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High Elf Fighter Character Sheet

The document outlines a character sheet for a High Elf Champion fighter, detailing their abilities, skills, and equipment. Key attributes include a Strength of 14, Dexterity of 17, and Constitution of 13, with various proficiencies in weapons and tools. The character has access to spells, including the cantrip Mage Hand, and possesses traits such as Darkvision and Fey Ancestry.

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0% found this document useful (0 votes)
130 views6 pages

High Elf Fighter Character Sheet

The document outlines a character sheet for a High Elf Champion fighter, detailing their abilities, skills, and equipment. Key attributes include a Strength of 14, Dexterity of 17, and Constitution of 13, with various proficiencies in weapons and tools. The character has access to spells, including the cantrip Mage Hand, and possesses traits such as Darkvision and Fey Ancestry.

Uploaded by

alicelughconnors
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Fighter Background 2

CLASS & LEVEL BACKGROUND PLAYER NAME


[Champion] (3)
Elf/High Elf Chaotic Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
14 +3 30
-3 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

5 PERSONALITY TRAITS

Hit Point Maximum 23


-1 Strength
DEXTERITY
+3 Dexterity

+3 +3 Constitution
-1 Intelligence
CURRENT HIT POINTS IDEALS

17 0 Wisdom
+2 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+1 +5 Acrobatics (Dex) SUCCESSES


13 +2 Animal Handling (Wis)
3x
FAILURES

-1 Arcana (Int)
(1d10+1)
HIT DICE DEATH SAVES FLAWS
INTELLIGENCE -3 Athletics (Str)

-1 +2 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Arrow x20
Longbow +7 1d8+3 piercing Backpack
8 0 Insight (Wis)
Bedroll
+4 Intimidation (Cha) Handaxe -1 1d6-3 slashing Leather
WISDOM -1 Investigation (Int) Mess kit
0 Medicine (Wis)
Scimitar +5 1d6+3 slashing Rations (1 day) x10

0 -1 Nature (Int) Number of Attacks: 1


Rope, hempen
Tinderbox
Torch x10
+2 Perception (Wis) Waterskin
10
+2 Performance (Cha)
+2 Persuasion (Cha)
CHARISMA
-1 Religion (Int)

+2 +3 Sleight of Hand (Dex)


+3 Stealth (Dex)
14 0 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

12 PASSIVE WISDOM (PERCEPTION)


CP

SP
Tool Proficiencies: Jeweler's Tools

Weapon Proficiencies: Martial; Simple


EP

Armor Proficiencies: Heavy; Light; Medium;


Shields GP

Language Proficiencies: Common; Elvish;


Goblin; Sylvan PP

OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

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.
High Elf Intelligence 9 +1
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Mage Hand

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 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.
FEATURES & TRAITS

Darkvision: 60 ft.
Critical Hits: 19-20
Immunities: magical-sleep

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

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

-----------Other Traits------------
Archery Fighting Style. You gain a +2 bonus to attack rolls you make with ranged weapons.

Fey Ancestry. Advantage on charmed saves and immune to sleep magic.

Trance. Trance 4 hrs. instead of sleep 8.


Page 1

Mage Hand
High Elf Cantrip Conjuration DC 9 Spell Mod +1
1 Act. 30 ft V,S 1 min

A spectral, floating hand appears at a point


you choose within range. The hand lasts for
the duration or until you dismiss it as an
action. The hand vanishes if it is ever more
than 30 feet away from you or if you cast this
spell again. You can use your action to control
the hand. You can use the hand to manipulate
an object, open an unlocked door or container,
stow or retrieve an item from an open
container, or pour the contents out of a vial.
You can move the hand up to 30 feet each time
you use it. The hand can't attack, activate
magic items, or carry more than 10 pounds.
Page 1 (reverse)

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