Barnabas
Barnabas
Barnabas
• +4 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +2 Dexterity
• +4 Constitution +2 16 28 --
+2 +3 Intelligence
CLASS
+0 Wisdom INITIATIVE HIT POINTS
15
+1 Charisma
Total 3d10 SUCCESSES
Saving Throw Modifiers
Immunities - Magical Sleep
DEXTERITY FAILURES
Advantage against
+2 being charmed DEFENSES HIT DICE DEATH SAVES
+3
Animal Handling WIS
Arcana INT
=== WEAPONS ===
Martial Weapons, Simple Weapons
Darkvision 60 ft.
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Fighter 3 Bill
CLASS & LEVEL PLAYER NAME
Barnabas
High Elf Soldier (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS
=== FIGHTER FEATURES === You don't need to sleep, but meditate semiconsciously
* Hit Points • PHB 71 for 4 hours a day. While meditating, you can dream
* Proficiencies • PHB 71 after a fashion; such dreams are actually mental
* Fighting Style • PHB 72 exercises that have become reflexive through years of
You adopt a fighting style specialty. practice. After resting in this way, you gain the same
| Great Weapon Fighting • PHB benefit that a human does from 8 hours of sleep.
You can reroll a 1 or 2 on damage dice with melee * Elf Weapon Training • BR 23
weapons wielded with two hands. You have proficiency with the longsword, shortsword,
* Second Wind • PHB 72 shortbow, and longbow.
Once per short rest, you can use a bonus action to * Cantrip • BR 24
regain 1d10 + 3 HP. You know one cantrip of your choice from the wizard
| 1 / Short Rest • 1 Bonus Action spell list. INT is your spellcasting ability for it.
* Action Surge • PHB 72 * Extra Language • BR 24
You can take one additional action on your turn. This You can speak, read, and write one extra language of
can be used 1 times per short rest. your choice.
| 1 / Short Rest • Special
* Martial Archetype • PHB 72
Eldritch Knight
Spellcasting • PHB, pg. 75
You can cast known wizard spells using INT as your
spellcasting modifier (Spell DC 18, Spell Attack +10).
Weapon Bond • PHB, pg. 75
You can perform a 1 hour ritual to create a magical
bond between yourself and one weapon. Once
completed, you can't be disarmed of the weapon unless
you are incapacitated, and you can summon it as a
bonus action to your hand (if it's on the same plane of
existence). You can have up to two bonded weapons.
Weapon Bond: (No Action)
=== HIGH ELF RACIAL TRAITS ===
* Darkvision • BR 23
You can see in darkness (shades of gray) up to 60 ft.
* Keen Senses • BR 23
You have proficiency in the Perception skill.
* Fey Ancestry • BR 23
You have advantage on saves against being charmed,
and magic can’t put you to sleep.
* Trance • BR 23 FEATURES & TRAITS
Handaxe 1 2 lb.
SP 0 Handaxe 1 2 lb.
Greatsword 1 6 lb.
EP 0 Warhammer 1 2 lb.
Backpack 1 5 lb.
GP 10 Clothes, Common 1 3 lb.
Dice Set 1 --
PP 0 Bedroll 1 7 lb.
ENCUMBERED Rope, Hempen (50 feet) 1 10 lb. ATTUNED MAGIC ITEMS QTY WEIGHT
EQUIPMENT
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Male 28 Medium 5'5" 160
GENDER AGE SIZE HEIGHT WEIGHT
Barnabas Lawful Neutral Pale Brown Blonde
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR
PERSONALITY TRAITS
IDEALS
My honor is my life.
BONDS
FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
INT 13 +5
PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS === (At Will)
O True Strike <C> Cantrip -- 1A 30 ft. S Concentration, up to 1 round PHB 284 D: 1Rnd, S
SPELLS
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.