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Law

7 Level (0/34000 XP for level-up) Investigator Background Human Race / Species / Heritage True Neutral Alignment
Fighter (Champion)
Level 7
Hit Dice: 7/7
1d10+3 Class 1

STR
14
+2
DEX
20
+5
CON
17
+3
INT
14
+2
WIS
15
+2
CHA
13
+1
64
Hit Points
+5
Initiative (DEX)
18
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
15
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
+5 Strength
+5 Dexterity
+6 Constitution
+2 Intelligence
+2 Wisdom
+1 Charisma
saving throws
+5 Acrobatics DEX
+2 Animal Handling WIS
+2 Arcana INT
+5 Athletics STR
+1 Deception CHA
+2 History INT
+2 Insight WIS
+1 Intimidation CHA
+5 Investigation INT
skills
+2 Medicine WIS
+2 Nature INT
+5 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+2 Religion INT
+5 Sleight of Hand DEX
+8 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Sabre +8 DEX 1d8+2+5 Slash
 Finesse & Swift
Crossbow +8 DEX 1d10+5 piercing
 Heavy, loading, range (100/400) two-handed
Attacks
Padded armour: +2
Sabre: Finesse and swift

Swift weapons help you recover quickly from misses. When you miss with a swift weapon, you gain advantage on the first attack roll you make with the weapon against the same target before the end of your next turn.
Crossbow:

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Additional attack:
You can do an extra attack


Defensive Duelist:

When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Dueling:
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon
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.
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.
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.
Improved Critical:
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Remarkable Athlete:
Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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