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5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Generate Character
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Campaign Manager
Asmodeus Sabbathune
Character Name
Fighter 1
Bard 1
Class & Level
Inventor
Background
Wood Elf
Race
Chaotic Good
Alignment
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+2
15
15
+
0
(Race)
DEXTERITY
+0
10
8
+
2
(Race)
CONSTITUTION
+1
12
12
+
0
(Race)
INTELLIGENCE
+1
13
13
+
0
(Race)
WISDOM
+0
11
10
+
1
(Race)
CHARISMA
+2
14
14
+
0
(Race)
ARMOR CLASS
16
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
PERCEPTION
1212
+
SPEED
35 ft
HIT POINTS
Max:
12
12
TEMP HP
POINT BUY
Standard
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
+
+
4
Global Hit Bonus
+
+
2
Global Damage Bonus
ATTACKS & SPELLS
2
KNOWN
12
DC
Cast Mod
4
Cantrip:
2
/
2
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
Bard
Bard
SPELLCASTING
[+instructions]

Racial

Darkvision 60ft

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance: Elves don’t need to sleep. Instead they meditate deeply, remaining semi conscious, for 4 hours a day.

Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Class

Great Weapon Fighting: When you roll a 1 or a 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.

Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Bardic Inspiration: You can inspire others through stirring words or music. To do so, you use your bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

[b]Racial[/b]

[b]Darkvision[/b] 60ft

[b]Fey Ancestry:[/b] You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

[b]Trance:[/b] Elves don’t need to sleep. Instead they meditate deeply, remaining semi conscious, for 4 hours a day.

[b]Mask of the Wild:[/b] You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

[b]Class[/b]

[b]Great Weapon Fighting:[/b] When you roll a 1 or a 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.

[b]Second Wind:[/b] You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

[b]Bardic Inspiration:[/b] You can inspire others through stirring words or music. To do so, you use your bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
FEATURES & TRAITS
1d6, 1d10
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
1
Handaxe
2
1
Explorer's Pack
59
1
Common Clothes
3
1
Tinker's Tools
10
4
Book
5
1
Battleaxe
4
1
Chain Mail [16]
55
Total: 153.3 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
15
PP
0
WEALTH
Proficiencies: Longswords, shortswords, long bow, short bow, all armor, shields, simple and martial weapons, tinker’s tools, smith’s tools, guitar.
Languages: Common, Elvish, Dwarvish.
PROFICIENCIES & LANGUAGES
PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
 
DESCRIPTION & EXTRA INFO
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