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4 Battle Master Anderson


Uthred
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LEVEL & CLASS PLAYER NAME
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Soldier Human 900 Add: 6.500


BACKGROUND Officer RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
● +6 STR 0
PRO

INT
15 Armor Breastplate +1

40 +2 16
Set Max HP
STRENGTH +1 DEX 0 WIS
Shield

+4 ● +6 CON 0 CHA
MAXIMUM PROFICIENCY ARMOR 1 Dex ● Medium Armor Heavy Armor
RESISTANCES HIT POINTS BONUS CLASS
Magic
19 Misc
Temporary Hit Points: Misc
DEXTERITY
Proteção do Dragão: +1 ARMOR

+1 Vantagem nos testes de CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION
resistência contra os ataques
13 SUCCESSES LEVEL DIE USED ENCUMBERED
de sopro de dragões 4 d10+4 6m
Show 2nd DC

CONSTITUTION SAVING THROWS FAILURES


9m 14 ABILITY
SAVE DC
STRENGTH

+4
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+1 Acrobatics (Dex) ● Light ● Medium ● Heavy ● Shields

PRO
PRO

18 ● +2 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple ● Martial Other Weapons:
0 Arcana (Int) > Estam. do Guerreiro (1d10+4) 1 SR
INTELLIGENCE ● +6 Athletics (Str) > Surto de Ação (1d10+4) 1 SR LANGUAGES TOOLS & OTHERS

0
0 Deception (Cha) > Superioridade em Combate (1d8) 4 SR Common Cards
0 History (Int) > Elvish Warhorse
0 Insight (Wis) Smith
10
>
● +2 Intimidation (Cha) >

0 Investigation (Int) >


WISDOM
0 Medicine (Wis) >

0 0 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES


0 Perception (Wis)

10 0 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

0 Persuasion (Cha) > Second Wind < <

CHARISMA 0 Religion (Int) > < <

0 +1 Sleight of Hand (Dex) > < <

+1 Stealth (Dex) > < <

● +2 Survival (Wis) > < <


10 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

10 PASSIVE WISDOM (PERCEPTION) Espada Longa ✔ Str Melee +6 2d6+4 Slashing


>
Heavy, two-handed
DESCRIPTION

Lança de Montaria ✔ Str Melee +6 1d12+4 Piercing


>
Reach, disadvantage to attack within 1,5 m, two-handed when not mounted; Re-roll 1 or 2 on damage die

SENSES Arco Longo ✔ Dex 45/180 m +3 1d8+1 Piercing


>
Ammunition, heavy, two-handed
NAME TOTAL NAME TOTAL
Machado ✔ Str Melee, 6/18 m +6 1d6+4 Slashing
>
Reload Reload Light, thrown

Martelo Mágico "Massakrador de Golens" ✔ Str Melee +6 1d8+4 Bludgeoning


>
Versatile (1d10); Re-roll 1 or 2 on damage die when two-handed
AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.84 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Choose Feature
Add Features
Mestre de Batalha, Nvl. 4
I'm haunted by memories of war. I can't
◆ Combate com Armas Grandes (Fighter 1, PHB 72): Quando get the violent images out of my mind.
você rolar um 1 ou um 2 num dado de dano de um ataque PERSONALITY TRAITS

com arma corpo-a-corpo que você esteja empunhando com


Greater Good: Our fate is to give our lives in
duas mãos, você pode rolar o dado novamente e usar a nova
the defense of others. (Good)
rolagem, mesmo que resulte em 1 ou 2. A arma deve ter a
IDEALS
propriedade duas mãos ou versátil para ganhar esse benefício.
I'll never forget the crushing defeat my
◆ Second Wind (Fighter 1, PHB 72) [1d10+4, 1× per short rest] company endured or the foes who inflicted it.
As a bonus action, I regain 1d10 + fighter level HP; I can use BONDS

this once per short rest


I'd rather eat my weapon than admit when I'm
◆ Action Surge (Fighter 2, PHB 72) [1× per short rest] wrong.
I can take one additional action on my turn on top of my FLAWS

normally allowed actions


◆ Combat Superiority (Battle Master 3, PHB 73) [d8, 4× per
Feature Name: Military Rank
short rest]
I have a military rank from my career as a soldier. Soldiers loyal to my
I gain a number of superiority dice that I can use to fuel former military organization still recognize my authority and influence. I
can invoke my rank to influence soldiers and temporarily requisition
special Maneuvers simple equipment or horses. I can usually gain access to friendly military
I regain all superiority dice after a short rest encampments and fortresses where my rank is recognized.

◆ Maneuvers (Battle Master 3, PHB 73) [3 known]


BACKGROUND FEATURE
Use the "Choose Features" button above to add a Maneuver
to the third page
Human (+1 to all ability scores)
I can use a Maneuver by expending a superiority die (only
one Maneuver per attack)
◆ Student of War (Battle Master 3, PHB 73)
I have proficiency with one artisan's tool set of my choice

CLASS FEATURES RACIAL TRAITS Racial Options

194
ADVENTURING GEAR # KG ADVENTURING GEAR # KG ADVENTURING GEAR # KG
CP
> Backpack, with: 2,5 > Torches 10 0,5 > Common clothes 1,5
> - Insignia of Lieutenant > Rations, days of 6 1 > Greatsword 3
- Trophy from fallen enemy Lance 3
80
> > > SP
> - Playing cards > > Longbow 1
> - Bedroll 3,5 > > Arrows 20 0,03
15
EP
> - Mess kit 0,5 > > Handaxe 1
> - Tinderbox 0,5 > > Chainmail 25
- Waterskin 2,5
19
> > > GP
> - Hempen rope, feet of 50 0,1 > >
> > >
PP
> > >
> > >
WEIGHT CARRIED
> > >
73,5 kg
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
48 - 95 kg
> > > Breastplate +1 10 HEAVILY ENCUMBERED
> > >
96 - 142 kg
> > > PUSH/DRAG/LIFT
SUBTOTAL 14,5 SUBTOTAL 11 SUBTOTAL 45 143 - 285 kg
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.84 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
◆ Disarming Attack (Maneuver, PHB 74) > FEAT:

Use after hitting a creature; I add the superiority die


to my attack's damage
Target makes a Strength save or drops a held object
of my choice to its feet > FEAT:

◆ Sweeping Attack (Maneuver, PHB 74)


Use after hitting a creature and a second creature is
within 1,5 m of the first
If the original attack roll hits this second creature, it
> FEAT:

takes the superiority die in damage


◆ Pushing Attack (Maneuver, PHB 74)
Use after hitting a creature; I add the superiority die
to the attack's damage
> FEAT:
If target is Large or smaller, it must make a Strength
save or be pushed up to 4,5 m away

FEATS

> MAGIC ITEM: Peitoral do Dragão ●Attuned


Este peitoral de aço +1 tem um dragão de ouro trabalhado em seu
NOTES design. Ele garante ao seu usuário vantagem nos testes de
resistência contra os ataques de sopro de criaturas que sejam do
tipo dragão.
ADVENTURING GEAR # KG ADVENTURING GEAR # KG
> Distintivo de prata com ametista (50po) 0,01 <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
SUBTOTAL 0,01 SUBTOTAL

EXTRA EQUIPMENT

30po > MAGIC ITEM: Attuned

4pe
207pp
400pc
OTHER HOLDINGS MAGIC ITEMS
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.84 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Male 29 Medium 1,90 100
Uthred
GENDER AGE SIZE HEIGHT WEIGHT

Chaotic Good Blonde Black White


ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME

Os Cavaleiros do Norte são um ORGANIZATION

grupo semi-secreto de Cavaleiros do Norte

aventureiros e soldados do Mar


da Lua que se dedicam à
destruição dos Zhentarim.
Através de várias táticas de
guerrilha e relativo sigilo de
suas identidades, os Cavaleiros
perturbam o comércio de SYMBOL

Zhentil Keep e tenta frustrar


suas tramas e maquinações.

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Uthred é um descendente do povo que vivia na Cidadela do


Corvo (Citadel of the Raven) antes dela ser atacada em 1355 DR
pelas forças Zhentarim. Conseguiu se juntar aos Cavaleiros do
Norte, grupo que se dedicava a destruir os Zhentarim nas
imediações do Mar da Lua (Moonsea), chegando ao posto de
tenente.
APPEARANCE Após uma série de conflitos, que se estenderam por anos nas
Montanhas Espinha do Dragão (Dragonspine Mountains),
Modest 1 gp
Uthred liderou um batalhão em um ataque precipitado contra
LIFESTYLE DAILY PRICE

os temidos mercenários de Zhentarim que ocupavam a Cidadela


do Corvo. A sua tropa de elite foi traída, emboscada e
brutalizada e ele foi deixado vivo como "lembrança" do horror e
do caos provocado pelos mercenários zhentarianos liderados
pelo Lorde Kandar Milinal. Após a amarga derrota, Uthred viaja
para o oeste, o mais longe possível de sua terra natal, em busca
de conseguir aliados e um exército para consumar sua vingança
e retomar a Cidadela de seus antepassados.

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.84 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
PLAYER REFERENCE
LINE

Point of Origin CONE CUBE SPHERE CYLINDER


AREA OF EFFECT

ATTACK (action) HIDE (action) BLINDED


Make one melee or ranged attack with a weapon, or Hide from those that can’t perceive you. Your Dex Fail checks involving sight. LEVEL EFFECT (cumulative)
multiple attacks with the ‘Extra Attack’ class feature. (Stealth) check is the DC for anybody’s Wis (Perception) Attacks have disadvantage. 1 Disadvantage on ability checks
(See the ‘Attack Action’ section below.) check to discover you. Enemy attacks have advantage. 2 Speed halved
CAST A SPELL (casting time of the spell) OVERRUN (action or bonus action) (DMG 272) CHARMED 3 Disadvantage on attacks / saves
Effect depends on the spell being cast. Move through hostile’s space once by winning opposing Can’t harm/attack charmer. 4 Hit Point maximum halved
DASH (action) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on 5 Speed reduced to 0
Gain your speed as extra movement for this turn. disadvantage if you are smaller than the opponent. ability checks to interact socially. 6 Death
READY (action) DEAFENED EXHAUSTION (PHB 291)
DISENGAGE (action)
Your movement doesn’t provoke opportunity attacks for Choose an action that you will take in response to a set Fail checks involving hearing.
the rest of the turn. trigger. Taking the action uses your reaction. Readying a FRIGHTENED
DODGE (action)
spell requires concentration. Disadvantage to checks/attacks while the source of fear is in sight.
Attack rolls from attackers you can see have disadvantage SEARCH (action) Can’t willingly move closer to the source of fear.
and you have advantage on Dex saving throws until the Search for something, possibly with a Wis (Perception) GRAPPLED
start of your next turn, until you become incapacitated or or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
your speed drops to 0. TUMBLE (action or bonus action) (DMG 272) moved out of grappler’s reach by an effect.
ESCAPE (action) Move through hostile’s space once by winning opposing INCAPACITATED
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Can’t take actions or reactions.
(Acrobatics) check vs. grappler’s Str (Athletics) check. USE OBJECT (action) INVISIBLE
HELP (action) You can interact with an object once per turn for free. A Can’t be seen (normally), but still make noise and tracks.
Give an ally advantage on next ability check or attack roll second interaction and special cases take an action to Attacks have advantage. Enemy attacks have disadvantage.
vs. an opponent within 5 ft of you, if done before the complete (e.g. draw a second weapon, equip a shield, PARALYZED
start of your next turn. drink a potion, retrieve an item from a backpack). Incapacitated. Can’t move or speak. Fail Str and Dex saving throws.
COMBAT ACTIONS (PHB 192) Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
PETRIFIED
Incapacitated. Can’t move or speak. Unaware of surroundings. Resistance
MELEE ATTACK (one attack) to all damage. Immune to poison / disease. Fail Str and Dex saving throws.
Normal attack on target within 5 ft. If attacking with a light HALF +2 AC and Dex saving throws Enemy attacks have advantage. Stop aging. Weight increases by factor 10.
melee weapon in one hand, allowed to make an attack with a 3/4 +5 AC and Dex saving throws POISONED
light melee weapon in other hand as a bonus action, see ‘Two- TOTAL Can’t be targeted directly by attack or spell Disadvantage on attack rolls and ability checks.
Weapon Fighting’. If either weapon has the thrown property, it COVER (PHB 196) PRONE
may be thrown as part of this action. Crawl (at ½ speed) or stand up (costs ½ speed). Attacks have disadvantage.
RANGED ATTACK (one attack) Enemy attacks have advantage within 5 ft and disadvantage if further away.
Normal attack up to normal range (first number). Disadvantage on the attack if the target is up to long range away
RESTRAINED
(second number) or if a hostile is within 5 ft that is not incapacitated and can see you. Speed 0, regardless of bonus. Disadvantage on Dex saving throws.
TWO-WEAPON FIGHTING (bonus action with attack action) Attacks have disadvantage. Enemy attacks have advantage.
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
STUNNED
other hand as a bonus action. This off-hand attack can’t add a positive ability score modifier to the damage roll. If the Incapacitated. Can’t move. Can speak only falteringly.
weapon has the thrown property, it may be thrown as part of this action. Fail Str and Dex saving throws. Enemy attacks have advantage.
DISARM (instead of one attack) (DMG 271)
UNCONSCIOUS
Knock an item from grasp by winning weapon attack roll vs. opponent’s Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Can’t move or speak. Unaware of surroundings.
Disadvantage if item is being held by two or more hands. Larger opponents have advantage and smaller have Drop everything. Fail Str and Dex saving throws.
disadvantage. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
GRAPPLE (instead of one attack)
With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you CONDITIONS (PHB 290)

by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
MARK (with melee attack) (DMG 271)
LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
BLINDSIGHT Out to range, perceive without sight.
SHOVE (instead of one attack)
DARKVISION Out to range, treat dim light as bright light. Can’t see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. TRUESIGHT Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
ATTACK ACTION (PHB 195) LIGHT & VISION (PHB 183)

MOVE (limited by movement speed) FORCED MARCH


You can move your movement speed every turn. You can break up your Marching more than 8 hours per day requires a Con PACE MINUTE HOUR DAY EFFECT
movement between actions. You can switch back and forth between different saving throw at DC 10 + 1 per additional hour, at the Fast 400 feet 4 miles 30 miles -5 passive Perception
types (e.g. from flying to walking), by subtracting the distance already moved end of each additional hour. If failed, suffer one level Normal 300 feet 3 miles 24 miles ––
from the new speed. of exhaustion (see conditions). Slow 200 feet 2 miles 18 miles Able to use stealth
You can freely move through a nonhostile’s space, and through a hostile’s FOOD (one pound per day) TRAVEL PACE (PHB 182)
space if it is two sizes larger or smaller than you. Another creature’s space Go without food for 3 + Con modifier of consecutive
counts as difficult terrain. days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions).
CLIMB / SWIM (at ½ speed) WATER (one gallon per day)
May involve a Str (Athletics) check if the climb / swim is difficult. If only half a gallon is consumed, DC 15 Con saving throw at end of day. If failed or consumed less than half, suffer
CRAWL (at ½ speed) one level of exhaustion, or two levels of exhaustion if currently already exhausted (see conditions).
Crawl while prone (see conditions). Dropping prone costs no movement speed. FALLING
DIFFICULT TERRAIN (at ½ speed) 1d6 bludgeoning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from the fall.
Moving through difficult terrain costs twice as much speed. Another creature’s SUFFOCATING
space counts as difficult terrain. Hold breath for 1 + Con modifier in minutes (30 seconds minimum). After that, survive for Con modifier in
JUMP rounds, after which drop to 0 hit points and dying.
After moving at least 10 feet on foot, you can jump you Str score in feet straight SHORT REST
forward, or 3 + your Str modifier in feet up. The jump distance is halved when A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit points.
performing a standing jump. LONG REST
STAND UP (costs ½ speed) A long rest takes 8 hours with nothing too strenuous for more than 1 hour of that. Regain all hit points and half hit
Standing up from being prone costs half your movement speed for this turn. dice at end. If food and water are consumed, reduce exhaustion level by 1. Maximum of 1 long rest per 24 hours.
MOVEMENT (PHB 182) ENVIRONMENT (PHB 183)
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.84 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com

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