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Fighter (8) Acolyte

CLASS & LEVEL BACKGROUND PLAYER NAME

Dwarf/Mountain Dwarf Lawful Good


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
19 +1 25
20 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

+5 PERSONALITY TRAITS

Hit Point Maximum 84



+8 Strength
DEXTERITY
+1 Dexterity

12 ●
+7 Constitution
+1 Intelligence
CURRENT HIT POINTS IDEALS

+1 0 Wisdom
-1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

18 +1 Acrobatics (Dex) Total 8d10 SUCCESSES

+4 0 Animal Handling (Wis) FAILURES

+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE
+8 Athletics (Str)

13 -1 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE

+1 ●
+3 Insight (Wis)
Crossbow, light +4 1d8 + 1 piercing Darkvision: 60 ft.
-1 Intimidation (Cha) Warhammer +8 1d8 + 5 bludgeoning Number of Attacks: 2
WISDOM +1 Investigation (Int) Damage
0 Medicine (Wis)
10
Resistances: poison
+1 Nature (Int)

+3 Perception (Wis)
0
-1 Performance (Cha) ----------Bonus
CHARISMA -1 Persuasion (Cha) Actions----------
+4 Religion (Int)

Second Wind.
8 +1 Sleight of Hand (Dex)
+1 Stealth (Dex)
Regain 1d10 + 8
-1 0 Survival (Wis) HPs (use once/rest,
SKILLS ATTACKS & SPELLCASTING see PHB 72).
13 PASSIVE WISDOM (PERCEPTION)
CP Pouch (1); Clothes, ---------------Actions---
common (1); Piton (10);
Crossbow bolt (20); -----------
SP
Tool Proficiencies: Mason's Tools;
Smith's Tools
Waterskin (1); Shield
(1); Incense (5);
Action Surge. Take
EP Rations (1 day) (10); an extra action (use
Weapon Proficiencies: Martial; Rope, hempen (1);
Simple Vestements (1); Prayer
once/rest, see PHB
Armor Proficiencies: Heavy; Light;
GP
15 Book (1); Tinderbox 72).
Medium; Shields (1); Hammer (1);
PP
Backpack (1); Crowbar
Language Proficiencies: Common; (1); Chain mail (1); (additional features &
Dwarvish; Orc; Undercommon Torch (10); Emblem (1)
traits on page 2)
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Combat Superiority. You know 5 martial maneuvers, have 5 superiority dice (d8s), and maneuver save DC of 16 (see PHB 73).

Commander's Strike Maneuver. When you take Attack action, forgo one attack, expend a superiority die, give a creature an
immediate reaction attack, adding superiority die to damage.

Defense Fighting Style. While you are wearing armor, you gain a +1 bonus to AC. (see PHB 72).

Dwarven Resilience. Advantage on poison saves, resistance to poison damage (see PHB 20).

Goading Attack Maneuver. Add superiority die to a successful attack's damage, if target fails DC 16 WIS save, the next attack it
makes must be against you or have disadvantage (see PHB 74).

Heavy Armor Master Feat. Increase STR by 1; when wearing heavy armor, slashing, piercing, and bludgeoning damage from
non-magical weapons is 3 less (see PHB 167).

Know Your Enemy. Study a creature outside combat for 1 min. to learn if it is superior, inferior, or equal in STR, DEX, CON, AC,
current HP, total levels, fighter levels (see PHB 73).

Manuevering Attack Maneuver. Add superiority die to a successful attack's damage, choose a friendly creature that can move half
it's speed as a reaction without opportunity attack from attack target.

Shelter the Faithful. You and your companions can expect free healing at an establishment of your faith. (see PHB 127).

Stonecunning. 2X prof bonus on stonework-related history checks (see PHB 20).

Sweeping Attack Maneuver. If you hit a creature with an attack roll, choose another creature within 5 ft., if the roll would hit the
creature, it takes superiority die worth of damage.

Trip Attack Maneuver. Add superiority die to successful attack's damage, if target fails a DC 16 STR save, it is knocked prone (see
PHB 74).

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

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

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