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5th Edition Character Sheet

Create and save a character sheet for 5e D&D. You can assign it to a campaign if you create or join one, for your DM and other players to see. 2024 Edition Here.

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Attacks | Spells | Features & HD | |
[+]
Generate Character
[+]
Campaign Manager
Tsurai
Character Name
Fighter 3
Class & Level
Criminal
Background
Mountain Dwarf
Race
Lawful Evil
Alignment
970
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+2
15
15
+
0
(Race)
DEXTERITY
+0
10
10
+
0
(Race)
CONSTITUTION
+3
17
17
+
0
(Race)
INTELLIGENCE
-1
8
8
+
0
(Race)
WISDOM
+2
15
15
+
0
(Race)
CHARISMA
+1
13
13
+
0
(Race)
ARMOR CLASS
11
INITIATIVE
+
PROFICIENCY
+
4
2
+
+2
PERCEPTION
1212
+
SPEED
25
HIT POINTS
Max:
35
35
TEMP HP
POINT BUY
No (8-15)
Picture URL:
Token URL:
6 +6
+
Strength
+
Dexterity
+
Constitution
-1 -1
+
Intelligence
+
Wisdom
+
Charisma

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+0
+
Global Bonus
Saving Throws

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0 +0
+
Acrobatics (Dex)

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2 +2
+
Animal Handling (Wis)

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-1 -1
+
Arcana (Int)

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2 +2
+
Athletics (Str)

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5 +7
+
2
Deception (Cha)

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-1 -1
+
History (Int)

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6 +8
+
2
Insight (Wis)

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5 +7
+
2
Intimidation (Cha)

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-1 -1
+
Investigation (Int)

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2 +2
+
Medicine (Wis)

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-1 -1
+
Nature (Int)
+
Perception (Wis)

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1 +1
+
Performance (Cha)

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1 +1
+
Persuasion (Cha)

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-1 -1
+
Religion (Int)

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0 +0
+
Sleight of Hand (Dex)

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4 +6
+
2
* Stealth (Dex)

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2 +2
+
Survival (Wis)

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0 +0
+
Thieves' Tools (Dex)
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disabled="disabled" style="margin-top:7px;min-width:10px;" class="character_skills_info" type="checkbox"/>

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+0
+
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Yawara+41d4+2 Bludgeoning%3%
Yawara (Offhand)+41d4+2 Bludgeoning%3%
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
KNOWN

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11
DC
Cast Mod
Cantrip:
/
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
SPELLCASTING
[+instructions]

Dark-vision: 60 ft

Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage (explained in the “Combat” section).

Stone-cutting: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Criminal Contact: You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Action Surge: Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again.

Combat Superiority: When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional 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)

Student of War: At 3rd level, you gain proficiency with one type of artisan's tools of your choice.

Dark-vision: 60 ft

Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage (explained in the “Combat” section).

Stone-cutting: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Criminal Contact: You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Action Surge: Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again.

Combat Superiority: When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional 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)

Student of War: At 3rd level, you gain proficiency with one type of artisan's tools of your choice.
FEATURES & TRAITS
3d10
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Yawara
Padded Armor
Explorer's Pack;
• a backpack
• a bedroll
• a mess kit
• a tinderbox
• 9 torches
• 9 days of rations
• a waterskin
• 50 feet of hempen rope

Tankard
3 Short-bow's
3 Short-sword's
3 Arrows
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
220 gp
WEALTH
All armors, Shields, Simple, Martial

Common, Dwarfish
PROFICIENCIES & LANGUAGES
Angry, Lively, veeqn angrier vwithout ja drink
PERSONALITY TRAITS
lets spice thyings up a birt npad give evernkoye an equal shot agt bwein' rich!
IDEALS
alcohojl and his csrime jsindicate
BONDS
Alcoholic
FLAWS
 
Tsurai emigrated with his family from Sicily to Japan at a young age. They were not treated well as they were very strange foreigners, and as such lived in poverty. His parents took it upon themselves to start creating their own opportunities and thus slowly founded a Crime Syndicate, giving others in a similar situation as themselves a chance at a life of riches and luxuries. Hasu Village was where they lived and now operated from, and they did so quite successfully for a number of years. Of course this ended when they were ousted from the city by a rival crime gang that used a veil of lies to win the hearts of the Village’s people. They promised to stop crime, but they only took its place. Tsurai’s parents, along with most other prominent associates, were publicly executed. He now lived outside the city walls with the others who were exiled, mainly by race, in a terrible slum district. After turning to alcohol he’s full of bad ideas, but any idea is a good one if it’s the only one, right?
DESCRIPTION & EXTRA INFO
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