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Doom Knight

The document outlines the character sheet for a level 20 Doom Knight in a tabletop role-playing game, detailing attributes, skills, equipment, and abilities. The character is a human soldier with high strength, constitution, and various combat features including Second Wind and Action Surge. It also includes information on proficiencies, saving throws, and special traits such as Epic Boon and Magic Initiate from multiple spell lists.

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0% found this document useful (0 votes)
12 views6 pages

Doom Knight

The document outlines the character sheet for a level 20 Doom Knight in a tabletop role-playing game, detailing attributes, skills, equipment, and abilities. The character is a human soldier with high strength, constitution, and various combat features including Second Wind and Action Surge. It also includes information on proficiencies, saving throws, and special traits such as Epic Boon and Magic Initiate from multiple spell lists.

Uploaded by

998kxxkvd6
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Fighter 20 28861

CLASS & LEVEL PLAYER NAME


Doom Knight
Human Soldier (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

• +18 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +10 Dexterity
• +18 Constitution +14 26 400 --
30 +6 Intelligence
CLASS
+8 Wisdom INITIATIVE HIT POINTS
+10
+6 Charisma
Immunities - Thunder*, Poison*, Total 20d10 SUCCESSES
Saving Throw Modifiers Cold*, Necrotic*, Psychic*, Blinded*,
DEXTERITY FAILURES
+1 Bonus on Charmed*, Deafened*, Exhaustion*,
26 saves DEFENSES HIT DICE DEATH SAVES

+1 Bonus on
+8 SAVING THROWS HEROIC INSPIRATION
=== ARMOR ===
Heavy Armor, Light Armor, Medium Armor,
CONSTITUTION +8 Acrobatics DEX Shields
+6 PROFICIENCY BONUS
30 +6

+4
Animal Handling WIS
Arcana INT
=== WEAPONS ===
Martial Weapons, Simple Weapons

+10 P +16 Athletics STR === TOOLS ===


ABILITY SAVE DC Darts
+4 Deception CHA
+4 History INT === LANGUAGES ===
INTELLIGENCE
P +12 Insight WIS Common, Draconic, Elvish
30 ft. (Walking)
18 P +10 Intimidation CHA
P +10 Investigation INT
+4 +6 Medicine WIS SPEED

+4 Nature INT PROFICIENCIES & TRAINING

WISDOM P +12 Perception WIS


+4 Performance CHA === ACTIONS === Second Wind: Tactical Shift
22 +4 Persuasion CHA
Standard Actions
Attack, Magic, Dash, Disengage, Dodge, Help,
Whenever you activate your Second Wind with a
Bonus Action, you can move up to half your Speed
Hide, Ready, Search, Utilize, Opportunity Attack, without provoking Opportunity Attacks.
+4 Religion INT
+6 Grapple, Shove, Improvise, Two-Weapon Fighting,
+8 Sleight of Hand DEX Interact with an Object, Study, Influence === SPECIAL ===
Action Surge • 2 / Short Rest
+8 Stealth DEX === BONUS ACTIONS === On your turn you can take one additional action,
CHARISMA Second Wind • 4 / Long Rest except the Magic action.
+6 Survival WIS
You can draw upon a limited well of physical and
You can use this feature 2 time(s) until you finish a
18 mental stamina and regain 1d10+20 HP.

You can use this 4 times per Long Rest, and can
Short or Long Rest.

regain one expended use when you finish a Short Indomitable • 3 / Long Rest
+4 Rest. If you fail a saving throw, you can reroll it with a
+20 bonus. You must use the new roll.
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

27 PASSIVE PERCEPTION
Flame Tongue Greatsword +16 2d6+10 Slashing +2d6 Fire, Martial, Heavy, Two-Handed, Graze

Starry Wisp +12 4d8 Radiant V/S


22 PASSIVE INSIGHT

Fire Bolt +12 4d10 Fire V/S


20 PASSIVE INVESTIGATION
Ray of Frost +12 4d8 Cold V/S

Truesight 60 ft., Unknown 5 ft. Unarmed Strike +16 11 Bludgeoning

SENSES WEAPON ATTACKS & CANTRIPS

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Fighter 20 28861
CLASS & LEVEL PLAYER NAME
Doom Knight
Human Soldier (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

=== FIGHTER FEATURES === | Champion


| Tactical Master: Push: 1 Action
* Core Fighter Traits • free-rules 91 * Improved Critical • free-rules 96
Your attack rolls with weapons and Unarmed Strikes | Tactical Master: Sap: 1 Action
* Fighting Style • free-rules 91 can score a Critical Hit on a d20 roll of 18-20.
You gain a Fighting Style feat of your choice, and | Tactical Master: Slow: 1 Action
whenever you gain a Fighter level, you can replace the | 1 Action
feat you chose with a different Fighting Style feat. | 1 Action
* Remarkable Athlete • free-rules 96
* Second Wind • free-rules 91 You have Advantage on Initiative and Strength * Indomitable • free-rules 92
As a Bonus Action, you can draw upon a limited well of (Athletic) checks. If you fail a saving throw, you can reroll it with a +20
physical and mental stamina and regain 1d10+20 HP. bonus. You must use the new roll.
Immediately after you score a Critical Hit, you can
You can use this 4 times per Long Rest, and can move up to half your Speed without provoking You can use this feature 3 time(s) per Long Rest.
regain one expended use when you finish a Short Opportunity Attacks.
Rest. | 3 / Long Rest • Special
* 4: Weapon Mastery • free-rules 91
| 4 / Long Rest • 1 Bonus Action * 10: Weapon Mastery • free-rules 91
* Ability Score Improvement • free-rules 92
* Weapon Mastery • free-rules 91 * Heroic Warrior • free-rules 96
* Extra Attack • free-rules 92 During combat, you can give yourself Heroic
* Action Surge • free-rules 91 You can attack 4 times instead of once whenever you Inspiration whenever you start your turn without it.
On your turn you can take one additional action, take the Attack action on your turn.
except the Magic action. | 1 Action
* Tactical Shift • free-rules 92
You can use this feature 2 time(s) until you finish a Whenever you activate your Second Wind with a * 12: Ability Score Improvement • free-rules 92
Short or Long Rest. Bonus Action, you can move up to half your Speed
without provoking Opportunity Attacks. * Studied Attacks • free-rules 92
| 2 / Short Rest • Special If you make an attack roll against a creature and miss,
| Second Wind: Tactical Shift: 1 Bonus Action you have Advantage on your next attack roll against
* Tactical Mind • free-rules 91 that creature before the end of your turn.
When you fail an ability check, you can expend a use * 6: Ability Score Improvement • free-rules 92
of Second Wind, and instead of regaining HP, you roll | 1 Action
1d10 and add the result to the ability check. If the * Additional Fighting Style • free-rules 96
check still fails, this use of Second Wind isn’t * 14: Ability Score Improvement • free-rules 92
expended. * 8: Ability Score Improvement • free-rules 92
* Superior Critical • free-rules 96
| Special * Tactical Master • free-rules 92
When you attack with a weapon whose mastery * 16: Ability Score Improvement • free-rules 92
* Fighter Subclass • free-rules 92 property you can use, you can replace that property
with the Push, Sap, or Slow property for that attack. * 16: Weapon Mastery • free-rules 91

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Cloak of Protection 1 --

Flame Tongue Greatsword 1 6 lb.

SP 0 Ring of Protection 1 --

Plate, +3 1 65 lb.
EP 0 Sentinel Shield 1 6 lb.

GP 0

PP 0
WEIGHT CARRIED

77 lb.
ENCUMBERED ATTUNED MAGIC ITEMS QTY WEIGHT

450 lb. Cloak of Protection 1 --

PUSH/DRAG/LIFT Flame Tongue Greatsword 1 6 lb.

900 lb. Ring of Protection 1 --

EQUIPMENT

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Fighter 20 28861
CLASS & LEVEL PLAYER NAME
Doom Knight
Human Soldier (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

| Wisdom •
* Survivor • free-rules 96
You gain the following benefits: === FEATS === * Boon of Dimensional Travel • free-rules 210
• You have Advantage on Death Saving Throws, Ability Score Increase. One ability score of your choice
and whenever you roll 18–20 on a Death Saving * Defense • free-rules 209 increased by 1.
Throw, you gain the benefit of rolling a 20 on it. You gain +1 to AC when wearing Light, Medium, or
• At the start of each of your turns, If you have less Heavy armor. Blink Steps. Immediately after you take the Attack
than 200 HP and at least 1 Hit Point, you regain 15 action or the Magic action, you can teleport up to 30 ft.
HP. * Great Weapon Fighting • free-rules 209 to an unoccupied space you can see.
When you roll damage for an attack you make with a
* Epic Boon • free-rules 92 Melee weapon that has the Two-Handed or Versatile | Blink Steps: No Action
properties, you can treat any 1 or 2 on a damage die
as a 3. * Boon of Truesight • free-rules 211
=== HUMAN SPECIES TRAITS === Ability Score Increase.One ability score of your choice
* Boon of Combat Prowess • free-rules 210 increased by 1.
* Creature Type • free-rules 194 Ability Score Increase. One ability score of your choice
You're a Humanoid. increased by 1. Truesight. You have Truesight with a range of 60 feet.

* Size • free-rules 194 Peerless Aim. Once per turn, when you miss an attack * Magic Initiate (Druid) • free-rules 201
Your Size is Medium or Small, chosen when you select roll, you can hit instead. Two Cantrips. You learn two cantrips of your choice
this species. from the Druid spell list. Int., Wis., or Cha. is your
* Magic Initiate (Cleric) • free-rules 201 spellcasting ability for this feat's spells.
* Speed • free-rules 194 Two Cantrips. You learn two cantrips of your choice
Your Speed is 30 ft. from the Cleric spell list. Int., Wis., or Cha. is your Level 1 Spell. Choose a level 1 spell from the Druid
spellcasting ability for this feat's spells. spell list. You always have that spell prepared. You
* Resourceful • free-rules 194 can cast it once without a spell slot, and you regain the
You gain Heroic Inspiration whenever you finish a Level 1 Spell. Choose a level 1 spell from the Cleric ability to cast it in that way when you finish a Long
Long Rest. spell list. You always have that spell prepared. You Rest. You can also cast the spell using any spell slots
can cast it once without a spell slot, and you regain the you have.
* Skillful • free-rules 193 ability to cast it in that way when you finish a Long
You gain proficiency in one skill of your choice. Rest. You can also cast the spell using any spell slots Spell Change. Whenever you gain a new level, you
you have. can replace one of the spells you chose for this feat
* Versatile • free-rules 194 with a different spell of the same level from the chosen
You gain an Origin feat of your choice. Spell Change. Whenever you gain a new level, you spell list.
can replace one of the spells you chose for this feat
* Languages • free-rules 37 with a different spell of the same level from the chosen Repeatable. You can take this feat more than once,
Your character knows at least three languages: spell list. but you must choose a different spell list each time.
Common plus two languages you roll or choose from
the Standard Languages table. Knowledge of a Repeatable. You can take this feat more than once, | Wisdom •
language means your character can communicate in it, but you must choose a different spell list each time.
read it, and write it. * Magic Initiate (Wizard) • free-rules 201

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Fighter 20 28861
CLASS & LEVEL PLAYER NAME
Doom Knight
Human Soldier (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

Two Cantrips. You learn two cantrips of your choice Initiative Swap. Immediately after you roll Initiative, you without your ability modifier (unless the modifier is
from the Wizard spell list. Int., Wis., or Cha. is your can swap your Initiative with the Initiative of one willing negative).
spellcasting ability for this feat's spells. ally in the same combat. You can’t make this swap if
you or the ally has the Incapacitated condition. | Cleave (Greataxe): 1 Action
Level 1 Spell. Choose a level 1 spell from the Wizard
spell list. You always have that spell prepared. You * Weapon Mastery • PHB-2024 91 * 16: Weapon Mastery • PHB-2024 91
can cast it once without a spell slot, and you regain the
ability to cast it in that way when you finish a Long | Greatsword (Graze) • | Shortsword (Vex) •
Rest. You can also cast the spell using any spell slots Graze. If your attack roll with a Greatsword misses a Vex. If you hit a creature with a Shortsword and deal
you have. creature, you can deal damage to it equal to the ability damage to it, you have Advantage on your next attack
modifier used to make the attack. This damage is the roll against that creature before the end of your next
Spell Change. Whenever you gain a new level, you same type dealt by the Greatsword, and can only be turn.
can replace one of the spells you chose for this feat increased by increasing the ability modifier.
with a different spell of the same level from the chosen | Vex (Shortsword): 1 Action
spell list. | Javelin (Slow) •
Slow. If you hit a creature with a Javelin and deal * 10: Weapon Mastery • PHB-2024 91
Repeatable. You can take this feat more than once, damage to the creature, you can reduce its Speed by
but you must choose a different spell list each time. 10 ft. until the start of your next turn. If the creature is | Handaxe (Vex) •
hit more than once with this property, the Speed Vex. If you hit a creature with a Handaxe and deal
| Wisdom • reduction doesn’t exceed 10 ft. damage to it, you have Advantage on your next attack
roll against that creature before the end of your next
* Boon of Irresistible Offense • free-rules 211 | Scimitar (Nick) • turn.
Ability Score Increase. Str. or Dex. increased by 1. Nick. When you make the extra attack of the Light
property, you can make it as part of the Attack action | Vex (Handaxe): 1 Action
Overcome Defenses. The Bludgeoning, Piercing, and instead of as a Bonus Action. This extra attack can
Slashing damage you deal always ignores Resistance. only be made once per turn. * Savage Attacker • free-rules 201
Once per turn when you hit a target with a weapon,
Overwhelming Strike. When you roll a 20 on the d20 | Graze (Greatsword): 1 Action you can roll the weapon’s damage dice twice and use
for an attack roll, you can deal extra damage to the either roll against the target.
target equal to the ability score increased by this feat. | Slow (Javelin): 1 Action
The extra damage’s type is the same as the attack’s * Soldier Ability Score Improvements • PHB-2024 185
type. | Nick (Scimitar): 1 Action
| Increase two scores (+2 / +1) •
| Strength • * 4: Weapon Mastery • PHB-2024 91

| Overwhelming Strike: Special | Greataxe (Cleave) •


Cleave. Once per turn, if you hit a creature with a
* Alert • free-rules 200 melee attack using a Greataxe, you can make another
Initiative Proficiency. When you roll Initiative, add +6 to melee attack with it against a second creature within 5
the roll. ft. of the first that’s within your reach. On a hit, the
second creature takes the Greataxe’s damage, but

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Medium
GENDER AGE SIZE HEIGHT WEIGHT
Doom Knight
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

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SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS === (At Will)

O Sacred Flame Magic Initiate (Cleric) DEX 20 1A 60 ft. V,S Instantaneous free-rules 313 V/S

O Thunderclap Magic Initiate (Druid) CON 20 1A 5 ft. S Instantaneous EE 168 S

O Starry Wisp Magic Initiate (Druid) +12 1A 60 ft. V,S Instantaneous free-rules 320 V/S

O Fire Bolt Magic Initiate (Wizard) +12 1A 120 ft. V,S Instantaneous free-rules 274 V/S

O Ray of Frost Magic Initiate (Wizard) +12 1A 60 ft. V,S Instantaneous free-rules 311 V/S

=== 1st LEVEL ===

O Bane Magic Initiate (Cleric) CHA 20 1A 30 ft. V,S,M Concentration, up to 1 minute free-rules 245 1/LR, D: 1m, V/S/M

O Charm Person Magic Initiate (Druid) WIS 20 1A 30 ft. V,S 1 hour free-rules 249 1/LR, D: 1h, V/S

O Shield Magic Initiate (Wizard) -- 1R Self V,S 1 round free-rules 316 1/LR, D: 1Rnd, V/S

SPELLS

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