [R] Cleric -- 1A Self/30 ft. Sphere V,S,M Concentration, up to 10 minutes PHB-2024 262 D: 10m, 30 ft. Sphere, V/S/M

P Cure Wounds Cleric (Always Prepared) -- 1A Touch V,S Instantaneous PHB-2024 259 V/S

P Bless Cleric (Always Prepared) -- 1A 30 ft. V,S,M Concentration, up to 1 minute PHB-2024 247 D: 1m, V/S/M

O Bane Cleric CHA 13 1A 30 ft. V,S,M Concentration, up to 1 minute PHB-2024 245 D: 1m, V/S/M

O Protection from Evil and Good Cleric -- 1A Touch V,S,M Concentration, up to 10 minutes PHB-2024 309 D: 10m, V/S/M

O Purify Food and Drink [R] Cleric -- 1A + 10m 10 ft./5 ft. Sphere V,S Instantaneous PHB-2024 310 5 ft. Sphere, V/S

O Command Cleric WIS 13 1A 60 ft. V Instantaneous PHB-2024 251 V

O Sanctuary Cleric WIS 13 1BA 30 ft. V,S,M 1 minute PHB-2024 313 D: 1m, V/S/M

O Shield of Faith Cleric -- 1BA 60 ft. V,S,M Concentration, up to 10 minutes PHB-2024 316 D: 10m, V/S/M

O Create or Destroy Water Cleric -- 1A 30 ft./30 ft. Cube V,S,M Instantaneous PHB-2024 258 30 ft. Cube, V/S/M

O Detect Evil and Good Cleric -- 1A Self/30 ft. Sphere V,S Concentration, up to 10 minutes PHB-2024 261 D: 10m, 30 ft. Sphere, V/S

O Detect Magic [R] Cleric -- 1A + 10m Self/30 ft. Sphere V,S Concentration, up to 10 minutes PHB-2024 262 D: 10m, 30 ft. Sphere, V/S

O Inflict Wounds Cleric CON 13 1A Touch V,S Instantaneous PHB-2024 288 V/S

=== 2nd LEVEL === 2 Slots OO

O Spiritual Weapon Cleric +5 1BA 60 ft. V,S Concentration, up to 1 minute PHB-2024 318 D: 1m, V/S

O Hold Person Cleric WIS 13 1A 60 ft. V,S,M Concentration, up to 1 minute PHB-2024 286 D: 1m, V/S/M

O Zone of Truth Cleric CHA 13 1A 60 ft./15 ft. Sphere V,S 10 minutes PHB-2024 343 D: 10m, 15 ft. Sphere, V/S

P Aid Cleric (Always Prepared) -- 1A 30 ft. V,S,M 8 hours PHB-2024 239 D: 8h, V/S/M

P Lesser Restoration Cleric (Always Prepared) -- 1BA Touch V,S Instantaneous PHB-2024 291 V/S

O Augury [R] Cleric -- 11m Self V,S,M Instantaneous PHB-2024 244 V/S/M

O Find Traps Cleric -- 1A 120 ft. V,S Instantaneous PHB-2024 273 V/S

O Prayer of Healing Cleric -- 10m 30 ft. V Instantaneous PHB-2024 307 V

O Protection from Poison Cleric -- 1A Touch V,S 1 hour PHB-2024 310 D: 1h, V/S

O Blindness/Deafness Cleric CON 13 1A 120 ft. V 1 minute PHB-2024 248 D: 1m, V

O Gentle Repose [R] Cleric -- 1A + 10m Touch V,S,M 10 days PHB-2024 278 D: 10d, V/S/M

O Calm Emotions Cleric CHA 13 1A 60 ft./20 ft. Sphere V,S Concentration, up to 1 minute PHB-2024 249 D: 1m, 20 ft. Sphere, V/S

O Locate Object Cleric -- 1A Self V,S,M Concentration, up to 10 minutes PHB-2024 293 D: 10m, V/S/M

O Silence [R] Cleric -- 1A + 10m 120 ft./20 ft. Sphere V,S Concentration, up to 10 minutes PHB-2024 316 D: 10m, 20 ft. Sphere, V/S

O Continual Flame Cleric -- 1A Touch V,S,M Until dispelled PHB-2024 256 D: Until Dispelled, V/S/M

O Enhance Ability Cleric -- 1A Touch V,S,M Concentration, up to 1 hour PHB-2024 268 D: 1h, V/S/M

O Warding Bond Cleric -- 1A Touch V,S,M 1 hour PHB-2024 340 D: 1h, V/S/M

O Lesser Restoration Celestial Legacy -- 1A Touch V,S Instantaneous PHB 255 1/LR, V/S

SPELLS

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