Last updated: 3/19/2025
VarenLVL 3 Fighter | Hit Dice: 1d10 HP: 25 | Prof: +2 Unarmored AC: 13 Armored AC: 17 (+2 shield) | Action Surge: 1/1 SR Second Wind: 2/2 SR/LR Heroic Insp.: 1/1 LR Arrows: 20/20 | ||||||||
Strength 14 (+2) | Dexterity 16 (+3) | Constitution 14 (+2) | Intelligence[a] 12 (+1) | Wisdom 10 (0) | Charisma 11 (0) | ||||||
Saving: 4 | Saving: 3 | Saving: 4 | Saving: 1 | Saving: 0 | Saving: 0 | ||||||
Athletics: 4 | Acrobatics: 3 | Arcana: 1 | Animal Handling: 2 | Deception: 0 | |||||||
Sleight of Hand: 3 | History: 1 | Insight: 0 | Intimidation: 0 | ||||||||
Stealth: 3 | Investigation: 1 | Medicine: 0 | Performance: 0 | ||||||||
Nature: 1 | Perception: 0 | Persuasion: 0 | |||||||||
Religion: 1 | Survival: 2 | ||||||||||
Background: Folk Hero | Passive Perception: 10 | ||||||||||
Proficiencies: All Armor, Simple and Martial Weapons, Leather Workers’ Tools, Land Vehicles Languages: Common, Elvish, (one more language) |
Moves/Actions
Bonus Actions
Reaction
Passive Aid
Dungeon Supplies
Camping Supplies
Weapon Supplies
Money:
Copper:
Silver:
Gold:
Platinum:
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Speed: 30ft
Size: Medium 5’6”
Age: 18/160
Skill: Athletics
Resourceful: You gain Heroic Inspiration whenever you finish a Long Rest
You can expend it to reroll any die immediately after rolling it, and you must use the new roll.
You can only have one Heroic Inspiration at a time.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Celestial Resistance. You have resistance to necrotic damage and radiant damage.
As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a long rest.
You know the Light cantrip. Charisma is your spellcasting ability for it.
Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Celestial Revelation. When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can’t use it again until you finish a long rest:
Radiant Soul. Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
Ability Score Increase: +1 Dex, +1 Con, +1 Cha
Skills: Animal handling, Survival
Tools: Leather Workers’ Tool, land vehicles
Feat: Savage Attacker: Once per turn when you deal damage with a weapon, you can roll damage twice and take the higher result.
1st LVL Fighting Style: Dueling: With melee weapon in one hand and no other weapons, add +2 to damage
1st LVL 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. You can use this feature twice, you regain one use after a short rest, and you regain all uses after finishing a long rest.
1st LVL Weapon Mastery: Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a long rest, you can practice weapon drills and change one of those weapon choices.
2nd LVL Action Surge: One your turn, you can take one additional action, except the Magic action. Once per short or long rest. Starting at 17th level, you can use it twice before a rest but only once on a turn.
2nd LVL Tactical Mind: When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.
[a]Give additional prof for the +1 int mod