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Fighter (3) Soldier

CLASS & LEVEL BACKGROUND PLAYER NAME


Sephicus "Karzag" Nectus
Tiefling Chaotic Neutral 1
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
18 +1 30
+3 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

16 PERSONALITY TRAITS

Hit Point Maximum 28


● +5 Strength
DEXTERITY
+1 Dexterity

+1 ● +4 Constitution
CURRENT HIT POINTS IDEALS
+3 Intelligence
12 0 Wisdom
+4 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+2
+1 Acrobatics (Dex) Total 3d10 SUCCESSES
14 0 Animal Handling (Wis) FAILURES

+3 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE ● +5 Athletics (Str)

+3 +4 Deception (Cha)
+3 History (Int)
NAME ATK BONUS DAMAGE/TYPE

Crossbow, light +3 1d8 + 1 piercing Darkvision: 60 ft.


17 ● +2 Insight (Wis)
Damage Resistances: fire
● +6 Intimidation (Cha) Longsword +5 1d8 + 3 slashing
WISDOM +3 Investigation (Int)
0
(additional features & traits on
Medicine (Wis)
0 +3 Nature (Int)
last page)
● +2 Perception (Wis)
10
+4 Performance (Cha)
+4 Persuasion (Cha)
CHARISMA
+3 Religion (Int)
+4 +1 Sleight of Hand (Dex)
+1 Stealth (Dex)
18
0 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

12 PASSIVE WISDOM (PERCEPTION)


CP Clothes, common (1);
Crossbow bolt (20);
Tool Proficiencies: Land Vehicles;
SP Waterskin (1); Shield
Playing Card Set (1); Bedroll (1);
EP
Rations (1 day) (10);
Weapon Proficiencies: Martial; Simple
Rope, hempen (1);
Armor Proficiencies: Heavy; Light;
GP 10 Tinderbox (1); Mess
Medium; Shields kit (1); Backpack (1);
PP
Chain mail (1); Torch
Language Proficiencies: Common;
Infernal
(10)

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

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Fighter
Intelligence 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Blade Ward
Fire Bolt

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

Healing Elixir

Magic Missile
4
Shield
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Tiefling
Charisma 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Thaumaturgy

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

Hellish Rebuke

4
SPELLS KNOWN

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

----------Bonus Actions----------
Second Wind. Regain 1d10 + 3 HPs (use once/rest).

---------------Actions--------------
Action Surge. Take an extra action (use once/rest).

-----------Other Traits------------
Great Weapon Fighting Style. 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.

Hellish Resistance. Resistance to fire damage.

Infernal Legacy. You know thaumaturgy and can cast Hellish Rebuke once per day. CHA is the spellcasting
ability.

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. .

Spellcasting. You can augment your combat abilities with spell casting.
-Cantrips: You start with 2 cantrips from the wizard spell list. At level 10 you gain a 3rd cantrip.
-Known Spells: You start with three 1st level wizard spells, two must come from the evocation and abjuration
spell schools. The third spell can be from any Wizard school of magic.
--Thereafter you learn another spell at levels 4, 7, 8, 10, 11, 13, 14, 16, 19, and 20.
--The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
--Whenever you gain a level in this class, you can replace one of the wizard spells you know with another
spell of your choice from the wizard spell list (of a level you can cast).
-Spellcasting Ability: Intelligence is what you use for spellcasting. Your spell DC is equal to 8 + proficiency
bonus + Intelligence bonus. Your spell attack use proficiency + your Intelligence bonus.
-Spell Slots: You start with two 1st level spell slots at Fighter level 3, and gain more as you gain more levels.

Level Cantrips Spells


Known

Level Cantrips Spells 1st 2nd 3rd 4th


3rd 2 3 2 - - -
4th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2
10th 3 7 4 3 - -
11th 3 8 4 3
13th 3 9 4 3 2 -
14th 3 10 4 3 2
16th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1.

Weapon Bond. Over the course of 1 hour short rest, you can bond a weapon to you. Once bonded, you
cannot be disarmed unless you are incapacitated and if the weapon is on the same plane of existence, you
can summon it to your hand as a bonus action. You can bond up to two weapons at once.
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Abjuration cantrip Evocation cantrip Level-1 conjuration


Blade Ward Fire Bolt Healing Elixir
1 Action Self V,S 1 rnd 1 act. 120 ft V,S Inst 1 min Self V,S,M 24 hrs
You extend your hand and trace a sigil of You hurl a mote of fire at a creature or object You create a healing elixir in a simple vial that
warding in the air. Until the end of your next within range. Make a ranged spell attack appears in your hand. The elixir retains its
turn, you have resistance against bludgeoning, against the target. On a hit, the target takes potency for the duration or until it’s
piercing, and slashing damage dealt by 1d10 fire damage. A flammable object hit by consumed, at which point the vial vanishes. As
weapon attacks. this spell ignites if it isn’t being worn or an action, a creature can drink the elixir or
carried. This spell’s damage increases by 1d10 administer it to another creature. The drinker
when you reach 5th level (2d10), 11th level regains 2d4 + 2 hit points.
(3d10), and 17th level (4d10).

Fighter DC 13 Mod +5 Fighter DC 13 Mod +5 Fighter DC 13 Mod +5

Level-1 evocation Level-1 abjuration Level-1 evocation


Magic Missile Shield Hellish Rebuke
1 act. 120 ft V,S Inst 1 react. Self V,S 1 rnd 1 react. 60 ft V,S Inst
You create three glowing darts of magical An invisible barrier of magical force appears You point your finger, and the creature that
force. Each dart hits a creature of your choice and protects you. Until the start of your next damaged you is momentarily surrounded by
that you can see within range. A dart deals 1d4 turn, you have a +5 bonus to AC, including hellish flames. The creature must make a
+ 1 force damage to its target. The darts all against the triggering attack, and you take no Dexterity saving throw. It takes 2d10 fire
strike simultaneously, and you can direct damage from magic missile. damage on a failed save, or half as much
them to hit one creature or several. At Higher damage on a successful one. At Higher Levels.
Levels. When you cast this spell using a spell When you cast this spell using a spell slot of
slot of 2nd level or higher, the spell creates 2nd level or higher, the damage increase by
one more dart for each slot level above 1st. 1d10 for each slot level above 1st.

Fighter DC 13 Mod +5 Fighter DC 13 Mod +5 Tiefling DC 14 Mod +6

Transmutation cantrip
Thaumaturgy
1 act. 30 ft V Up to 1 min
You manifest a minor wonder, a sign of
supernatural power, within range. You create
one of the following magical effects within
range: • Your voice booms up to three times as
loud as normal for 1 minute. • You cause
flames to flicker, brighten, dim, or change
color for 1 minute. • You cause harmless
tremors in the ground for 1 minute. • You
create an instantaneous sound that originates
from a point of your choice within range, such
as a rumble of thunder, the cry of a raven, or
ominous whispers. • You instantaneously
cause an unlocked door or window to fly open
or slam shut. • You alter the appearance of
your eyes for 1 minute. If you cast this spell
multiple times, you can have up to three of its
1-minute effects active at a time, and you can
dismiss such an effect as an action.

Tiefling DC 14 Mod +6
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