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Bronzo Gonzalez

Bronzo Gonzalez is a Level 5 Dragonborn Fighter (Battle Master) with a background as an Outlander, aligned with the deity Tymora. He possesses various combat abilities, including a breath weapon and maneuvers that enhance his attacks and support allies. His inventory includes a range of weapons, armor, and adventuring gear, as well as spells from his Bard class.

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0% found this document useful (0 votes)
38 views8 pages

Bronzo Gonzalez

Bronzo Gonzalez is a Level 5 Dragonborn Fighter (Battle Master) with a background as an Outlander, aligned with the deity Tymora. He possesses various combat abilities, including a breath weapon and maneuvers that enhance his attacks and support allies. His inventory includes a range of weapons, armor, and adventuring gear, as well as spells from his Bard class.

Uploaded by

Voodoo Doc
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Level 5 Dragonborn Fighter, Battle Master (4) / Bard (1) 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Bronzo Gonzalez
Outlander Neutral Good Tymora Seb
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Fell Handed. When using a handaxe, battleaxe,


STRENGTH Chain Mail 18 greataxe, warhammer or a maul, you gain +1 to
attack rolls with that weapon. Whenever you have
PROFICIENCY BONUS +3
16
SHIELD
AC advantage on a melee attack roll you make with the
Shield weapon and hit, you can knock the target prone if the
N
lower of the two d20 rolls would also hit the target.
CIE C

+6 Strength Whenever you have disadvantage on a melee attack


Y
PROFI


+3 roll you make with the weapon, the target takes 3
+0 Dexterity bludgeoning damage if the attack misses but the
✘ +5 Constitution ARMOR CLASS higher of the two d20 rolls would have hit. If you use
DEXTERITY the Help action to aid an ally’s melee attack while
+0 Intelligence you’re wielding the weapon, you knock the target’s
MAXIMUM HIT DICE TEMPORARY

10 +1 Wisdom shield aside momentarily. In addition to the ally


48 4d10/1d8 gaining advantage on the attack roll, the ally gains a
+2 Charisma +2 bonus to the roll if the target is using a shield.
CONDITIONAL

+0 Fighting Style.
Protection (Reaction). When a creature you can see
CURRENT HIT POINTS attacks a target other than you that is within 5 feet of
you, you can use your reaction to impose
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS disadvantage on the attack roll. You must be wielding


a shield.
14 N
CIE C

+0 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI

Second Wind (Bonus Action—1/Short Rest). You


RT

EXPE

✘ +4 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION regain 1d10+4 hp.


+2 +0 Arcana (Int) Action Surge (1/Short Rest). On your turn, you can
✘ +6 Athletics (Str) Resistances. Lightning take one additional action on top of your regular
action.
INTELLIGENCE +2 Deception (Cha)
Combat Superiority. You learn maneuvers that are
10 +0 History (Int)
+1 Insight (Wis)
fueled by special dice called superiority dice. You
have 4 superiority dice which are d8s. DC 14
Distracting Strike. When you hit a creature with a
+2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS weapon attack, you can expend one superiority die to
+0 +0 Investigation (Int) distract the creature, giving your allies an opening.
You add the superiority die to the attack’s damage
+1 Medicine (Wis) Draconic Ancestry. roll. The next attack roll against the target by an
WISDOM
Bronze. Your draconic ancestry is bronze. Your attacker other than you has advantage if the attack is
+0 Nature (Int) damage type is lightning. Your breath weapon is 5 made before the start of your next turn.
12 ✘ +4 Perception (Wis) by 30 ft. line (dex. save). Riposte (Reaction). When a creature misses you
✘ +5 Performance (Cha)
with a melee attack, you can expend one superiority
Breath Weapon (Action—1/Short Rest). Exhale die to make a melee weapon attack against the
+2 Persuasion (Cha) destructive energy. Your breath weapon does 2d6 creature. If you hit, you add the superiority die to the
+1 +0 Religion (Int)
lightning damage in a 5 by 30 ft. line (dex. save) DC attack's damage roll.
13 Evasive Footwork. When you move, you can expend
+0 Sleight of Hand (Dex) one superiority die, rolling the die and adding the
CHARISMA Damage Resistance. You have resistance to number rolled to your AC until you stop moving.
+0 Stealth (Dex) lightning.

14 ✘ +4 Survival (Wis) Bardic Inspiration (Bonus Action—2/Long Rest).


SKILLS Inspire one creature other than yourself within 60
feet of you who can hear you. It gains one Bardic
Inspiration die, a [Link] within the next 10 minutes,
+2 14 PASSIVE PERCEPTION the creature can roll the die and add the number
rolled to one ability check, attack roll, or saving throw
it makes.
ADVANTAGE

INITIATIVE +0 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Battleaxe 5 ft +7 vs AC 1d8+3 slashing
Versatile
FEATURES & TRAITS
Handaxe 20/60 +7 vs AC 1d6+3 slashing
Light, Thrown

Sling 30/120 +3 vs AC 1d4+0 bludgeoning Armor Proficiencies. Light Armor, Medium Armor,
Ammunition
Heavy Armor, Shields

Dagger 20/60 +6 vs AC 1d4+3 piercing Weapon Proficiencies. Simple Weapons, Martial


Finesse, Light, Thrown Weapons

Tool Proficiencies. Drum, Yarting, Smith’s tools

Languages. Common, Draconic, Dwarvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 15 6'6" 275 lb.
GENDER AGE HEIGHT WEIGHT
Bronzo Gonzalez Purple Brass Scales Bald
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration
of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the
solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a
nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific
features of the terrain, you know the ways of the wild.

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Wanderer
You have an excellent memory for maps and
geography, and you can always recall the general
layout of terrain, settlements, and other features
around you. In addition, you can find food and fresh
water for yourself and up to five other people each
day, provided that the land offers berries, small
game, water, and so forth.

BACKGROUND FEATURE

A black pirate flag adorned with a dragon’s skull

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Explorer’s Pack 1 10 Boots of False Tracks 1 —
Blanket 1 3
Candle 3 —
Chalk 2 —
Healer’s Kit 1 3
Mirror, Steel 1 .5
Oil (flask) 1 1
Soap 1 —
Torch 2 2
Whetstone 1 1
Drum 1 3
[Chain Mail] 1 55
[Battleaxe] 1 4
Handaxe 1 2
[Shield] 1 6
Smith’s Tools 1 8
Dagger 1 1
Sling 1 —
Sling Bullet 20 1.5

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

13 5 0 8 1

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

101.5 lb / 240 lb 480 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +5 13 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Bard

CANTRIPS Mage Hand Mending

1ST LEVEL 2 SPELL SLOTS Cure Wounds Heroism


Tasha’s Hideous Laughter Thunderwave
Mage Hand Mending Cure Wounds
Conjuration Cantrip Transmutation Cantrip 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 minute CASTING TIME 1 action


RANGE 30 feet RANGE Touch RANGE Touch
DURATION 1 minute DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (two lodestones) COMPONENTS V, S

A spectral, floating hand appears at a point you choose within range. This spell repairs a single break or tear in an object you touch, such as A creature you touch regains a number of hit points equal to 1d8 +
The hand lasts for the duration or until you dismiss it as an action. broken chain link, two halves of a broken key, a torn cloak, or a your spellcasting ability modifier. This spell has no effect on undead
The hand vanishes if it is ever more than 30 feet away from you or if leaking wineskin. As long as the break or tear is no larger than 1 foot or constructs.
you cast this spell again. in any dimension, you mend it, leaving no trace of the former At Higher Levels. When you cast this spell using a spell slot of 2nd
You can use your action to control the hand. You can use the hand damage. This spell can physically repair a magic item or construct, level or higher, the healing increases by 1d8 for each slot level above
to manipulate an object, open an unlocked door or container, stow or but the spell can’t restore magic to such an object. 1st.
retrieve an item from an open container, or pour the contents out of
a vial. You can move the hand up to 30 feet each time you use it. The
hand can’t attack, activate magic items, or carry more than 10
pounds.

Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook

Heroism Tasha’s Hideous Laughter Thunderwave


1st-level enchantment 1st-level enchantment 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE 30 feet RANGE Self (15-foot cube)
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (tiny tarts and a feather that is waved in the air) COMPONENTS V, S

A willing creature you touch is imbued with bravery. Until the spell A creature of your choice that you can see within range perceives A wave of thunderous force sweeps out from you. Each creature in a
ends, the creature is immune to being frightened and gains everything as hilariously funny and falls into fits of laughter if this 15-foot cube originating from you must make a Constitution saving
temporary hit points equal to your spellcasting ability modifier at the spell affects it. The target must succeed on a Wisdom saving throw or throw. On a failed save, a creature takes 2d8 thunder damage and is
start of each of its turns. When the spell ends, the target loses any fall prone, becoming incapacitated and unable to stand up for the pushed 10 feet away from you. On a successful save, the creature
remaining temporary hit points from this spell. duration. A creature with an Intelligence score of 4 or less isn’t takes half as much damage and isn’t pushed. In addition, unsecured
At Higher Levels. When you cast this spell using a spell slot of 2nd affected. objects that are completely within the area of effect are
level or higher, you can target one additional creature for each slot At the end of each of its turns, and each time it takes damage, the automatically pushed 10 feet away from you by the spell’s effect, and
level above 1st. target can make another Wisdom saving throw. The target has the spell emits a thunderous boom audible out to 300 feet.
advantage on the saving throw if it’s triggered by damage. On a At Higher Levels. When you cast this spell using a spell slot of 2nd
success, the spell ends. level or higher, the damage increases by 1d8 for each slot level above
1st.

Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook
Explorer’s Pack Blanket Candle
Equipment Packs Adventuring Gear Adventuring Gear

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 For 1 hour, a candle sheds bright light in a 5-foot radius and
torches, 10 days of rations, and a waterskin. The pack also dim light for an additional 5 feet.
has 50 feet of hempen rope strapped to the side of it.

10 lbs. Player’s Handbook 3 lb. Player’s Handbook — Player’s Handbook

Chalk Healer’s Kit Mirror, Steel


Adventuring Gear Adventuring Gear Adventuring Gear

This kit is a leather pouch containing bandages, salves, and


splints. The kit has ten uses. As an action, you can expend
one use of the kit to stabilize a creature that has 0 hit
points, without needing to make a Wisdom (Medicine)
check.

— Player’s Handbook 3 lb. Player’s Handbook ½ lb. Player’s Handbook

Oil (flask) Soap Torch


Adventuring Gear Adventuring Gear Adventuring Gear

Oil usually comes in a clay flask that holds 1 pint. As an A torch burns for 1 hour, providing bright light in a 20-foot
action, you can splash the oil in this flask onto a creature radius and dim light for an additional 20 feet. If you make a
within 5 feet of you or throw it up to 20 feet, shattering it melee attack with a burning torch and hit, it deals 1 fire
on impact. Make a ranged attack against a target creature damage.
or object, treating the oil as an improvised weapon. On a
hit, the target is covered in oil. If the target takes any fire
damage before the oil dries (after 1 minute), the target
takes an additional 5 fire damage from the burning oil. You
can also pour a flask of oil on the ground to cover a 5-foot-
square area, provided that the surface is level. If lit, the oil
burns for 2 rounds and deals 5 fire damage to any creature
that enters the area or ends its turn in the area. A creature
can take this damage only once per turn.

1 lb. Player’s Handbook — Player’s Handbook 1 lb. Player’s Handbook


Whetstone Drum Chain Mail
Adventuring Gear Musical Instruments Armor

If you have proficiency with the drum, you can add your Made of interlocking metal rings, chain mail includes a
proficiency bonus to any ability checks you make to play layer of quilted fabric worn underneath the mail to prevent
music with the instrument. A bard can use a musical chafing and to cushion the impact of blows. The suit
instrument as a spellcasting focus. includes gauntlets.

1 lb. Player’s Handbook 3 lbs. Player’s Handbook 55 lb. Player’s Handbook

Battleaxe Handaxe Shield


Weapons Weapons Armor

A shield is made from wood or metal and is carried in one


hand. Wielding a shield increases your Armor Class by 2.
You can benefit from only one shield at a time.

4 lb. Player’s Handbook 2 lb. Player’s Handbook 6 lb. Player’s Handbook

Smith’s Tools Boots of False Tracks Dagger


Tools Wondrous Items Weapons

Smith’s tools allow you to work metal, heating it to alter its Only humanoids can wear these boots. While wearing the
shape, repair damage, or work raw ingots into useful items. boots, you can choose to have them leave tracks like those
Components. Smith’s tools include hammers, tongs, of another kind of humanoid of your size.
charcoal, rags, and a Whetstone.
Arcana and History. Your expertise lends you additional
insight when examining metal objects, such as weapons.
Investigation. You can spot clues and make deductions
that others might overlook when an investigation involves
armor, weapons, or other metalwork.
Repair. With access to your tools and an open flame hot
enough to make metal pliable, you can restore 10 hit points
to a damaged metal object for each hour of work.
SMITH’S TOOLS
Activity DC
Sharpen a dull blade 10
Repair a suit of armor 15
Sunder a nonmagical metal object 20

8 lbs. Player’s Handbook 0 lb. Xanathar’s Guide to Everything 1 lb. Player’s Handbook
Sling Sling Bullet
Weapons Ammunition

Sling bullets are used with a sling to make a ranged attack.

— Player’s Handbook 75/1000 lb. Player’s Handbook

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