Entry tags:
villagers } { character sheet
Female Human Folk-Hero Fighter 5
Chaotic Neutral
Strength 20 (+5)
Dexterity 13 (+1)
Constitution 15 (+2)
Intelligence 13 (+1)
Wisdom 15 (+2)
Charisma 11 (+0)
Speed: 30 feet
Inspiration:
Armor Class: 12 = 10 + 1 [dexterity] + 1 [light armor]
Proficiency bonus: +3
Initiative modifier: + 1= +1 [dexterity]
Attack (handheld/thrown): +8 = +5 [strength] +3 [proficiency]
Attack (missile/finesse): +4 = +1 [dexterity] +3 [proficiency]
Strength save: +8 = +5 [strength] +3 [proficiency]
Dexterity save: +1 = +1 [dexterity]
Constitution save: +5 = +2 [constitution] +3 [proficiency]
Intelligence save: +1 = +1 [intelligence]
Wisdom save: +2 = +2 [wisdom]
Charisma save: +0
Insight (passive): 12 (17 with advantage)
Investigation (passive): 11 (16 with advantage)
Perception (passive): 15 (20 with advantage)
Carry: 300 lb maximum
For groups using the optional encumberance rules:
If carrying more than 100 lb, encumbered -- -10 on speed
If carrying more than 200 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity
Languages: Common Other Language 1
Unarmed strike [+8 to hit; 1+5 bludgeoning]
Acrobatics Dex 1 = +1
Animal Handling Wis 2 = +2
Arcana Int 1 = +1
Athletics Str 8 = +5 + 3
Deception Cha 0 = +0
History Int 1 = +1
Insight Wis 2 = +2
Intimidation Cha 3 = +0 + 3
Investigation Int 1 = +1
Medicine Wis 2 = +2
Nature Int 1 = +1
Perception Wis 5 = +2 + 3
Performance Cha 0 = +0
Persuasion Cha 0 = +0
Religion Int 1 = +1
Sleight of Hand Dex 1 = +1
Stealth Dex 1 = +1
Survival Wis 5 = +2 + 3
Chaotic Neutral
Strength 20 (+5)
Dexterity 13 (+1)
Constitution 15 (+2)
Intelligence 13 (+1)
Wisdom 15 (+2)
Charisma 11 (+0)
Speed: 30 feet
Inspiration:
Armor Class: 12 = 10 + 1 [dexterity] + 1 [light armor]
Proficiency bonus: +3
Initiative modifier: + 1= +1 [dexterity]
Attack (handheld/thrown): +8 = +5 [strength] +3 [proficiency]
Attack (missile/finesse): +4 = +1 [dexterity] +3 [proficiency]
Strength save: +8 = +5 [strength] +3 [proficiency]
Dexterity save: +1 = +1 [dexterity]
Constitution save: +5 = +2 [constitution] +3 [proficiency]
Intelligence save: +1 = +1 [intelligence]
Wisdom save: +2 = +2 [wisdom]
Charisma save: +0
Insight (passive): 12 (17 with advantage)
Investigation (passive): 11 (16 with advantage)
Perception (passive): 15 (20 with advantage)
Carry: 300 lb maximum
For groups using the optional encumberance rules:
If carrying more than 100 lb, encumbered -- -10 on speed
If carrying more than 200 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity
Languages: Common Other Language 1
Unarmed strike [+8 to hit; 1+5 bludgeoning]
Acrobatics Dex 1 = +1
Animal Handling Wis 2 = +2
Arcana Int 1 = +1
Athletics Str 8 = +5 + 3
Deception Cha 0 = +0
History Int 1 = +1
Insight Wis 2 = +2
Intimidation Cha 3 = +0 + 3
Investigation Int 1 = +1
Medicine Wis 2 = +2
Nature Int 1 = +1
Perception Wis 5 = +2 + 3
Performance Cha 0 = +0
Persuasion Cha 0 = +0
Religion Int 1 = +1
Sleight of Hand Dex 1 = +1
Stealth Dex 1 = +1
Survival Wis 5 = +2 + 3