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Aseem Yamamoto

2 Level (0/900 XP for level-up) Soldier Background Half Elf Race / Species / Heritage Alignment
Fighter
Level 2
Hit Dice: 2/2
1d10+3 Class 1

STR
15
+2
DEX
14
+2
CON
16
+3
INT
8
-1
WIS
10
+0
CHA
11
+0
21
Hit Points
+2
Initiative (DEX)
18
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
1 / 1
action Surge
1 / 1
Second Wind
+4 Expertise Bonus
+2 Proficiency Bonus
+4 Strength
+2 Dexterity
+5 Constitution
-1 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+4 Acrobatics DEX
+2 Animal Handling WIS
-1 Arcana INT
+4 Athletics STR
+2 Deception CHA
-1 History INT
+0 Insight WIS
+2 Intimidation CHA
-1 Investigation INT
skills
+0 Medicine WIS
-1 Nature INT
+2 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
-1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Greatsword +4 STR 2d6+2 Slashing
 heavy, Two handed
Longsword +4 STR 1d8/1d10+2 slashing
 versatile
Light Crossbow +4 DEX 1d8+2 piercin
 80/320, loading, twohanded
Attacks
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Defense
While you are wearing armor, you gain a +1 bonus to AC.


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. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

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 this feature again

Darkvision
Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Features & Traits
chain mail
Longsword
Greatsword
a light crossbow and 20 bolts
an explorer’s pack
An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or a deck of cards, a set of common clothes, and a pouch containing 10gp

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution

Languages & Proficiencies


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