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Fast Character - Fighter 5 (Champion) - PHB 2024

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0% found this document useful (0 votes)
24 views2 pages

Fast Character - Fighter 5 (Champion) - PHB 2024

Uploaded by

Nihl Arts
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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F����� S�����

Fighter 5 (Champion) 7,085


CLASS & LEVEL EXPERIENCE POINTS PLAYER NAME
Soldier
RACE/ANCESTRY/HERITAGE BACKGROUND CAMPAIGN or PLAYER ID

SPEED FEATURES, TRAITS & MORE


STR
+4 +3 PROFICIENCY
BONUS
ARMOR
CLASS Alignment: Chao�c Neutral. I follow my
(AC) INITIATIVE shi�ing whims with li�le concern about
19
SAVING THROWS
18 +1 0 �. rules or later consequences.

Soldier Background [PHB 2024, p. 185]


Armor Worn: chain mail, shield
+7 Strength Saves * • Traits: Fought against a goblin army.
DEX +1 Dexterity Saves Sensi�ve heart.

+1 +5 Cons�tu�on Saves * HIT POINTS HIT DICE • Ideal: When possible, live and let live.

44 5d10
+0 Intelligence Saves • Bond: Reputa�on as merciful.
13 -1 Wisdom Saves • Flaw: Haunted by past ba�les.
+1 Charisma Saves DEATH SAVES: Success O O O Fail O O O
* Prof. bonus added
Fighter Class Features [PHB 2024, p. 91]
CON SKILLS WEAPON & UNARMED ATTACKS
• Figh�ng Style (Protec�on)

+2 +1 Acroba�cs (Dex) Extra A�ack. When making an A�ack ac�on, you


• Second Wind (regain 1d10+5 h.p.)
• Weapon Mastery (4 weapons)
may make two a�acks rather than one. • Ac�on Surge (extra non-Magic ac�on in
15 -1 Animal Handling (Wis)
turn once betw. short rests)
+0 Arcana (Int)
Ba�leaxe. Melee Weapon A�ack: +7 to hit, • Tac�cal Mind (use Second Wind to boost
+7 Athle�cs (Str) *
reach 5 �. Hit: 1d8+4 slashing damage. ability check)
+1 Decep�on (Cha)
INT (If used two-handed in melee, does • Improved Cri�cal (crit on 19 or 20)
+3 History (Int) *
+0 -1 Insight (Wis)
1d10+4 damage.) + Topple: On hit,
target must DC 15 CON save or fall
• Remarkable Athlete (adv. on Ini�a�ve and
Athle�cs rolls; on crit, move half speed
withou op. a�acks)
10 +4 In�mida�on (Cha) * prone.
• Extra A�ack (2/a�ack)
+0 Inves�ga�on (Int)
-1 Medicine (Wis) Javelin. Melee Weapon A�ack: +7 to hit, reach 5 • Tac�cal Shi� (on Second Wind, bonus
�. Hit: 1d6+4 piercing damage. (If thrown, ac�on move half speed, no opporunity
+0 Nature (Int)
WIS normal range to 30 �.; disadvantage long a�acks)
-1 Percep�on (Wis)
-1 +1 Performance (Cha)
range 31 to 120 �.) + Slow: On damage,
target's speed reduced by 10 �.
8 +1 Persuasion (Cha)
+0 Religion (Int) FEATS & SPECIAL ABILITIES
+1 Sleight of Hand (Dex) Savage A�acker Feat [PHB 2024, p. 201]: Once
+1 Stealth (Dex) (Disadv.) per turn, roll damage for a hit twice and use
CHA either damage total.
+2 Survival (Wis) *
+1 * Prof. bonus added Figh�ng Style: Protec�on [PHB 2024, p. 209]:
Use reac�on with shield to cause
12 ** Exper�se
disadvantage on a�ack against target in 5
9 PASSIVE WISDOM
(PERCEPTION)
feet.

PROFICIENCIES & LANGUAGES


Armor: light armor, medium armor, heavy
armor, shields
Weapons: simple weapons, mar�al weapons
Tools: gaming set (dice set)
Saving Throws: Strength, Cons�tu�on
Skills: Athle�cs, History, In�mida�on, Survival
Languages: Common
EQUIPMENT & TREASURE ENCUMBRANCE
Carried Gear [PHB 2024, p. 213]: chain mail Li�ing & Carrying: 285 lbs. max. carrying
armor (AC 16), shield (AC +2), ba�leaxe, capacity; 570 lbs. pushing or dragging
flail, greatsword, javelin, spear, shortbow (speed -5 �.); 570 lbs. max. li�.
and 20 arrows, dungeoneer's pack
(backpack, a crowbar, a hammer, 10
pitons, 10 torches, a �nderbox, 10 days'
ra�ons, waterskin, 50 feet of hempen
rope on the side), gaming set (dice set),
set of traveler's clothes, healer's kit
(bandages, salves, splints), quiver. (This
load is about 210 lbs.; add 1 lb. per 50
coins carried.)

Coins & Gems: 664 gold pieces (g.p.); 23


silver pieces (s.p.); 19 copper pieces
(c.p.); 2 gems (worth 50 g.p. each)

PLAYING THE GAME ACTIONS (1 per turn) BONUS ACTIONS (up to 1 per turn)
• The Dungeon Master (DM) describes a • A�ack: Roll to hit, melee or ranged. Some • Consume Po�on: Drink for yourself or
scene and players take turns describing classes and creatures make extra a�acks administer to another within 5 feet.
their characters' responses, o�en using at higher levels with this ac�on. Mastery • O�and A�ack: If doing A�ack as ac�on,
one of six abili�es: with a weapon includes addi�onal may make one a�ack this turn if light
• Strength (STR) (physical prowess), possible combat effects. weapon in other hand.
• Dexterity (DEX) (agility, reflexes), • Dash: Double Speed this turn. • Magic (Cast Spell): If cas�ng �me 1 bonus
• Cons�tu�on (CON) (health, for�tude), • Disengage: Avoiding all opportunity a�acks ac�on.
• Intelligence (INT) (memory, reason), while moving; "defensive retreat."
• Wisdom (WIS) (awareness, willpower), • Dodge: Give a�ackers disadvantage and MOVEMENTS (limited by Speed)
• Charisma (CHA) (appeal, leadership). gain advantage on Dexterity saves for • Move: Distance equal to Speed.
• For ability checks, saving throws, and a�ack yourself. • Crawl, Climb, Swim, Squeeze, Move Across
rolls, roll 1d20 + one ability modifier + • Escape: Try to break free from grapple via Difficult Terrain or Move While
proficiency bonus (if proficient in task). Strength (Athle�cs) or Dexterity Grappling: "Half speed," uses up 10 �. of
Other modifiers may come from class (Acroba�cs). Speed per 5 �. distance.
features or spells. The higher the total, • Grapple: Special melee a�ack to give target • Drop Prone: No cost to Speed.
the be�er the effort. The DM tracks the Grappled condi�on. • Stand Up: From Prone posi�on/condi�on,
minimum totals needed for successful • Help (Stabilze): DC 10 Medicine check to costs half Speed that turn.
results. aid 0 h.p. dying creature; automa�c • Take Cover: At end of move, half cover
• For ini�a�ve rolls, roll 1d20 + Ini�a�ve success if using healer's kit. gives +2 to Armor Class and Dexterity
(DEX) modifier. Higher totals act before • Help: Give an ally advantage on one ability saving throws; three-quarter cover gives
lower totals in the same 6-second round. check or a�ack roll. +5 AC and DEX saves.
• During a turn, a character or creature may • Hide: Stealth allowed only if unobserved.
REACTIONS (1 between turns)
do 1 movement, 1 ac�on and up to 1 • Influence: Make a Charisma check to alter
• Cast Spell: If cas�ng �me 1 reac�on.
bonus ac�on. Between turns, do up to 1 a creature's a�tude.
reac�on. • Magic: Cast a spell with a cas�ng �me 1 • Opportunity A�ack: May make one a�ack
• Advantage: Roll two d20s and use the ac�on, or use a magical item or feature. if enemy moves out of reach.
• Readied Ac�on: A�er trigger occurs, else
higher result. Disadvantage: Roll two d20s • Ready: Plan to take ac�on as a reac�on
ac�on wasted.
and use the lower result. when a trigger occurs.
• On a�ack rolls only, a "natural 20" is always • Search: Make a Wisdom (Insight, Medicine, FREE ACTIONS
a cri�cal hit, while a "natural 1" is always Percep�on, or Survival) check. • Concentra�on (Maintain A Spell): Ends if
a miss. • Shove: Special melee a�ack. caster starts another concentra�on spell,
• Saving throws do not count as ac�ons and • Study: Make an Intelligence (Arcana, or the caster is incapacitated, stunned,
are rolled as needed at any �me due to History, Inves�ga�on, Nature, or Religion) unconscious, or killed. If caster takes
a�acks, spells, or hazzards. check. damage, a Cons�tu�on saving throw is
• A character may die if failing three death • U�lize: Use a nonmagical item (pick a lock, needed to avoid immediately ending
saves while at 0 hit points, gaining 6 cover a hooded lantern, equip or drop a spell. DC equals 10 or half damage,
levels of Exhaus�on, or suffering certain shield, etc. whichever greater. Each hit needs a
deadly spells and hazzards. separate saving throw check.
• Specific traits, features, spells, and magic
items may create excep�ons to any rules.

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