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5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Drew Gahwow
Character Name
Fighter 1
Class & Level
Criminal
Background
Human
Race
Neutral Evil
Alignment
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+2
15
14
+
1
(Race)
DEXTERITY
+2
15
14
+
1
(Race)
CONSTITUTION
+1
13
12
+
1
(Race)
INTELLIGENCE
+0
11
10
+
1
(Race)
WISDOM
+0
11
10
+
1
(Race)
CHARISMA
+2
15
14
+
1
(Race)
ARMOR CLASS
12
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
PERCEPTION
1214
+
2
SPEED
30 ft
HIT POINTS
Max:
12
11
TEMP HP
POINT BUY
29
Picture URL:
Token URL:
4 +4
+
Strength
+
Dexterity
+
Constitution
+
Intelligence
+
Wisdom
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
+
Arcana (Int)
+
Athletics (Str)
+
Deception (Cha)
+
History (Int)
+
Insight (Wis)
+
Intimidation (Cha)
+
Investigation (Int)
+
Medicine (Wis)
+
Nature (Int)
+
Perception (Wis)
+
Performance (Cha)
+
Persuasion (Cha)
+
Religion (Int)
+
Sleight of Hand (Dex)
+
* Stealth (Dex)
+
Survival (Wis)
+
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
KNOWN
10
DC
Cast Mod
/
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
/
/
/
SPELLCASTING
[+instructions]
Class Features
Fighter Features
Core Fighter Traitsfree-rules, pg. 91
Perception
Insight
Fighting Stylefree-rules, pg. 91

You gain a Fighting Style feat of your choice, and whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.

Defense
Second WindSecond Wind usesfree-rules, pg. 91

As a Bonus Action, you can draw upon a limited well of physical and mental stamina and regain 1d10+1 HP.

You can use this 2 times per Long Rest, and can regain one expended use when you finish a Short Rest.

Second Wind: 1 Bonus Action
Uses:
/
Long Rest
Weapon MasteryPHB-2024, pg. 91
Dagger (Nick)

Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. This extra attack can only be made once per turn.

Shortbow (Vex)

Vex. If you hit a creature with a Shortbow and deal damage to it, you have Advantage on your next attack roll against that creature before the end of your next turn.

Light Hammer (Nick)

Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. This extra attack can only be made once per turn.

Nick (Light Hammer): 1 Action
Nick (Dagger): 1 Action
Vex (Shortbow): 1 Action
Species Traits
Creature Typefree-rules, pg. 194

You're a Humanoid.

Sizefree-rules, pg. 194

Your Size is Medium or Small, chosen when you select this species.

Medium
Speedfree-rules, pg. 194

Your Speed is 30 ft.

Resourcefulfree-rules, pg. 194

You gain Heroic Inspiration whenever you finish a Long Rest.

Skillfulfree-rules, pg. 193

You gain proficiency in one skill of your choice.

Intimidation
Versatilefree-rules, pg. 194

You gain an Origin feat of your choice.

Savage Attacker
Languagesfree-rules, pg. 37

Your character knows at least three languages: Common plus two languages you roll or choose from the Standard Languages table. Knowledge of a language means your character can communicate in it, read it, and write it.

Common Sign Language

Defensefree-rules, pg. 209
From
Fighter

You gain +1 to AC when wearing Light, Medium, or Heavy armor.

Savage Attackerfree-rules, pg. 201
From
Human

Once per turn when you hit a target with a weapon, you can roll the weapon’s damage dice twice and use either roll against the target.

Alertfree-rules, pg. 200
From
Criminal

Initiative Proficiency. When you roll Initiative, add +2 to the roll.

Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the Incapacitated condition.

Class Features
Fighter Features
Core Fighter Traitsfree-rules, pg. 91
Perception
Insight
Fighting Stylefree-rules, pg. 91
You gain a Fighting Style feat of your choice, and whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.

Defense
Second WindSecond Wind usesfree-rules, pg. 91
As a Bonus Action, you can draw upon a limited well of physical and mental stamina and regain [1d10+1] HP.

You can use this 2 times per Long Rest, and can regain one expended use when you finish a Short Rest.

Second Wind: 1 Bonus Action
Uses:
/
Long Rest
Weapon MasteryPHB-2024, pg. 91
Dagger (Nick)
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. This extra attack can only be made once per turn.

Shortbow (Vex)
Vex. If you hit a creature with a Shortbow and deal damage to it, you have Advantage on your next attack roll against that creature before the end of your next turn.

Light Hammer (Nick)
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. This extra attack can only be made once per turn.

Nick (Light Hammer): 1 Action
Nick (Dagger): 1 Action
Vex (Shortbow): 1 Action
Species Traits
Creature Typefree-rules, pg. 194
You're a Humanoid.

Sizefree-rules, pg. 194
Your Size is Medium or Small, chosen when you select this species.

Medium
Speedfree-rules, pg. 194
Your Speed is 30 ft.

Resourcefulfree-rules, pg. 194
You gain Heroic Inspiration whenever you finish a Long Rest.

Skillfulfree-rules, pg. 193
You gain proficiency in one skill of your choice.

Intimidation
Versatilefree-rules, pg. 194
You gain an Origin feat of your choice.

Savage Attacker
Languagesfree-rules, pg. 37
Your character knows at least three languages: Common plus two languages you roll or choose from the Standard Languages table. Knowledge of a language means your character can communicate in it, read it, and write it.

Common Sign Language

Defensefree-rules, pg. 209
From
Fighter
You gain [+1] to AC when wearing Light, Medium, or Heavy armor.

Savage Attackerfree-rules, pg. 201
From
Human
Once per turn when you hit a target with a weapon, you can roll the weapon’s damage dice twice and use either roll against the target.

Alertfree-rules, pg. 200
From
Criminal
Initiative Proficiency. When you roll Initiative, add [+2] to the roll.

Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the Incapacitated condition.
FEATURES & TRAITS
d10
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
1
Dagger
1
1
Dagger
1
1
Traveler's Clothes
4
1
Pouch
1
1
Pouch
1
1
Thieves' Tools
1
1
Playing Card Set
0
Total: 9.22 lbs
EQUIPMENT
CP
0
SP
11
EP
0
GP
0
PP
0
WEALTH
Proficiencies: light/medium armor, shields, simple/martial weapons, thieves' tools
Languages: Common, Common Sign Language
PROFICIENCIES & LANGUAGES
Usually switches from smooth talker to an average tavern fighter.
PERSONALITY TRAITS
Does anything to either stay safe or get out of poverty.
IDEALS
Cares most about himself and those who protect him.
BONDS
Can't seem to find a stable job, or relationships.
FLAWS
 
From con man to an alley mugger, he's done it all. Likes to keep what he has done under the rug from mostly everyone. Believes adventuring will make everybody forget his past self.
DESCRIPTION & EXTRA INFO
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