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5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
[+]
Generate Character
[+]
Campaign Manager
Tunn
Character Name
Fighter 1
Class & Level
Soldier
Background
Half-Orc
Race
Chaotic Good
Alignment
0
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+3
16
14
+
2
(Race)
DEXTERITY
+1
13
13
+
0
(Race)
CONSTITUTION
+3
16
15
+
1
(Race)
INTELLIGENCE
+0
10
10
+
0
(Race)
WISDOM
+1
12
12
+
0
(Race)
CHARISMA
-1
8
8
+
0
(Race)
ARMOR CLASS
18
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
0
PERCEPTION
1313
+
0
SPEED
30 ft
HIT POINTS
Max:
13
13
TEMP HP
0
POINT BUY
Standard
Picture URL:
0
Token URL:
5 +5
+
0
Strength
+
0
Dexterity
+
0
Constitution
+
0
Intelligence
+
0
Wisdom
-1 -1
+
0
Charisma
+0
+
Global Bonus
Saving Throws
+
0
Acrobatics (Dex)
+
0
Animal Handling (Wis)
+
0
Arcana (Int)
+
0
Athletics (Str)
-1 -1
+
0
Deception (Cha)
+
0
History (Int)
+
0
Insight (Wis)
+
0
Intimidation (Cha)
+
0
Investigation (Int)
+
0
Medicine (Wis)
+
0
Nature (Int)
+
0
Perception (Wis)
-1 -1
+
0
Performance (Cha)
-1 -1
+
0
Persuasion (Cha)
+
0
Religion (Int)
+
0
Sleight of Hand (Dex)
+
0
* Stealth (Dex)
+
0
Survival (Wis)
+
0
Thieves' Tools (Dex)
+0
+
0
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Longsword+31d8+1 slashing5
Longsword 2H+51d10+3 slashing5
Light Crossbow+31d8+1 piercing80/320
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
KNOWN
13
DC
Cast Mod
Cantrip:
/
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
SPELLCASTING
[+instructions]

Racial

Darkvision 60ft

Menacing: Proficiency in the Intimidation skill.

Relentless Endurance: 1/long rest, when reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.

Savage Attacks: On a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Class


Fighting Style (Great Weapon Fighting Style): 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 re-roll 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: Bonus to regain [d10+]lvl 1/rest

[b]Racial[/b]

[b]Darkvision[/b] 60ft

[b]Menacing:[/b] Proficiency in the Intimidation skill.

[b]Relentless Endurance:[/b] 1/long rest, when reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.

[b]Savage Attacks:[/b] On a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

[b]Class[/b]


[b]Fighting Style (Great Weapon Fighting Style):[/b] 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 re-roll 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] Bonus to regain [d10+]lvl 1/rest
FEATURES & TRAITS
d10
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Chain Mail (AC 16)
Shield (AC [+2])
Longsword ([1d8] slashing; versatile [1d10])
Light crossbow ([1d8] piercing; loading ammo 80’/320’; two-handed)
20 crossbow bolts
Healer's Kit: 10 uses
(This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilise a creature that has 0 hit points, without needing to make a Medicine skill check)
Waterskin
50 feet of hempen rope (strapped to side of pack)
* Sturdy common clothes.
* Bedroll (strapped to top of pack)
* Backpack containing:
* Gaming Set (bone dice)
* Mess kit
* Tinderbox
* 10 torches
* 10 days of rations
* Tabard embroidered with the insignia of his army and his rank (Sergeant) within it
* A trophy taken from a fallen enemy (non-Orc: a dagger, broken blade, or piece of a banner)
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
5gp
WEALTH
Armour: All armour, shields
Weapons: Simple weapons, martial weapons
Tools: Gaming set (dice), vehicles (land)
Languages: Common, Orc
PROFICIENCIES & LANGUAGES
Soldier (Healer): I've lost too many friends, and I 'm slow to make new ones. I'm used to facing problems head-on.
PERSONALITY TRAITS
Independence: When people follow orders blindly, they embrace a kind of tyranny.
IDEALS
BONDS
FLAWS
 
Born in a small border town that was raped, looted and pillaged by an Orc warband some years ago. He was the result of one such rape, and grew up shunned and feared and bullied on the streets of the town which had become heavily militarised and secured by forces from the local human nobility. He was hardly the only result of war-crimes, and he hung out with several other half-orc friends as a small, untrusted, community within the town.

But he and his Half-Orc friends had some hero worship of the troops that had driven the Orc warband back and kept them safe in the years since, so he (and several of his friends) enlisted in the noble's army. But he quickly found that he and his other half-breed comrades were used as “cannon fodder”, rather than treated as skilled warriors. Tunn started to learn a little field medicine (something with which he discovered he had some talent), trying to keep his friends alive, but he lost many along the way.

Recently, he was part of a formation sent to clear out a “terrorist hideout”. Whilst the main force held a perimeter around the Orcish camp, he and his friends were sent in as part of the frontal assault as a distraction from a human stealth attack. It was a surprisingly easy attack, and when Tunn made it inside, it saw why. It wasn't a terrorist cell — this was just a camp of starving, frail, children and elderly Orcs who were almost defenceless. And many of them had been slaughtered in cold blood (if not actual joy) by the human assassins. Even worse was the fact that some of his friends and comrades were following orders and killing the weakest of this poor tribe that were clearly unaggressive.

Tunn looked at the scene there and then and took off into the night to forge his own path. He knew that his absence might be noticed eventually, but he trusted that the human officers wouldn't really care about one less half-breed, so he should be able to still mingle with the rank-and-file at any point without trouble (if he wanted to).
DESCRIPTION & EXTRA INFO
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