krovik
krovik
STEALTH DISADVANTAGE
✘
+3
-1 Dexterity
Action Surge (1/Short Rest). On your turn, you can
✘ +5 Constitution ARMOR CLASS take one additional action on top of your regular
DEXTERITY
+0 Intelligence
action.
MAXIMUM HIT DICE TEMPORARY
8 +2 Wisdom
-1 Charisma
31 3d10 Combat Superiority. You learn maneuvers that are
fueled by special dice called superiority dice. You
CONDITIONAL
have 4 superiority dice which are d8s. DC 13
Brace (Reaction). When a creature you can see
-1 moves into the reach you have with the melee
weapon you’re wielding, you can expend one
CURRENT HIT POINTS superiority die and make one attack against the
CONSTITUTION DEATH SAVING THROWS
creature, using that weapon. If the attack hits, add
SAVING THROWS
the superiority die to the weapon’s damage roll.
17 N
CIE C
-1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Riposte (Reaction). When a creature misses you
with a melee attack, you can expend one superiority
Y
PROFI
RT
EXPE
VISION INSPIRATION EXHAUSTION die to make a melee weapon attack against the
+2 Animal Handling (Wis)
creature. If you hit, you add the superiority die to
+3 +0 Arcana (Int) the attack's damage roll.
Resistances. Poison Trip Attack. When you hit a creature with a
✘ +5 Athletics (Str)
weapon attack, you can expend one superiority die
INTELLIGENCE -1 Deception (Cha) to attempt to knock the target down. You add the
superiority die to the attack’s damage roll, and if
10 ✘
+0 History (Int)
+4 Insight (Wis)
the target is Large or smaller, it must make a
Strength saving throw. On a failed save, you knock
the target prone.
✘ +1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 +0 Investigation (Int)
+2 Medicine (Wis) Constructed Resilience. You have advantage on saving
throws against being poisoned, and you have resistance
WISDOM +0 Nature (Int) to poison damage.You don’t need to eat, drink, or
breathe.You are immune to disease.You don’t need to
14 ✘ +4 Perception (Wis)
-1 Performance (Cha)
sleep, and magic can’t put you to sleep.
Sentry’s Rest. When you take a long rest, you must spend
-1 Persuasion (Cha) at least six hours in an inactive, motionless state, rather
+2 +0 Religion (Int)
than sleeping. In this state, you appear inert, but it
doesn’t render you unconscious, and you can see and
hear as normal.
-1 Sleight of Hand (Dex)
CHARISMA -1 Stealth (Dex) Integrated Protection. You can don only armor with
which you have proficiency. To don armor other than a
8 ✘ +4 Survival (Wis)
SKILLS
shield, you must incorporate it into your body over the
course of 1 hour, during which you remain in contact with
the armor. To doff armor, you must spend 1 hour
removing it. You can rest while donning or doffing armor
-1 14 PASSIVE PERCEPTION in this way.While you live, the armor incorporated into
your body can’t be removed against your will.
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and
armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a
standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during
I can stare down a hell hound without flinching. a recent war.
I’ve lost too many friends, and I’m slow to make new
ones. When you choose this background, work with your DM to determine which military organization you were a part of,
how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a
standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a
mercenary company.
PERSONALITY TRAITS
IDEAL
BOND
Loyalty Test
You’ve had enough dealings with crooked soldiers
that you can spot the behaviors common to corrupt
guards and military officers a mile away. While
awareness of such corruption doesn’t equate to
evidence of it, and your sense certainly isn’t
foolproof, your instinct proves a useful starting point
when determining who might take a bribe, who
might turn a blind eye to a crime, or who might have
criminal connections. You can also use this sense to
get a feeling about who might fulfill their duties
strictly by the book.
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Longsword] 1 3
[Chain Mail] 1 55
[Shield] 1 6
Backpack 1 5
Bedroll 1 7
Mess Kit 1 1
Tinderbox 1 1
Torch 10 10
Rations (1 day) 10 20
Waterskin 1 5
Rope, Hempen (50 feet) 1 10
0 0 0 10 0
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Longsword
Martial Melee Weapon
RANGE 5 ft
ATTACK +5 vs AC
DAMAGE 1d8+3+2 slashing
Versatile
Constructed Resilience Sentry’s Rest Integrated Protection
Racial Trait Racial Trait Racial Trait
You were created to have remarkable fortitude, When you take a long rest, you must spend at least six Your body has built-in defensive layers, which can be
represented by the following benefits: hours in an inactive, motionless state, rather than sleeping. enhanced with armor:
• You have advantage on saving throws against being In this state, you appear inert, but it doesn’t render you • You gain a +1 bonus to Armor Class.
poisoned, and you have resistance to poison damage. unconscious, and you can see and hear as normal. • You can don only armor with which you have
• You don’t need to eat, drink, or breathe. proficiency. To don armor other than a shield, you must
• You are immune to disease. incorporate it into your body over the course of 1 hour,
• You don’t need to sleep, and magic can’t put you to during which you remain in contact with the armor. To doff
sleep. armor, you must spend 1 hour removing it. You can rest
while donning or doffing armor in this way.
• While you live, the armor incorporated into your body
can’t be removed against your will.
Warforged Eberron: Rising from the Last War Warforged Eberron: Rising from the Last War Warforged Eberron: Rising from the Last War
You adopt a particular style of fighting as your specialty. When you are wielding a melee weapon in one hand and You have a limited well of stamina that you can draw on to
Choose one of the following options. You can’t take a no other weapons, you gain a +2 bonus to damage rolls protect yourself from harm. On your turn, you can use a
Fighting Style option more than once, even if you later get with that weapon. bonus action to regain hit points equal to 1d10 + your
to choose again. fighter level.
ARCHERY Once you use this feature, you must finish a short or long
You gain a +2 bonus to attack rolls you make with ranged rest before you can use it again.
weapons.
DEFENSE
While you are wearing armor, you gain a +1 bonus to AC.
DUELING
When you are wielding a melee weapon in one hand and
no other weapons, you gain a +2 bonus to damage rolls
with that weapon.
GREAT WEAPON FIGHTING
When you roll a 1 or 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.
PROTECTION
When a creature you can see attacks a target other than
you that is within 5 feet of you, you can use your reaction
to impose disadvantage on the attack roll. You must be
wielding a shield.
TWO-WEAPON FIGHTING
When you engage in two-weapon fighting, you can add
Fighter Player’s Handbook Fighting Style Player’s Handbook Fighter Player’s Handbook
Starting at 2nd level, you can push yourself beyond your When you choose this archetype at 3rd level, you learn When a creature you can see moves into the reach you
normal limits for a moment. On your turn, you can take one maneuvers that are fueled by special dice called superiority have with the melee weapon you’re wielding, you can use
additional action on top of your regular action and a dice. your reaction to expend one superiority die and make one
possible bonus action. Maneuvers. You learn three maneuvers of your choice, attack against the creature, using that weapon. If the attack
Once you use this feature, you must finish a short or long which are detailed under “Maneuvers” below. Many hits, add the superiority die to the weapon’s damage roll.
rest before you can use it again. Starting at 17th level, you maneuvers enhance an attack in some way. You can use
can use it twice before a rest, but only once on the same only one maneuver per attack. You learn two additional
turn. maneuvers of your choice at 7th, 10th, and 15th level. Each
time you learn new maneuvers, you can also replace one
maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which
are d8s. A superiority die is expended when you use it. You
regain all of your expended superiority dice when you finish
a short or long rest. You gain another superiority die at 7th
level and one more at 15th level.
Saving Throws. Some of your maneuvers require your
target to make a saving throw to resist the maneuver’s
effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your
Strength or Dexterity modifier (your choice).
Fighter Player’s Handbook Battle Master Player’s Handbook Combat Superiority Tasha’s Cauldron of Everything
Riposte Trip Attack
Archetype Feature Archetype Feature
When a creature misses you with a melee attack, you can When you hit a creature with a weapon attack, you can
use your reaction and expend one superiority die to make a expend one superiority die to attempt to knock the target
melee weapon attack against the creature. If you hit, you down. You add the superiority die to the attack’s damage
add the superiority die to the attack's damage roll. roll, and if the target is Large or smaller, it must make a
Strength saving throw. On a failed save, you knock the
target prone.