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Tiffany

2 Level (100/900 XP for level-up) Acolyte Background Human Race / Species / Heritage Neutral Alignment
Fighter
Level 2
Hit Dice: 2/2
1d10+3 Class 1

STR
16
+3
DEX
11
+0
CON
16
+3
INT
10
+0
WIS
12
+1
CHA
10
+0
22
Hit Points
+0
Initiative (DEX)
18
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+5 Strength
+2 Dexterity
+3 Constitution
+0 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+0 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+5 Athletics STR
+0 Deception CHA
+2 History INT
+3 Insight WIS
+2 Intimidation CHA
+0 Investigation INT
skills
+3 Medicine WIS
+0 Nature INT
+3 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+2 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longsword +5 STR 1d8+3 slashing
 Versatile (1d10)
Handaxe +5 STR 1d6+3 slashing
 Light, thrown (20/60)
Unarmed +5 STR 1+3 bludgeoning
Attacks

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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The statblocks of your Weapons, armor and other important/magical equipment

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Player's Handbook p70

Fighter

Level Proficiency Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge
3rd +2 Martial Archetype
4th +2 Ability Score Improvement, Martial Versatility (optional)
5th +3 Extra Attack
6th +3 Ability Score Improvement, Martial Versatility (optional)
7th +3 Martial Archetype feature
8th +3 Ability Score Improvement, Martial Versatility (optional)
9th +4 Indomitable
10th +4 Martial Archetype feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement, Martial Versatility (optional)
13th +5 Indomitable (two uses)
14th +5 Ability Score Improvement, Martial Versatility (optional)
15th +5 Martial Archetype feature
16th +5 Ability Score Improvement, Martial Versatility (optional)
17th +6 Action Surge (two uses), Indomitable (three uses)
18th +6 Martial Archetype feature
19th +6 Ability Score Improvement, Martial Versatility (optional)
20th +6 Extra Attack (3)
hit dice: 1d10 per level
hit points at 1st level: 10 + Constitution modifier
hit points at higher levels: 1d10 + Constitution modifier per level
armor proficiencies: Light armor, Medium armor, Heavy armor, Shields
weapon proficiencies: Simple weapons, Martial weapons
tools: None
saving throws: Strength, Constitution
skills: Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
• (a) chain mail or (b) leather, longbow, and 20 arrows
• (a) a martial weapon and a shield or (b) two martial
weapons
• (a) a light c rossbow and 20 bolts or (b) two handaxes
• (a) a dungeoneer’s pack or (b) an explorer’s pack
spellcasting:
None.

class features:
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense. While you are wearing armor, you gain a +1 bonus to AC.
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.
Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
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.
Superior Technique. You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

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.

Martial Archetype
At 3rd level, you choose an archetype from the list available that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Martial Versatility (Optional)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:
  • Replace a fighting style you know with another fighting style available to fighters.
  • If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
subclass options:
Fighter (Rune Knight)

WiP: Arcane Archer, Battle Master, Cavalier, Champion, Echo Knight, Eldritch Knight, Psi Warrior, Purple Dragon Knight (Banneret), Samurai

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Homebrew

Human

Humans are the most widespread of the peoples of Erdenfold. They vary widely in culture, language, and appearance from place to place, and there are very few places where they can't be found. Wherever they happen to be, they are distinguished by their drive to manipulate the world around them, creating kingdoms and institutions that long outlast their own lives.
ability score increase: Your Charisma score increases by 2, and your Dexterity and Constitution scores each increase by 1.
age: Humans reach adulthood in their late teens, and usually live to be around 80 years old.
Size: Medium
speed: 30ft
Languages: Satch, Bretnic (Brythoneg), Nordish (Nordisk), Gailish (Gaeilge), Lansic (Lancais), Dutish (Duits), Roomic (Romica), Gotish (Gotesch)
race features:
Skill Versatility. You have proficiency in 3 skills of your choice.
Human Endurance. You have advantage on Constitution saving throws against exhaustion.
Culture of Language. You have advantage on all Charisma (Persuasion) and Charisma (Deception) checks made when interacting with other humans who have the same first language as you.

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Created by

norselyqueer.

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