Satanas Serpico: Fighter (8) Compi
Satanas Serpico: Fighter (8) Compi
Satanas Serpico: Fighter (8) Compi
INSPIRATION
STRENGTH
18 +2
+5 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
20 PERSONALITY TRAITS
+2 ●
+6 Constitution
+3 Intelligence
CURRENT HIT POINTS IDEALS
14 +1 Wisdom
0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+3 ●
+5 Acrobatics (Dex) Total 8d10 SUCCESSES
+3 0 Deception (Cha)
+3 History (Int)
NAME ATK BONUS DAMAGE/TYPE
16 +1 Insight (Wis)
Longsword +8 1d8 + 5 slashingDarkvision: 60 ft.
WISDOM ●
0 Intimidation (Cha)
+6 Investigation (Int)
Maul +8 Number of
2d6 + 5 bludgeoning
+1 Medicine (Wis)
Greatsword +1
+9 2d6 + 6 slashingAttacks: 2
+1 ●
+6 Nature (Int)
●
+4 Perception (Wis)
12
0 Performance (Cha) (additional
CHARISMA
●
+3 Persuasion (Cha)
+3 Religion (Int)
features & traits
0 +2 Sleight of Hand (Dex) on last page)
+2 Stealth (Dex)
11 +1 Survival (Wis)
Language Proficiencies:
Common; Elvish; Infernal
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
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36 6"2
AGE HEIGHT WEIGHT
Satanas Serpico Grey Light Blue Bald
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
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Cleric Wisdom 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Guidance
Spare the Dying
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Shield of Faith
4
SPELLS KNOWN
2 2
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Fighter
Intelligence 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Green-Flame Blade
Lightning Lure
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Absorb Elements
Find Familiar
4
Protection from Evil and Good
Shield
SPELLS KNOWN
2 2
Hold Person
Shatter
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FEATURES & TRAITS
----------Bonus Actions----------
Second Wind. Regain 1d10 + 8 HPs (use once/rest).
---------------Actions--------------
Action Surge. Take an extra action (use once/rest).
-----------Other Traits------------
Aquatic Variant. A half-elf of aquatic heritage can choose a swimming speed of 30 feet.
Drow Variant. A half-elf of drow descent can choose the drow's Drow Magic.
Great Weapon Fighting Style. 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.
Great Weapon Master. You’ve learned to put the weight of a weapon to your advantage, letting its momentum
empower your strikes. You gain the following benefits:
On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can
make one melee weapon attack as a bonus action.
Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5
penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
Magic Initiate. Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice
from that class’s spell list.
In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level.
Once you cast it, you must finish a long rest before you can cast it again.
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock;
Wisdom for cleric or druid; or Intelligence for wizard.
Mercenary Life. You know the mercenary life as only someone who has experienced it can. You are able to identify
mercenary companies by their emblems, and you know a little about any such company, including the names and
reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls
where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between
adventures sufficient to maintain a comfortable lifestyle (see "Practicing a Profession" under "Downtime Activities" in
chapter 8 of the Player's Handbook). .
Moon/Sun Elf Variant. A half-elf of moon elf or sun elf descent can choose the high elf's Elf Weapon Training or
Cantrip.
Spellcasting. When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter
10 for the general rules of spellcasting and chapter 11 for the wizard spell list. You learn two cantrips of your choice
from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. You know three 1st-level
wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard
spell list. The spells you learn at 8th, 14th. and 20th level can come from any school of magic. Intelligence is your
spellcasting ability for your wizard spells.
War Magic. Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as
a bonus action.
Weapon Bond. At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You
perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your
reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have
bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same
plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to
your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If
you attempt to bond with a third weapon, you must break the bond with one of the other two.
Wood Elf Variant. A half-elf of wood elf descent can choose the wood elf's Elf Weapon Training, Fleet of Foot, or
Mask of the Wild.
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