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       #Post#: 5--------------------------------------------------
       Belwar Ironhammer
       By: PhilipMorrison Date: July 3, 2016, 1:50 pm
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       Belwar Ironhammer the Champion
       Male Hill Dwarf Folk-Hero
       Chaotic Good
       Fighter 1
       Strength 
       Dexterity 
       Constitution 
       Intelligence 
       Wisdom 
       Charisma 
       
       Size: 
       Height: 
       Weight: 
       Skin: 
       Eyes: 
       Hair: 
       Maximum Hit Points: 13 [includes hill dwarf bonus]
       Speed: 25 feet
       Inspiration:
       Armor Class: 18 = 10 + 6 [chain mail] + 2 [steel shield]
       Proficiency bonus:
       Initiative modifier:
       Attack (handheld / thrown):
       [proficiency]
       Attack (missile / finesse):
       Strength save:
       Dexterity save:
       Constitution save:
       Intelligence save:
       Wisdom save:
       Charisma save:
       Insight (passive):
       Investigation (passive):
       Perception (passive):
       Carry: 195 lb maximum
       For groups using the optional encumberance rules:
       If carrying more than 65 lb, encumbered -- -10 on speed
       If carrying more than 130 lb, heavily encumbered -- -20
       on speed, disadvantage on ability checks, attack rolls, and
       saves involving strength, constitution, and/or dexterity
       Dwarf armor does not count for calculating encumberance.
       Languages:
       Unarmed strike [+3 to hit; 1+1 bludgeoning]
       2 Hand axes [+3 to hit; 1d6+1 slashing, 3 lb, light, thrown
       (range 20/60)]
       Sling [+2 to hit; 1d6 bludgeoning, 1 lb, ammunition (range
       30/120)]
       Battleaxe [+3 to hit; 1d8+1 slashing, 5 lb, versatile (1d10
       slashing)]
       Great Sword [+3 to hit; 2d6+1 slashing, 7 lb, heavy, two-handed]
       Chain mail [heavy; + 6 AC; max dex + 0; stealth disadvantage; 55
       lb.]
       Steel Shield [+2 AC; 6 lb.]
       
       Misc.
       Modifier
       Acrobatics 
       +0
       
       Animal Handling 
       +0
       + 2
       Arcana 
       +0
       
       Athletics 
       +1
       + 2
       Deception 
       -1
       
       History 
       +0
       + 2
       Insight 
       +0
       
       Intimidation 
       -1
       
       Investigation 
       +0
       
       Medicine 
       +0
       
       Nature 
       +0
       
       Perception 
       +0
       
       Performance 
       -1
       
       Persuasion 
       -1
       
       Religion 
       +0
       
       Sleight of Hand 
       +0
       
       Stealth 
       +0
       
       Survival 
       +0
       + 2
       Belwar Ironhammer is proficient with at least 1 artisan tool
       set(s). Check any artisan tools with which Belwar Ironhammer is
       proficient:
       
       Smith's tools
       
       Check any instruments with which Belwar Ironhammer is
       proficient:
       
       Horn
       
       Check any games with which Belwar Ironhammer is proficient:
       
       Dice game:
       Check any other tools with which Belwar Ironhammer is
       proficient:
       Herbalism kit
       
       Dwarf
       Dwarves receive +2 constitution (already included).
       Can move 25 feet even if in heavy armor
       Darkvision (see 60 feet black-and-white in pitch-dark)
       Dwarven resilience: Advantage on saving throws against
       poison, and resistance against poison damage
       Tool proficiency: This dwarf chose proficiency as a smith.
       Stonecunning (always proficient with double the proficiency
       bonus on history checks related to stonework; cannot become lost
       underground)
       Hill Dwarf (subrace)
       Hill Dwarves receive +1 wisdom (already included).
       Dwarven toughness: Hit point maximum increases by one at
       each level.
       Folk Hero
       You can find a welcome and protection from ordinary people
       as long as you are decent.
       You can probably operate ordinary land vehicles.
       You are proficient with one set of artisan tools.
       Fighter
       Most fighters are proficient in riding a mount.
       This fighter selected the great weapon fighting style;
       reroll 1s and 2s on damage when using a two-handed or versatile
       weapon.
       Second Wind: As an action, regain hit points equal to 1d10 +
       your fighter level. Once per period between short rests.
       Level 2: Action surge -- use it to take an extra action on a
       turn. Must take a short rest before using again.
       Level 5: Extra attack on any round that includes an attack.
       Level 9: Indomitable -- once between long rests, can reroll
       a failed saving throw.
       Level 11: Two extra attacks per round.
       Level 13: Indomitable -- twice between long rests, can
       reroll a failed saving throw.
       Level 17: Two action surges between rests, but not on the
       same turn.
       Level 17: Indomitable -- three times between long rests, can
       reroll a failed saving throw.
       Level 20: Three extra attacks per round.
       Champion Fighter (martial archetype)
       Level 3: Improved critical -- score in 19 or 20.
       Level 7: Remarkable athlete -- add half your proficiency
       bonus, rounded UP, to any strength, dexterity, or constitution
       check that does not already use your proficiency bonus. Running
       long jump adds your strength modifier number of feet to
       distance. If applicable, these show as ability modifiers.
       Level 10: You will choose an additional fighting style.
       Level 15: Superior critical -- 18-20.
       Level 18: Survivor -- at start of each turn, if at half hit
       points or below, regain 5 + constitution modifier hit points.
       Class 
       Level 1: 
       
       Hit Dice For Healing
       Regain half with each long rest. Use as needed during long or
       short rests.
       Death Saving Throws:
       Successes
       Failures
       Belwar Ironhammer's Equipment:
       80 lb
       5 lb
       5 lb
       7 lb
       6 lb
       10 lb
       10 lb
       10 lb
       8 lb
       1 lb
       5 lb
       8 lb
       3 lb
       Weapons / Armor / Shield (from above)
       Sling bullets (group of 10) x 1
       Backpack
       Bedroll
       Candles x 5
       Clothing change x 2
       Pick, miner's
       Pot, iron
       Rations (1 day) x 5
       Shovel / Spade
       Tinderbox
       Waterskins x 1
       Smith tools
       Disguise kit
       _____
       158 lb
       103 lb
       Total
       Total not including armor
       Belwar Ironhammer's Personality Traits: I have a strong sense of
       fair play and always try to find the most equitable solution to
       arguments.
       Belwar Ironhammer's Ideal(s): Respect. People deserve to be
       treated with dignity and respect.
       Belwar Ironhammer's Bond(s): A proud Noble once gave me a
       horrible beating, and I will take my revenge on any bully I
       encounter.
       Belwar Ironhammer's Flaw(s): The people who knew me when I was
       young know my shameful secret, so I can never go home.
       More about Belwar Ironhammer:
       A Lord rescinded a popular decree after I led a symbolic act
       of protest against it.
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