StarterSet Charactersv2 Essay

Submitted By SaltonBrine
Words: 8103
Pages: 33

Fighter 1

Noble

class & Level

character name

Background

Human

Lawful neutral

race

Alignment

Inspiration

Strength

+3

17
+2

Armor
Class

Proficiency bonus

16
Hit Point Maximum

+5 Strength −1 Dexterity +4 Constitution

−1
9

+0 Intelligence

+1 Wisdom

+2 Charisma

constitution

Initiative

Speed

My flattery makes those I talk to feel wonderful and important. Also, I don’t like to get dirty, and I won’t be caught dead in unsuitable accommodations.

15

Current hit points

Temporary hit points

Total

+1 Animal Handling (Wis) +0 Arcana (Int)

+5 Athletics (Str)

+0

+2 Deception (Cha)

11 wisdom +1
13
charisma

+2

1d10

Successes
Failures

Hit Dice

Name

+2 History (Int) +1 Insight (Wis) +2 Intimidation (Cha)

+0 Investigation (Int) +1 Medicine (Wis) +0 Nature (Int)

Death saves

Atk Bonus Damage/type

Greataxe

+5

1d12 + 3 slashing

Javelin*

+5

1d6 + 3 piercing

+3 Perception (Wis)

+2 Performance (Cha)

+4 Persuasion (Cha)

*You can throw a javelin 30 feet, or up to 120 feet with disadvantage on the attack roll.

+0 Religion (Int) ­−1 Sleight of Hand (Dex)

−1* Stealth (Dex)

+1 Survival (Wis)
*See your equipment.

Attacks & Spellcasting

SKILLS

CP

sP

eP

gP

Bonds

I have a hard time resisting the allure of wealth, especially gold. Wealth can help me restore my legacy.
Flaws

Second Wind. You have a limited well of stamina you can draw on to protect yourself from harm. 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. Fighting Style (Defense). While you are wearing armor, you gain a +1 bonus to AC. This bonus is already included in your AC. Position of Privilege. Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

Chain mail,* greataxe, 3 javelins, backpack, blanket, tinderbox, 2 days of rations, waterskin, set of fine clothes, signet ring, scroll of pedigree

Passive wisdom (Perception)

Proficiencies. All armor, shields, simple weapons, martial weapons, playing cards Languages. Common, Draconic, Dwarvish

Ideals

My greataxe is a family heirloom, and it’s by far my most precious possession.

­−1 Acrobatics (Dex)

intelligence

12
Responsibility. It’s the duty of a noble to protect the common people, not bully them.

saving throws

+2

13

30 feet

Experience Points

Personality Traits

dexterity

14

−1

Player Name

25

*While wearing this armor, you have disadvantage on Dexterity
(Stealth) checks.

pP

Other proficiencies & languages
Human fighter (noble), page 1 of 2

Equipment

Features & Traits

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

Human

Humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. But they are the innovators, the achievers, and the pioneers of the world, the most adaptable and ambitious people among the common races. When humans settle somewhere, they stay. They build cities to last for the ages and great kingdoms that can persist for centuries. They live fully in the present—making them well suited to the adventuring life—but also plan for the future, striving to leave a lasting legacy. Human culture varies by region. In the Forgotten Realms, the clothing, architecture, cuisine, music, and literature in the northwestern lands of Neverwinter are different from their counterparts in distant Turmish or Impiltur to the east. Human physical characteristics