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Level 1 Human Chaotic Good Fighter
14 / 22 HP

Enigmatic vagabond who formerly sailed the open seas as both merchant and privateer. Though he often finds himself in the heart of trouble, he also has the wits and brawn to see himself out of it. No one knows his birth name.

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Health Tracker

Hit points Out of of 22 total.

Hit Dice Available Out of of 2 total.

Current Temp HP

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Fighter 1 Class & Level
Sailor Background
Human Race
Chaotic Good Alignment

Strength 14
Dexterity 16
constitution 15
intelligence 9
wisdom 13
charisma 11
Total Hit Dice 2
Hit Die
+2 proficiency bonus
+4 Strength
+3 Dexterity
+4 Constitution
-1 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+5 Acrobatics
+3 Animal Handling
-1 Arcana
+4 Athletics
+0 Deception
-1 History
+1 Insight
+0 Intimidation
-1 Investigation
+1 Medicine
-1 Nature
+3 Perception
+0 Performance
+0 Persuasion
-1 Religion
+3 Sleight of Hands
+3 Stealth
+1 Survival
skills 13 Passive Wisdom (Perception) proficiencies

Armor Class
Hit Points
WeaponAttackDamageDamage TypeInfo
Shortsword 1d20+3 1d6+2 SlashingRange: 5ft
Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Tools: navigator's tools, vehicles (water)
Saving Throws: Strength, Constitution
Skills: Acrobatics, Animal Handling, Athletics, Perception
Languages: Common, Orc
Armor: Leather armor

Carried Gear: leather armor (AC11)


Lifting and Carrying: 210 lbs. max. carrying capacity; 420 lbs. pushing or dragging (speed -5 ft. 420 lbs. max. lift.

Coins & Gems:
Age: 43 years old
Medium Size (5' 11", 200 lbs.)
Personality Traits
Fighting Style: Protection | When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

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.

Background: Ship's Passage

Action Surge | 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. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

Dnd 5e SRD SRD

Leather Armor

Light Armor Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex Modifier

Cost: 10 gp Weight: 10 lb




Shield Common

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Type AC STR Req. Stealth Dis. Properties
Shield +2

Cost: 10 gp Weight: 6 lb


DnD 5e SRD


Adventuring Gear Finesse, Light Common

Type Damage Damage Range Properties
None 1d6 Piercing Finesse, Light

Cost: 10 gp Weight: 2 lb


DnD 5e SRD


Adventuring Gear Versatile Common

Type Damage Damage Range Properties
None 1d8 / 1d10 Slashing Versatile

Cost: 15 gp Weight: 3 lb




Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.

The major events and journals in Madweather's history, from the beginning to today.

The list of amazing people following the adventures of Madweather.

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