If anyone is feeling generous, please feel free to help me vet my character sheet.
Name: Ashurn Greyrat
Race: Human
Class: Fighter
Alighnment: Chaotic Good
Personality: If someone is in trouble, Ashurn will always be ready to lend a hand.
Ideal: Freedom. Ashurn believes tyrants must not be allowed to oppress people.
Bond: Ashurn will always try to protect innocent people who can't protect themselves.
Flaw: The tyrant who rules tha land Ashurn lives in will stop at nothing to see him killed.
Height: 5' 5"
Weight: 164 lbs
Language: Common & Dwarvish
Looks: Short and lean but with a well-built body. Black hair, tanned skin with dark brown eyes. He wears a heavy looking chain mail, equipped with a greatsword in his hand, a warhammer hooked to his waist on his left and 2 handaxes hooked on his waist by the right.
Background: Folk Hero
Defining Event: Ashurn broke into a tyrant's castle and stole weapons to arm the people against the fight of a bandit raid.
Background Feature: Since Ashurn comes from the rank of the common folk, he fits in among them with ease. He can find a place to hide, rest or recuperate among other commoners unless he have shown himself to be a danger to them. They will shield Ashurn from the law or anyone else searching for him, though they will not risk their lives doing so.
Hit Points:
14/
14
Second Wind:
1/
1 (1d10+1 hit points)
Strength: 16 (+3 mod)
Dexterity: 10 (+0 mod)
Constitution: 16 (+3 mod)
Intelligence: 11 (+0 mod)
Wisdom: 10 (+0 mod)
Charisma: 14 (+2 mod)
Size: Medium
Speed: 30 feet
Initiative: +0
Armor Class: 16 AC
Hit Dice: 1d10
Passive Wisdom: 10
Fighter Features:
Fighting Style - Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you're wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Second Wind: On Ashurn's turn, he can use a bonus action to regain hit points equal to 1d10 + his fighter's level. Once he uses this feature, he must finish a short or long rest before he can use it again.
Skills: Animal Handling (Background bonus), Survival (Background bonus), Atheletics, Intimidation.
Proficiency - Armor: All armor and shield.
Proficiency - Weapons: Simple weapons and martial weapons.
Proficiency - Tools: Smith's tools, vehicles (land)
Melee Attack: Greatsword, two-handed - +4 to attack rolls, 2d6+3 slashing damage
Melee Attack: Warhammer, versatile - +4 to attack rolls, 1d8+3 bludgeoning damage (1d10+3 bludgeoning damage if held with two hands)
Melee Attack: Handaxe, light - +4 to attack rolls, 1d6+3 slashing damage
Ranged Attack: Handaxe, light, thrown (range 20/60) - +4 to attack rolls, 1d6+3 slashing damage
Wealth: 10 gp
Equipment: Total weight/carrying capacity - 153 lbs/240 lbs (68 lbs/240 lbs without backpack)
Chain Mail, heavy: 16 AC, 55 lbs (Disadvantage on stealth)
Greatsword, two handed: 2d6 slashing, 6 lbs
Warhammer, versatile: 1d8(1d10) bludgeoning, 2 lbs
Handaxe (2), light, thrown: 1d6 slashing, range 20/60, 4 lbs (2 lbs each)
Belt pouch: contains 10 GP, 1 lb
Backpack: 5lbs
-Bedroll, tied on to the backpack on the outside: 7lbs
-Mess kit: 1lb
-Tinderbox: 1 lb
-Torches: 10 torches, 10 lbs (1 lb each)
-Ration: For 10 days, 20 lbs (2 lbs each)
-Waterskin: 5 lbs
-Hempen rope: 50 feet, tied to the side of the backpack, 10 lbs
-Smith's tools: 8 lbs
-Shovel: 5 lbs
-Iron pot: 10 lbs
-Common clothes: 3 lbs
Ashurn was born a commoner. He had once harbored the dreams of joining the army of the ruler of his land and trained since young.
But everything changed when one day news of a bandit raid came to light and the ruler chose to abandon the village Ashurn was in. The ruler even had his soldiers executed the village chief for protesting against his decision.
Ashurn, without thinking too much, sneaked into the castle's armory one night and stole as much weapons as he could, to arm the villagers against the impending raid.
In the end, Ashurn and the villagers have managed to repel the bandits.
But that was not the end, the ruler was very angry with Ashurn and send his man to attack the village. Even though Ashurn fended them off, but he knew the village would not be safe if he stayed and left in the following night.
Even then, the ruler wasn't going to let Ashurn go and had hired mercenaries and bounty hunters to go after Ashurn.