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Fighter/Eldritch Knight 5 Knight of the Order Jesus

class & level BackgrouNd Player Name


Raphael Johnson
Elf/High Elf Neutral Good
character Name race aligNmeNt exPerieNce PoiNts

inspiratiOn
strEngth
19 +2 30
15 armOr
class
+3 prOficiEncy bOnus initiativE spEEd

+2 PersoNality traits

hit Point maximum 64


+5 strength
dExtErity * +2 dexterity

14 * +3 constitution
ideals
currEnt hit pOints
+1 intelligence
+2 0 Wisdom
+1 charisma
cOnstitutiOn saving thrOws
tEmpOrary hit pOints BoNds
10
+2 acrobatics (dex) total successes
0 0 animal handling (Wis) Failures
+1 arcana (int) hit dice death saves FlaWs
intElligEncE +5 athletics (str)

13
* +1 deception (cha)
Name atk BoNus damage/tyPe Fighting Style: Two-Weapon Fighting. When you engage in
+1 history (int) two-weapon fighting, you can add your ability modifier to
Longsword +5 1d8 +2 slashing the damage of the second attack.
+1 +3 insight (Wis)
* +1 intimidation (cha) Longbow +5 1d8 +2 piercing Fey Ancestry. You have advantage on saving throws against
being charmed and magic can't put you to sleep
wisdOm +1 investigation (int)
Longsword +5 1d8 +2 slashing Trance. Elves don't need to sleep. Instead, they meditate
0 medicine (Wis) deeply, remaining semiconscious, for 4 hours a day. (The
10 +1 Nature (int)
Common word for such meditation is 'trance.') While
meditating, you can dream after a fashion; such dreams are
actually mental exercises that have become re exive through
+3 Perception (Wis)
0 * +1 Performance (cha)
years of practice. After resting in this way, you gain the
same bene t that a human does from 8 hours of sleep.

Darkvision. Accustomed to twilit forests and the night sky,


+4 Persuasion (cha)
charisma
* +1 religion (int)
you have superior vision in dark and dim conditions. You
can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You
12 +2 sleight of hand (dex) can't discern color in darkness, only shades of gray.

+2 stealth (dex) Second Wind. You have a limited well of stamina that you can
draw on to protect yourself from harm. On your turn, you
+1 0 survival (Wis) can use a bonus action to regain hit points equal to 1d10 +
your fighter level. Once you use this feature, you must
nish a short or long rest before you can use it again.
skills attacks & spEllcasting
Action Surge. You can push yourself beyond your normal
limits for a moment. On your turn, you can take one
additional action on top of your regular action and a
13 Passive Wisdom (PercePtioN)
cP possible bonus action. Once you use this feature, you must
nish a short or long rest before you can use it again.
Starting at 17th level, you can use it twice before a rest,
but only once on the same turn.
Languages.Elvish, Common sP
Extra Attack. You can attack twice, instead of once,
Weapon.Simple, Martial, Longsword, Shortsword, whenever you take the Attack action on your turn. The
Shortbow, Longbow number of attacks increases to three when you reach 11th
eP
level in this class and to four when you reach 20th level
Armor. Light, Medium, Heavy, Shields in this class.

Tools. See the Players Handbook for details. gP War Magic. Beginning at 7th level, when you use your action
to cast a cantrip, you can make one weapon attack as a
bonus action.

PP

OthEr prOficiEnciEs & languagEs EquipmEnt fEaturEs & traits

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
28 years 5'9" 188 lbs.
AGE HEIGHT WEIGHT
Raphael Johnson
character name EYES SKIN HAIR

Name

symbol

character appearance allies & organizations

Weapon Bond.At 3rd level, you learn a ritual that creates a


magical bond between yourself and one weapon. You perform
the ritual over the course of 1 hour, which can be done
during a short rest. The weapon must be within your reach
throughout the ritual, at the conclusion of which you touch
the weapon and forge the bond. Once you have bonded a
þÿweapon to yourself, you can t be disarmed of that weapon
unless you are incapacitated. If it is on the same plane of
existence, you can summon that weapon as a bonus action on
your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only
one at a time with your bonus action. If you attempt to
bond with a third weapon, you must break the bond with one
of the other two.

additional features & traits

character backstory treasure

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Fighter Int 12 +4
Spellcasting spell save dc spell attack
spellcasting ability bonus
class

0 cantrips 3 6

Spell
Level
slots total slots expended

1 3 7
epar
spell name
ed
pr

4
spells known

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

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