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Edwin Toulson

2 Level (0/900 XP for level-up) Noble Background Half-Orc Race / Species / Heritage Neutral Good Alignment
Fighter
Level 2
Hit Dice: 2/2
1d10+4 Class 1

STR
20
+5
DEX
17
+3
CON
18
+4
INT
10
+0
WIS
10
+0
CHA
11
+0
20
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+7 Strength
+3 Dexterity
+6 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+3 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
+5 Athletics STR
+0 Deception CHA
+2 History INT
+0 Insight WIS
+2 Intimidation CHA
+0 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+2 Perception WIS
+0 Performance CHA
+2 Persuasion CHA
+0 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Mace +5 STR 1d6+5 Bludgeoning
 Sap
Attacks
Two-Weapon Fighting
Second WindSecond Wind usesfree-rules, pg. 91
As a Bonus Action, you can draw upon a limited well of physical and mental stamina and regain 1d10+2 HP.

You can use this 2 times per Long Rest, and can regain one expended use when you finish a Short Rest.

Second Wind: 1 Bonus Action
Uses:
/
Long Rest
Weapon MasteryPHB-2024, pg. 91
Mace (Sap)
Sap. If you hit a creature with a Mace, that creature has Disadvantage on its next attack roll before the start of your next turn.

Scimitar (Nick)
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. This extra attack can only be made once per turn.

Hand Crossbow (Vex)
Vex. If you hit a creature with a Hand Crossbow and deal damage to it, you have Advantage on your next attack roll against that creature before the end of your next turn.

Sap (Mace): 1 Action
Nick (Scimitar): 1 Action
Vex (Hand Crossbow): 1 Action
Action SurgeAction Surge usesfree-rules, pg. 91
On your turn you can take one additional action, except the Magic action.

You can use this feature 1 time(s) until you finish a Short or Long Rest.

Action Surge: (No Action)
/
Short Rest
Tactical Mindfree-rules, pg. 91
When you fail an ability check, you can expend a use of Second Wind, and instead of regaining HP, you roll 1d10 and add the result to the ability check. If the check still fails, this use of Second Wind isn’t expended.

Tactical Mind: (No Action)
Species Traits
Ability Score IncreaseBR, pg. 41
Your Strength score increases by 2, and your Constitution score increases by 1.

DarkvisionBR, pg. 41
You can see in darkness (shades of gray) up to 60 ft.

MenacingBR, pg. 41
You gain proficiency in the Intimidation skill.

Relentless EnduranceBR, pg. 41
When you are reduced to 0 HP but not killed, you can drop to 1 HP instead once per long rest.

Relentless Endurance: (No Action)
/
Long Rest
Savage AttacksBR, pg. 41
When you score a critical hit, roll one of the weapon’s dice one additional time and add it to the extra damage.

Features & Traits
Chain Mail, Mace

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 175, Platinum: 0 Money
Common, Orc, Dwarvish

Languages & Proficiencies
Passive Perception 12
Passibe Investigation 10
Passive Insight 10

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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