Lucie Lotus
Lucie Lotus
6 Level (0/23000 XP for level-up) Madman Background Iron Wing Sprite Race / Species / Heritage Chawotic Nuwutwal Alignment
Rytherian Fighter
Level 6
Hit Dice: 6/6
1d10+3 Class 1
Level 6
Hit Dice: 6/6
1d10+3 Class 1
15 / 15 / 14 / 11 / 11 /10
Level 1
Hit Dice: 1/1
1d+3 Class 2
Level 1
Hit Dice: 1/1
1d+3 Class 2
STR
19
19
+4
DEX
14
14
+2
CON
16
16
+3
INT
10
10
+0
WIS
12
12
+1
CHA
11
11
+0
40
Hit Points
Hit Points
+2
Initiative (DEX)
Initiative (DEX)
17
Armor Class (AC)
Armor Class (AC)
+3
Prof. Bonus
Prof. Bonus
20/40/30
Speed (walk/run/fly)
Speed (walk/run/fly)
Spellcasting ...
+3
Attack mod
INT
Ability
+0
Abi Mod
11
Save DC
+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+7 | Strength | |
+2 | Dexterity | |
+6 | Constitution | |
+0 | Intelligence | |
+1 | Wisdom | |
+0 | Charisma |
+5 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+7 | Athletics | STR | |
+0 | Deception | CHA | |
+0 | History | INT | |
+1 | Insight | WIS | |
+0 | Intimidation | CHA | |
+0 | Investigation | INT | |
+4 | Martial | WIS |
+1 | Medicine | WIS | |
+0 | Nature | INT | |
+7 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+0 | Religion | INT | |
+5 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Pike | +7 | STR | d10+4 | Piercing | |
Glaive | +7 | STR | d10+4 | Slashing | |
Light Crossbow | +5 | DEX | 1d6+2 | Piercing |
Spell Book
Fighting Style: Defense +1 Ac While Wearing armour
Feats: Polearm Master
Skill Expert: Increase one ability score of your choice by 1, to a maximum of 20. (Wisdom)
You gain proficiency in one skill of your choice. (Sleight of hand)
Choose one skill in which you have proficiency. (Perception) You gain expertise with that skill.
Sentinel.
Improbable Strength
You're unnaturally strong for your size. You gain the following benefits:
Increase your Strength or Dexterity by 1, to a maximum of 20.
You gain advantage on ability checks to escape from a grapple or the restrained condition.
You are considered one size larger for the purposes of grappling, shoving, carry weight, and wielding weapons.
If you already have this benefit from a different source or if you are under the "enlarge" effect of the enlarge/reduce spell, you deal an extra 1d4 damage once per turn when you hit with a heavy and/or two-handed weapon.
Perfect Time
Beginning when you choose this archetype at 3rd level, when a combat encounter starts, you gain the following effects based on the number of rounds that have passed. These effects stack.
1st round: +1 bonus to attack rolls
2nd round: +1 bonus to AC
3rd round: +2 bonus to damage rolls
4th round: You lose all gained benefits from the 1st to 3rd rounds, and gain disadvantage on attack rolls
After the 4th round, the sequence starts over, and you gain the 1st round effect again on the next round.
Feats: Polearm Master
Skill Expert: Increase one ability score of your choice by 1, to a maximum of 20. (Wisdom)
You gain proficiency in one skill of your choice. (Sleight of hand)
Choose one skill in which you have proficiency. (Perception) You gain expertise with that skill.
Sentinel.
Improbable Strength
You're unnaturally strong for your size. You gain the following benefits:
Increase your Strength or Dexterity by 1, to a maximum of 20.
You gain advantage on ability checks to escape from a grapple or the restrained condition.
You are considered one size larger for the purposes of grappling, shoving, carry weight, and wielding weapons.
If you already have this benefit from a different source or if you are under the "enlarge" effect of the enlarge/reduce spell, you deal an extra 1d4 damage once per turn when you hit with a heavy and/or two-handed weapon.
Perfect Time
Beginning when you choose this archetype at 3rd level, when a combat encounter starts, you gain the following effects based on the number of rounds that have passed. These effects stack.
1st round: +1 bonus to attack rolls
2nd round: +1 bonus to AC
3rd round: +2 bonus to damage rolls
4th round: You lose all gained benefits from the 1st to 3rd rounds, and gain disadvantage on attack rolls
After the 4th round, the sequence starts over, and you gain the 1st round effect again on the next round.
Features & Traits
Chain mail
Glaive, Pike
Light crossbow and 20 bolts
Explorer's pack
Belt Pouch (22gp 5sp)
Glaive, Pike
Light crossbow and 20 bolts
Explorer's pack
Belt Pouch (22gp 5sp)
Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Tools: Jeweler's Tools,
Saving Throws: Strength, Constitution
Skills: Acrobatics, Perception, Sleight of hand, Martial
Expertise: Perception
Weapons: simple weapons, martial weapons
Tools: Jeweler's Tools,
Saving Throws: Strength, Constitution
Skills: Acrobatics, Perception, Sleight of hand, Martial
Expertise: Perception
Languages & Proficiencies
Sprite +2 Str +1 Con
Background - +1 str +2 Str Cap Martial
Advantage on next survival check - Neemster Rewarded
Background - +1 str +2 Str Cap Martial
Advantage on next survival check - Neemster Rewarded
Notes
™ & © 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.