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Altrina "Rina" Vernier

5 Level (0/14000 XP for level-up) Delrynian Bodyguard (Soldier) Background Human Race / Species / Heritage Alignment
Fighter
Level 5
Hit Dice: 5/5
1d10+3 Class 1

STR
18
+4
DEX
16
+3
CON
16
+3
INT
11
+0
WIS
10
+0
CHA
8
-1
44
Hit Points
+3
Initiative (DEX)
18
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
1 / 1/rest
Second Wind
1 / 1/rest
Action Surge
3 / 3/long rest
Guardian
+6 Expertise Bonus
+3 Proficiency Bonus
+7 Strength
+3 Dexterity
+6 Constitution
+0 Intelligence
+0 Wisdom
-1 Charisma
saving throws
+6 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
+10 Athletics STR
-1 Deception CHA
+0 History INT
+3 Insight WIS
+2 Intimidation CHA
+0 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+3 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+0 Religion INT
+3 Sleight of Hand DEX
+6 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longsword +7 STR 1d8+4 slashing
Longsword (2 Handed) +7 STR 1d10+4 slashing
Dagger +7 STR 1d4+4 piercing
 Finesse, light, thrown (range 20/60)
Attacks

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 wearing 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.

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 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.

Martial Archetype - Champion


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.

Feature - Guardian


You may elect to place yourself in the path of danger in order to protect a friendly creature or humanoid. Any time that you are within 10 feet of them, and they suffer an attack, you may switch places with them and receive the attack in their place. You must declare this before the attack roll is made. You can use this feature a number of times equal your dex modifier and are restored after a long rest.

Feat - Skill Expert


You have honed your proficiency with particular skills, granting you the following benefits:
  • Increase one ability score of your choice by 1, to a maximum of 20.

  • You gain proficiency in one skill of your choice.

  • Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.


Features & Traits
  • Breastplate (AC 14+ Dex Mod max 2)

  • Longsword

  • Shield (AC +2)

  • Dagger (x2)

  • Banner of House Danvers

  • Deck of Cards

  • Common Clothes

  • Packed Items: Bedroll, Mess Kit, Tinderbox, Torches, Rations, Waterskin, 50 ft Rope

  • Riding Horse (w/military saddle: advantage on checks to remain mounted & saddlebags)

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 85, Platinum: 0 Money
Languages: Common

Armor: All Armor, Shields

Weapons: Simple Weapons, Martial Weapons

Tools: Gaming Set (Cards), Vehicles (Land)

Languages & Proficiencies
Choose one or two of your senses which are enhanced. They will offer your advantages when using theses senses, but thankfully are not so overpowering as to prevent you from effectively using your remaining senses. While you will not suffer the extent of the drawbacks that those with incredible senses have, you will often find you have strong preferences, aversions, and quirks related to your enhanced senses.

Enhanced Hearing
You have superior hearing. You can hear clearly from twice as far as a regular human. You have advantage when hearing would otherwise be obstructed - such as through a door or wall, or in a crowded room. You have a talent for picking out a particular sound or voice even through ambient noise.

Enhanced Perception
This sense is somewhat hard to define; you or others around you may not even think you have an enhanced sense if this is what you have. In effect, it is almost as if you have a minor enhancement to all of your senses. You may not realize you are noticing anything in particular, but you are really noticing a little bit of everything. You have advantage on all perception checks and add +3 to passive perception. You can see double your normal distance in low or dim light (this does not stack with enhanced or incredible eyesight). You are very rarely surprised. You are inherently good at reading people and social situations as well.

"A Little Bit More" WSS Variant Human


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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