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Fast Character | Halfling Fighter 1 | PHB 2024

The document outlines the character details for a Halfling Fighter named Lyda Summerhill, including attributes, skills, equipment, and background information. Lyda has a neutral good alignment and possesses various traits and abilities that enhance her combat effectiveness. The document also provides gameplay mechanics and actions available to players in a Dungeons & Dragons setting.
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0% found this document useful (0 votes)
6 views

Fast Character | Halfling Fighter 1 | PHB 2024

The document outlines the character details for a Halfling Fighter named Lyda Summerhill, including attributes, skills, equipment, and background information. Lyda has a neutral good alignment and possesses various traits and abilities that enhance her combat effectiveness. The document also provides gameplay mechanics and actions available to players in a Dungeons & Dragons setting.
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
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LYDAU SUMMERHILL

Fighter 1 0
CLASS & LEVEL EXPERIENCE POINTS PLAYER NAME
Halfling Guard
RACE/ANCESTRY/HERITAGE BACKGROUND CAMPAIGN or PLAYER ID

SPEED FEATURES, TRAITS & MORE


STR
+2 +2 PROFICIENCY
BONUS
ARMOR
CLASS Alignment: Neutral Good. I help others
(AC) INITIATIVE according to their needs and promote
14 compassion above all else.
SAVING THROWS
16 +4 30 ft.
Guide Background [PHB 2024, p. 181]
Armor Worn: chain mail • Traits: Crude sense of humor. Lost years
+4 Strength Saves *
while petrified.
DEX +2 Dexterity Saves
• Ideal: Only service earns honor.
HIT POINTS HIT DICE
+2 +4 Constitution Saves *
+0 Intelligence Saves
• Bond: Reputation as fearless.

15 +2 Wisdom Saves 12 1d10 • Flaw: Drinks heavily on leave.


-1 Charisma Saves Halfling Traits [PHB 2024, p. 193]
* Prof. bonus added DEATH SAVES: Success O O O Fail O O O
• Creature Type: Humanoid
• Age: 54 years old
CON SKILLS WEAPON & UNARMED ATTACKS • Small Size (2' 9", 37 lbs.)

+2 +4 Acrobatics (Dex) * Basic Attack. One target per Attack action.


• Brave (adv. vs. Frightened saves)
• Halfling Nimbleness (move through
+2 Animal Handling (Wis) occupied spaces)
14 +0 Arcana (Int) • Luck (reroll 1s on d20s)
Shortsword. Melee Weapon Attack: +4 to
+4 Athletics (Str) * hit, reach 5 ft. Hit: 1d6+2 piercing • Naturally Stealthy (hide behind others)
-1 Deception (Cha) damage. + Vex: On hit, gain adv. on next
Fighter Class Features [PHB 2024, p. 91]
INT +0 History (Int) attack on target before end of next turn.
• Fighting Style (Two-Weapon Fighting)
+0 +2 Insight (Wis)
-1 Intimidation (Cha)
Scimitar. Melee Weapon Attack: +4 to hit, reach
• Second Wind (regain 1d10+1 h.p.)
• Weapon Mastery (3 weapons)
5 ft. Hit: 1d6+2 slashing damage. + Nick:
10 +0 Investigation (Int) Make extra attack as part of attack action
+2 Medicine (Wis) instead of bonus action once per turn.
+0 Nature (Int)
Hand Crossbow Ranged Weapon Attack: +4 to
WIS +4 Perception (Wis) * hit. Hit: 1d6+2 piercing damage. (Normal
-1 Performance (Cha)
+2 -1 Persuasion (Cha)
range to 30 ft.; disadvantage long range 31 to
120 ft. Reloading limits to only one attack per
round regardless of extra attacks.) + Vex: On
14 +0 Religion (Int) hit, gain adv. on next attack on target before
+2 Sleight of Hand (Dex) end of next turn.
+2 Stealth (Dex) (Disadv.)
+4 Survival (Wis) * FEATS & SPECIAL ABILITIES
CHA * Prof. bonus added Alert Feat [PHB 2024,p. 200]: Initivative
-1 ** Expertise boosted, able to swap initiative with another.

8 Fighting Style: Two-Weapon Fighting


[PHB 2024, p. 209]: Add ability modifier to
14 PASSIVE WISDOM
(PERCEPTION) damage of second weapon's hits.

PROFICIENCIES & LANGUAGES


Armor: light armor, medium armor, heavy
armor, shields
Weapons: simple weapons, martial weapons
Tools: disguise kit, gaming set (dice set)
Saving Throws: Strength, Constitution
Skills: Acrobatics, Athletics, Perception,
Survival
Languages: Common, Dwarvish, Halfling

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EQUIPMENT & TREASURE
Carried Gear [PHB 2024, p. 213]: chain mail armor (AC 16), studded leather (AC 12), scimitar, shortsword, hand crossbow and 20 bolts, longbow and 20
arrows, spear, light crossbow and 20 bolts, dungeoneer's pack (backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days' rations,
waterskin, 50 feet of hempen rope on the side), gaming set (dice set), ammunition: arrows (20), belt pouch, set of common clothes, set of traveler's
clothes, hooded lantern, manacles, quiver. (This load is about 219 lbs.; add 1 lb. per 50 coins carried.)

Coins & Gems: 41 gold pieces (g.p.); 43 silver pieces (s.p.); 12 copper pieces (c.p.); 4 gems (worth 10 g.p. each)

ENCUMBRANCE
Lifting & Carrying: 210 lbs. max. carrying capacity; 420 lbs. pushing or dragging (speed -5 ft.); 420 lbs. max. lift.

PLAYING THE GAME


• The Dungeon Master (DM) describes a scene and players take turns describing their characters' responses, often using one of six abilities:
• Strength (STR) (physical prowess),
• Dexterity (DEX) (agility, reflexes),
• Constitution (CON) (health, fortitude),
• Intelligence (INT) (memory, reason),
• Wisdom (WIS) (awareness, willpower),
• Charisma (CHA) (appeal, leadership).
• For ability checks, saving throws, and attack rolls, roll 1d20 + one ability modifier + proficiency bonus (if proficient in task). Other modifiers may come
from class features or spells. The higher the total, the better the effort. The DM tracks minimum totals needed for successful results.
• For initiative rolls, roll 1d20 + Initiative (DEX) modifier. Higher totals act before lower totals in the same 6-second round.
• During a turn, a character or creature may do 1 movement, 1 action and up to 1 bonus action. Between turns, do up to 1 reaction.
• Advantage: Roll two d20s and use the higher result. Disadvantage: Roll two d20s and use the lower result.
• On attack rolls only, a "natural 20" is always a critical hit, while a "natural 1" is always a miss.
• Saving throws do not count as actions and are rolled as needed at any time due to attacks, spells, or hazards.
• A character may die if failing three death saves while at 0 hit points, gaining 6 levels of Exhaustion, or suffering certain deadly spells and hazards.
• Specific traits, features, spells, and magic items may create exceptions to any rules.

ACTIONS (1 per turn)


• Attack: Roll to hit, melee or ranged. Some classes and creatures make extra attacks at higher levels with this action. Mastery with a weapon includes
additional possible combat effects.
• Dash: Double Speed this turn.
• Disengage: Avoiding all opportunity attacks while moving; "defensive retreat."
• Dodge: Give attackers disadvantage and gain advantage on Dexterity saves for yourself.
• Escape: Try to break free from grapple via Strength (Athletics) or Dexterity (Acrobatics).
• Grapple: Special melee attack to give target the Grappled condition.
• Help (Stabilize): DC 10 Medicine check to aid 0 h.p. dying creature; automatic success if using healer's kit.
• Help: Give an ally advantage on one ability check or attack roll.
• Hide: Stealth allowed only if unobserved.
• Influence: Make a Charisma check to alter a creature's attitude.
• Magic: Cast a spell with a casting time 1 action, or use a magical item or feature.
• Ready: Plan to take action as a reaction when a trigger occurs.
• Search: Make a Wisdom (Insight, Medicine, Perception, or Survival) check.
• Shove: Special melee attack.
• Study: Make an Intelligence (Arcana, History, Investigation, Nature, or Religion) check.
• Utilize: Use a nonmagical item (pick a lock, cover a hooded lantern, equip or drop a shield, etc.

BONUS ACTIONS (up to 1 per turn)


• Consume Potion: Drink for yourself or administer to another within 5 feet.
• Offhand Attack: If doing Attack as action, may make one attack this turn if light weapon in other hand.
• Magic (Cast Spell): If casting time 1 bonus action.

MOVEMENTS (limited by Speed)


• Move: Distance equal to Speed.
• Crawl, Climb, Swim, Squeeze, Move Across Difficult Terrain or Move While Grappling: "Half speed," uses up 10 ft. of Speed per 5 ft. distance.
• Drop Prone: No cost to Speed.
• Stand Up: From Prone position/condition, costs half Speed that turn.
• Take Cover: At end of move, half cover gives +2 to Armor Class and Dexterity saving throws; three-quarter cover gives +5 AC and DEX saves.

REACTIONS (1 between turns)


• Cast Spell: If casting time 1 reaction.
• Opportunity Attack: May make one attack if enemy moves out of reach.

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• Opportunity Attack: May make one attack if enemy moves out of reach.
• Readied Action: After trigger occurs, else action wasted.

FREE ACTIONS
• Concentration (Maintain A Spell): Ends if caster starts another concentration spell, or the caster is incapacitated, stunned, unconscious, or killed. If
caster takes damage, a Constitution saving throw is needed to avoid immediately ending spell. DC equals 10 or half damage, whichever greater. Each hit
needs a separate saving throw check.

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Page number references...


[PHB 2024] = Dungeons & Dragons Player's Handbook (2024 version, aka "One D&D" or "5.1") by Jeremy Crawford, published Sept. 2024, by
Wizards of the Coast (ISBN-13: 978-0-7869-6951-7).

[DMG 2024] = Dungeons & Dragons Dungeon Master's Guide (2024 version, aka "One D&D" or "5.1") by Wizards of the Coast.

[MM 2024] = Dungeons & Dragons Monster Manual (2024 version, aka "One D&D" or "5.1") by Wizards of the Coast.

[PHB 2014] = Dungeons & Dragons Player's Handbook (5th edition) (2014 version) by Mike Mearls and Jeremy Crawford, published Aug. 19,
2014, by Wizards of the Coast (ISBN-10: 0786965606; ISBN-13: 978-0786965601).

[DMG] = Dungeons & Dragons Dungeon Master's Guide (5th edition) by Mike Mearls and Jeremy Crawford, published Dec. 9, 2014, by Wizards
of the Coast (ISBN-10: 9780786965625; ISBN-13: 978-0786965625).

[MM] = Dungeons & Dragons Monster Manual (5th edition) by Mike Mearls and Jeremy Crawford, published Sept. 30 2014, by Wizards of the
Coast (ISBN-10: 0786965614; ISBN-13: 978-0786965618).
[ERftLW] = Eberron: Rising from the Last War by Jeremy Crawford, James Wyatt and Keith Baker, published Nov. 19, 2019, by Wizards of the
Coast (ISBN-10: 0786966890; ISBN-13: 978-0786966899).

[GGtR] = Guildmasters' Guide To Ravnica by James Wyatt, Jeremy Crawford, published Nov. 20, 2018, by Wizards of the Coast (ISBN-10:
0786966599; ISBN-13: 978-0786966592).

[MOoT] = Mythic Odysseys of Theros by F. Wesley Schneider, James Wyatt, published July 21, 2020, by Wizards of the Coast (ISBN-10:
0786967013; ISBN-13: 978-0786967018).

[MToF] = Mordenkainen's Tome Of Foes by Mike Mearls and Jeremy Crawford, published May 29, 2018, by Wizards of the Coast (ISBN-10:
0786966246; ISBN-13: 978-0786966240).

[MotM] = Monsters of the Multiverse by Jeremy Crawford and team, published May 17, 2022, by Wizards of the Coast (ISBN-13: 978-
0786967872).
[SJAiS] = Spelljammer: Adventures in Space by Jeremy Crawford and team, published Aug. 16, 2022, by Wizards of the Coast (ISBN-10:
0786968168; ISBN-13: 978-0786968169).

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[TCoE] = Tasha's Cauldron of Everything, published Nov. 17, 2020, by Wizards of the Coast (ISBN-10: 0786967021; ISBN-13: 978-
0786967025).
[VRGtR] = Van Richten's Guide To Ravenloft by F. Wesley Schneider and others, published May 18, 2021, by Wizards of the Coast (ISBN-10:
0786967250; ISBN-13: 978-0786967254).

[VGtM] = Volo's Guide To Monsters by Mike Mearls, published Nov. 15, 2016, by Wizards of the Coast (ISBN-10: 0786966017; ISBN-13: 978-
0786966011).

[WBtW] = The Wild Beyond The Witchlight by Chris Perkins and team, published Nov. 15, 2016, by Wizards of the Coast (ISBN-13: 978-
0786967278).

[XGtE] = Xanathar's Guide to Everything by Mike Mearls and Jeremy Crawford, published Nov. 21, 2017, by Wizards of the Coast (ISBN-10:
0786966114; ISBN-13: 978-0786966110).

Books are available from a gaming store near you.

FREQUENTLY ASKED QUESTIONS | CONTACT (especially about typos, glitches and othre errrors)

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