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
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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.
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