Player NameClassLvlExperienceSpeciesHeightGenderBackground
GraceFighter31350Human5’7”FemaleGuard
ACInitiativeSpeedSizeAlignment
16+330MediumNeutral Good
Max HPHPHit dieTotal # HDCurrent # HD
313133d103
DowntimePlatinumGoldSilverCopper
0010000

DESCRIPTION

Traits

Ideals

Bonds

Flaws & Struggles

Goals & Motivations

Factions

Allied

Friendly

Disliked

Hated

Favors

Stats


ABILITIESScoreModifierSkillProfficient?Item/MiscModifier
Proficiency Bonus2
STRENGTH16+3
Saving Throw10+5
Athletics10+5
DEXTERITY13+1
Saving Throw000
Acrobatics000
Sleight of hand000
Stealth000
CONSTITUTION16+3
Saving Throw10+5
INTELLIGENCE8-1
Saving Throw00-1
Arcana00-1
History00-1
Investigation00-1
Nature00-1
Religion00-1
WISDOM10+0
Saving Throw000
Animal Handling000
Insight10+2
Medicine000
Perception10+2
Survival000
CHARISMA12+1
Saving throw000
Deception000
Intimidation000
Performance000
Persuasion10+3

Equipment

Proficiencies / Skills

Simple and Martial weapons, Light Medium and Heavy armor and Shields Deck of cards proficiency

Language

Common, Dwarvish, Common Sign Language

Armor

Chain Mail (16 AC, disadvantage on stealth)

Weapons

Lance 1d12 piercing, reach, You have disadvantage when you use a lance to attack a target within 5 feet of you. two hands to wield when you aren’t mounted. Halberd 1d10 slashing, heavy reach two handed 5 Nets Thrown range 5/15A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

Tools

Dungeoneer’s Pack - Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, a waterskin, and 50 feet of hempen rope Ball bearings (bag of 1,000) Manacles

Features and Traits

Celestial Resistance. You have Resistance to Necrotic damage and Radiant damage.

Healing Hands. As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a Long Rest.

Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it.

Celestial Revelation. When you reach character level 3, you can transform as a Bonus Action using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required). Once you transform, you can’t do so again until you finish a Long Rest.

Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage’s type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance.

Heavenly Wings. Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed. 
Inner Radiance. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus. 
Necrotic Shroud. Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn.

Defense Fighting Style While you’re wearing Light, Medium, or Heavy Armor, you gain a +1 bonus to your Armor Class.

Level 1: Second Wind

You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level. You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.

Level 1: Weapon Mastery

Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices. When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table. Halberd - Whenever you hit a creature with a Melee Weapon Attack, you can make another Melee Attack Roll to hit a second creature you can see within 5ft of the first. On a hit, your second target takes damage equal to the weapon without any additional Ability Modifier damage. Glaive -When your weapon misses an attack against a creature, deal additional damage equal to the Ability Modifier used to make your Attack Roll. Lance - With a successful weapon attack, the Topple property allows you to force a creature to make a Constitution saving throw or fall-prone. If the creature fails the save, they take the Prone condition.

Level 2: Action Surge

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.

Once you use this feature, you can’t do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.

Level 2: Tactical Mind You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.

Level 3: Manifest Echo

At 3rd level, you can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a Bonus Action, until you manifest another echo, or until you’re Incapacitated.

Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.

As a Bonus Action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo’s space. You make this choice for each attack.
When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an Opportunity Attack against that creature as if you were in the echo’s space.

Level 3: Unleash Incarnation

At 3rd level, you can heighten your echo’s fury. Whenever you take the Attack action, you can make one additional melee attack from the echo’s position.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.

Alert Feat When you roll Initiative, you can add your Proficiency Bonus to the roll. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the Incapacitated condition.

Treasure

Trinket: A nightcap that gives you pleasant dreams when you wear it

ADDITIONAL CHARACTER NOTES