Adventure Date: TBD, 2025
Last Updated: November 11, 2025
Campaign: Bunch of Random Dudes - Chapter 2 class: fighter species: forest gnome level: 2 alignment: chaotic good xp: 0 deity: Garl Glittergold Background: soldier Home Region: size: medium age: 40 gender: male height: 3'6" eyes: green hair: earth brown skin: leathery tan weight: 40 lbs Languages: common, gnome, small beasts hp = HD: Second Wind: 1d10+2 hp/rest ==================================================================================== STR: 13 +1 HP: 14+1d10 Healing HD: 1d10+2 x2 inspiration = DEX: 16 +3 AC: 18 CON: 14 +2 = 10 +6 + 2 + 0 + 0 + 0 INT: 14 +2 +armor + shield + dex + magic + misc WIS: 8 -1 CHA: 10 +0 Initiative: +3 Speed: 25 ft Proficiency: +2 passive perception: 9 ==================================================================================== SAVES Total = base +prof +magic +misc STR: +3 = +1 +2 DEX: +3 = +3 +0 CON: +4 = +2 +2 INT: +2 = +2 +0 advantage vs magic WIS: -1 = -1 +0 advantage vs magic CHA: +0 = +0 +0 advantage vs magic ==================================================================================== On your turn, you can take one additional action. once/short or long rest Attack Attack Damage Type Range Notes ------------ ------ ------ ---- ----- ----- rapier +5 1d8+3+2 piercing - finesse (DEX) dagger +5 1d4+3+2 piercing 20/60 finesse, light, thrown -thrown 1d4+3 light crossbow +5 1d8+3 piercing 80/320 ammunition, loading, two-handed unarmed strike +3 1+1+2 bludgeoning - ==================================================================================== TOTAL SKILLS: Ability Mod Prof Misc +5 acrobatics DEX +3 +2 +2 animal handling WIS +0 +2 +2 arcana INT +2 +3 athletics STR +1 +2 +0 deception CHA +0 +2 history INT +2 -1 insight WIS -1 +2/+3 intimidation CHA/STR +0/+1 +2 +2 investigation INT +2 -1 medicine WIS -1 +2 nature INT +2 -1 perception WIS -1 +0 performance CHA +0 +0 persuasion CHA +0 +2 religion INT +2 +3 sleight of hand DEX +3 +3 stealth DEX +3 disadvantage: chainmail -1 survival WIS -1 +4 game set: chess INT +2 +2 +5 vehicle: land DEX +3 +2 ============================================================================= SPECIAL ABILITIES / FEATS Armor: all armor, shields Weapons: simple weapons, martial weapons Tools: gaming set: chess, vehicles: land SPECIES: FOREST GNOME INT+2, DEX+1 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 can't discern color in darkness, only shades of gray. Gnome Cunning - You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Natural Illusionist - You know the minor illusion cantrip. Intelligence is your spellcasting ability for it. Speak with Small Beasts - Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. - Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets. BACKGROUND: SOLDIER Skill Proficiencies: Athletics, Intimidation Tool Proficiencies: gaming set: chess, vehicles: land CLASS: FIGHTER Skills: Acrobatics, Animal Handling Fighting Style - dueling: when you wield a melee weapon in one hand and no other weapons, gain a +2 bonus to damage rolls with that weapon. Second Wind - On your turn, you can use a bonus action to regain hit points equal to 1dl0 + your fighter level = 1d10+2 - Once you use this feature, you must finish a short or long rest before you can use it again. Action Surge - On your turn, you can take one additional action. - Once you use this feature, you must finish a short or long rest before you can use it again. ============================================================================= SPELLS spell casting ability = INT spell save DC = 8 + INT + Prof = 8 + 2 + 2 = 12 spell attack bonus = INT + Prof = 2 + 2 = +4 0: cantrips = 1 - minor illusion ============================================================================== GEAR Total WT= 72.5 + 64.5 = 137 lbs load: STR x 15 = 195 lbs push/drag/lift: STR x 30 = 390 lbs DM HOUSE RULE: Potions can be drunk as a bonus action DM HOUSE RULE: characters can attune to number of magic items = 1 + prof = 1 + 2 = 3 (0) WT Item --- --------------------- 0 common clothes 0 insignia of rank - medal from the gnome/goblin wars 55 chain mail (75 gp) - STR 13, disadvantage with stealth 6 shield (10 gp) 2 rapier (25 gp) 1 goblin dagger (2 gp) - trophy taken from a fallen goblin enemy 5 light crossbow (25 gp) 1.5 20 bolts (1 gp) 1 pouch 1 - coins 0 - his grandpa's old chess piece made from glass (non-magical trinket) - it's his lucky queen and he won't play chess without it 5 backpack (5 gp) 3 - wooden chess set (1 gp) 20 - 10 days of rations (0.5 gp each = 5 gp) 5 - waterskin (0.2 gp) 1 - tinderbox (0.5 gp) 10 - 10 torches (0.01 gp each = 0.1 gp) 5 - crowbar (2 gp) 3 - hammer (1 gp) 2.5 - pitons (0.05 gp each = 5 sp) x10 strapped to backpack 10 - 50 feet of hempen rope (1 gp) ============================================================================== TREASURE store credit = 0 gp pp = gp = 10 sp = cp = ============================================================================= In Storage: pp = gp = sp = cp = ============================================================================== SPECIAL NOTES: MINOR ILLUSION Illusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object-such as a chair, muddy footprints, or a small chest -it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.