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Jardol Brightwood

Fighter 1 Class & Level
Mercenary Veteran Background
Human Race
Alignment

Strength 14
+2
Dexterity 15
+2
constitution 15
+2
intelligence 8
-1
wisdom 14
+2
charisma 9
-1
Total Hit Dice 1
Hit Die
1d10+2
+2 proficiency bonus
+4 Strength
+2 Dexterity
+4 Constitution
-1 Intelligence
+2 Wisdom
-1 Charisma
saving throws
+2 Acrobatics
+2 Animal Handling
-1 Arcana
+4 Athletics
-1 Deception
-1 History
+2 Insight
-1 Intimidation
-1 Investigation
+2 Medicine
-1 Nature
+4 Perception
-1 Performance
+1 Persuasion
-1 Religion
+2 Sleight of Hands
+2 Stealth
+4 Survival
skills Athletics, Perception, Persuasion, Survival proficiencies

 
13
Armor Class
12
Hit Points
+2
Initiative
30
Speed
WeaponAttackDamage
Longbow 1d20+4 1d8+2
Shortsword 1d20+4 1d6+2
Shortsword 1d20+4 1d6+2
Scimitar 1d20+4 1d6+2
Attacks
Armor Proficiencies]. Light Armor, Medium Armor,
Heavy Armor, Shields

Weapon Proficiencies. Simple Weapons, Martial
Weapons

Tool Proficiencies. Vehicles land, Dragonchess set

Languages. Common, Elvish

Proficiences
Blade Ward: You extend your hand and trace a sigil of warding in the air. Until the
end of your next turn, you have resistance against bludgeoning,
piercing, and slashing damage dealt by weapon attacks.

Shield: Reaction trigger: You are hit by an attack or targeted by the magic
missile spell An invisible barrier of magical force appears and protects
you. Until the start of your next turn, you have a +5 bonus to AC,
including against the triggering attack, and you take no damage from
magic missile.

Spellcasting
I’m haunted by memories of war. I can’t get the images of violence out of my mind.
I’m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation

Personality Traits
Live and Let Live. Ideals aren’t worth killing over or going to war for. (Neutral)
Ideals
Those who fight beside me are those worth dying for.

Bonds
I made a terrible mistake in battle cost many lives — and I would do anything to keep that mistake secret.

Flaws
Dual Wielder. +1 bonus to AC while you are wielding a separate melee weapon in each hand.You can use two-weapon fighting even when the onehanded melee weapons you are wielding aren’t light.You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Fighting Style.
Two-Weapon Fighting. When you engage in twoweapon fighting, you can add your ability modifier to the damage of the second attack.

Second Wind (Bonus Action—1/Short Rest). You regain 1d10+1 hp.

Sentinel’s Intuition. When you roll for Initiative or
make a Perception check to notice a threat, you
can roll one Intuition die, a d4, and add it to the
ability check.
Sentinel’s Shield (1/Long or Short Rest). You know
the cantrip blade ward and you can cast shield
once.
Vigilant Guardian. As an action, you can designate
an ally you can see as your ward. You have
advantage on Wisdom (Insight) and Wisdom
(Perception) checks made to spot threats to your
ward. In addition, when you are within 5 feet of
your ward, and that creature is the target of an
attack that you can see, you can use your reaction
to swap places with your ward. When you do, you
become the target of the attack.

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


 

DnD 5e SRD SRD

Longbow

Ranged Weapon Ammunition, Heavy, Two-Handed Common

Type Damage Damage Range Properties
Martial 1d8 Piercing 150/600 ft Ammunition, Heavy, Two-Handed

Cost: 50 gp Weight: 2 lb


 

DnD 5e SRD SRD

Shortsword

Melee Weapon Finesse, Light Common

Type Damage Damage Range Properties
Martial 1d6 Piercing Finesse, Light

Cost: 10 gp Weight: 2 lb


 

DnD 5e SRD SRD

Scimitar

Melee Weapon Common [Finesse, Light]

Type Damage Damage Range Properties
Martial 1d6 Slashing

Cost: 25 gp Weight: 3 lb


 

Player's Handbook, Wizards of the Coast, p. 150

Arrows (20)

Ammunition Common

Cost: 1 GP (5 CP per arrow) Weight: 1 lb. / 0.5 kg (0.05 lb. / 0.025 kg per arrow)


 

DnD 5e SRD SRD

Handaxe

Melee Weapon Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d6 Slashing 20/60 ft Light, Thrown

Cost: 5 gp Weight: 2 lb


 

DnD 5e SRD

Backpack

Adventuring Gear Common

A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear.   You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

Cost: 2gp Weight: 5lb


 

Crowbar

Adventuring Gear Common

Using a crowbar grants advantage to strength checks where the crowbar's leverage can be applied.

Cost: 2gp Weight: 5lb


 

Hammer

Adventuring Gear Common

This one-handed hammer with an iron head is useful for pounding pitons into a wall.

Cost: 1gp Weight: 3lbs


 

Piton

Adventuring Gear Common

When a wall doesn’t offer handholds and footholds, you can make your own. A piton is a steel spike with an eye through which you can loop a rope.

Cost: 5cp Weight: 1/4lb


 

SRD

Torch (10)

Adventuring Gear Common

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

Cost: 1 SP Weight: 10


 

PHB, page 153. Available in the SRD.

Tinderbox

Adventuring Gear Varies

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

Cost: 5 sp Weight: 1 lb


 

Rations (1 day)

Adventuring Gear Common

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

Cost: 5 sp Weight: 2 lb


 

PHB, page 153. Available in the SRD.

Waterskin

Adventuring Gear Varies

A waterskin can hold up to 4 pints of liquid.

Cost: 2 sp Weight: 5 lbs


 

PHB, page 153. Available in the SRD.

Hempen Rope (50 ft.)

Adventuring Gear Varies

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

Cost: 1 gp Weight: 10 lbs


 

The statblocks of your class features

Second Wind


Hit Points

Hit Dice: d4 per Second Wind level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Class Features

Secound 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

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Human

Ability Score Increase +1 Str, +1 Dex, +1 Con, +1 Int, +1 Wis, +1 Cha OR (Variant) +1 to any two Ability Scores
Size Medium
Speed 30 ft.

The default Human gains no additional features.   (Variant): You gain proficiency in one Skill of your choice. You gain one Feat of your choice.

Languages. Common, One Language of your choice

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Blade Ward

0-level (Cantrip) Abjuration

Casting Time 1 Action
Range Self
Duration 1 Round
Components V, S

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Class(es): Bard, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Level 1 Spells

Shield

1-level Abjuration

Casting Time 1 reaction, which you take when you are hit by an attack or targeted by the Magic Missile spell
Range Self
Duration 1 Round
Components V, S

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile

Class(es): Sorcerer, Wizard, Artificer (Artillerist), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Hexblade)

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


Created by

JudGang.

Statblock Type

Character Sheet (Legacy)

Link/Embed