Here is my first character. Fred the Fighter!
Let me know what you think and feel free to point out any mistakes you find.
Fredrellar “Fred” Hanerick
Race: Human Class: Fighter (Champion) 13
Background: Folk Hero Alignment: Neutral Good
Sex: Male Age: 21 Height: 5'11” Weight: 180lbs. Size: Medium
Senses: passive perception 17
Speed: 30 ft
Abilities
Str 20 +5 (15 base, +1 race, +4 ASI)
Dex 14 +2 (13 base, +1 race)
Con 16 +3 (13 base, +1 race, +2 book)
Int 12 +1 (11 base, +1 race)
Wis 14 +2 (12 base, +1 race, +1 feat)
Cha 10 +0 (9 base, +1 race)
Proficiency: (+5)
Saving Throws: Strength +10, Constitution +8, Wisdom +7
Skills: Acrobatics +5, Animal Handling +7, Athletics +10, Perception +7, Sleight of Hand +5, Stealth +5, Survival +7
Armor: Light armor, medium armor, heavy armor, shields
Weapons: Simple weapons, martial weapons
Tools: wood carving, vehicles (land)
Languages: common
Combat
Initiative: +5
Defense
Armor Class: 20 (18 armor, +2 shield)
Hit Points: 121 (13d10+39)
Hit Dice: 13d10
Attacks
Longsword: +11 to hit (reach 5 ft.)
Damage: 1d8+8 slashing damage
Javelins: +10 to hit (range 30/120 ft.)
Damage: 1d6+5 piercing damage
Longbow: +5 to hit (range 80/320 ft.)
Damage: 1d8+2 piercing damage
Features and Traits
Fighting Style: Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Second Wind: On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
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 on top of your regular action and a possible bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again.
Improved Critical: Your weapon attacks score a critical hit on a roll of 19 or 20.
Extra Attack: You can attack three times, instead of once, whenever you take the Attack action on your turn.
Resilient (Wisdom): You gain proficiency in Wisdom saving throws.
Remarkable Athlete: You can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Indomitable: You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can use this feature twice between long rests.
Fighting Style: Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Shield Master: You gain the following benefits while you are wielding a shield:
If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Equipment
+1 longsword, spellguard shield, 3 javelins, longbow, 20 arrows, plate armor, Manual of Bodily Health (used), shovel, iron pot, hooded lantern, Oil (10 flasks of 1 pint), common clothes, belt pouch, wood carver’s tools, healer’s kit, 2 potions of greater healing, explorer’s pack.
Money: ?gp
Personal Characteristics
Description: Fredrellar has experienced much in his young life and the trials show on his otherwise boyish and clean shaven face. His otherwise unremarkable brown hair and eyes is set off by his body, which is muscular and well built by just about any standard. He likes to show off his strength whenever an attractive woman in near. A display that has mixed results at best.
Feature: Rustic Hospitality. Since you come from the ranks of the common folk,
you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Defining Event: I led a militia to fight off an invading army.
Trait: I judge people by their actions, not their words.
Trait: If someone is in trouble, I’m always ready to lend help.
Ideal: Respect. People deserve to be treated with dignity and respect. (Good)
Bond: I protect those who cannot protect themselves.
Flaw: The people who knew me when I was young know my shameful secret, so I can never go home again.