Aldric Stormhand
Human Fighter · Level 3 · Soldier
🗡️
AI Portrait · click to regenerate
Hit Points
8 / 24
Armour Class
16
Speed
30
Strength
16
+3
Dexterity
14
+2
Constitution
14
+2
Intelligence
10
+0
Wisdom
12
+1
Charisma
8
−1
Skills
AthleticsSTR+5
AcrobaticsDEX+2
StealthDEX+2
ArcanaINT+0
PerceptionWIS+1
InsightWIS+1
IntimidationCHA+1
PersuasionCHA−1
Combat
Initiative
+2
Proficiency
+2
Hit Dice
3d10
Passive Perc
11
Death saves
✓
✗
Attacks
Longsword+51d8+3 S
Longsword 2H+51d10+3 S
Handaxe+51d6+3 S
Identity
Species
Human (Variant)
Human (Variant)
Background
Soldier
Soldier
Alignment
Lawful Neutral
Lawful Neutral
XP
900 / 2,700
900 / 2,700
Languages
Common, Dwarvish
Common, Dwarvish
Age
32
32
Class Features — Fighter 3
Fighting Style: Dueling
+2 damage wielding melee weapon in one hand.
Second Wind [Available]
Bonus action: regain 1d10+3 HP. Once per short rest.
Action Surge [Available]
Take one additional action. Once per short rest.
Champion: Improved Critical
Critical hit on 19–20.
Attunement Slots
Amulet of Protection
Empty
Empty
Save DC
—
Atk Bonus
—
Ability
None
Aldric has no spellcasting.
Switch to a spellcaster to see their spellbook.
Switch to a spellcaster to see their spellbook.
Example — Lyra's Spells:
1st Level
Magic Missile
evocation
Detect Magic
divination
2nd Level
Hold Person
enchantment
Shatter
evocation
Personality
"I can stare down a hell hound without flinching." The disciplined calm of someone who has seen real war.
Ideal
Greater Good. Our lot is to lay down our lives in defence of others.
Bond
I fight for those who cannot fight for themselves.
Flaw
I made a terrible mistake in battle that cost many lives.
Backstory
Twelve years as a Neverwinter soldier before mustering out after a siege that haunts him still. Took work as a caravan guard.
🏔️
Scene art — AI generated each scene change
Cragmaw Hideout · Ravine Entrance
Dungeon Tension
Dungeon Master
The cave mouth yawns before you, bones hanging from the timber frame, smoke drifting from within. Klarg looms at the entrance — seven feet of muscle and malice.
Klarg
"You kill Klarg's goblins. Klarg's GOBLINS!"
⚔ COMBAT BEGINS — Initiative rolled
Aldric — Ryan
I drive my longsword forward at Klarg's ribs.
Attack 24 · Hit · 9 damage · Klarg bloodied
Dungeon Master
Lyra's Magic Missiles slam into the goblin. It crumples. Bramwick — you're up.
Aldric
16
Lyra
14
Bramwick
12
Theron
11
Goblin
9
Mira
9
Klarg
8
Sable
7
‹
›
⚔ Bramwick's Turn — Round 2
Move: 25 ft · Sneak Attack available · Cunning Action ready
Roll:
Action✓ Used
▾
Attack (Shortsword) used this turn
Dash double movement
Disengage no opportunity attacks
Dodge attacks vs you at disadvantage
Help give ally advantage
Ready set a trigger reaction
Use Object healing potion etc
Bonus ActionCunning Action
▾
Cunning Action: Dash rogue feature
Cunning Action: Disengage rogue feature
Cunning Action: Hide Stealth check
Reactiontriggers off-turn
▾
Uncanny Dodge halve one attack's damage
Opportunity Attack enemy leaves melee range
Move25 ft left
▾
Click your token on the map to move
Split movement around actions
Difficult terrain costs 2 ft per ft
Enemies
K
Klarg
Bloodied
Enraged
15ft
G
Goblin 1
Hurt
20ft
G
Goblin 2
Defeated
—
Attack 24 · Hit · 9 damage · Klarg bloodied
Lyra: Magic Missiles · Goblin 2 defeated
DM: Bramwick — the path to Klarg is open. Goblin 1 is hurt and twitching.
The Party
Tactical Map
· Enemies north · Party south
PC
Enemy
½ cover
¾ cover
full
Enemies — condition only, not HP
K
Klarg (Bugbear)
Bloodied
Enraged
15 ft
G
Goblin 1
Hurt
20 ft
G
Goblin 2
Defeated
—