TEXT: EQUIPMENT
  ATTACKS & SPELLCASTING
  FEATURES & TRAITS
  CP
  EP
  GP
  SP
  PP
  NAME
  ATK BONUS
  DAMAGE/TYPE
  IDEALS
  BONDS
  FLAWS
  PERSONALITY TRAITS
  ARMOR
  CLASS
  CURRENT HIT POINTS
  TEMPORARY HIT POINTS
  INITIATIVE
  SPEED
  DEATH SAVES
  HIT DICE
  Hit Point Maximum
  Total
  SUCCESSES
  FAILURES
  RACE
  CLASS & LEVEL
  PLAYER NAME
  FACTION
  CHARACTER NAME
  BACKGROUND
  EXPERIENCE POINTS
  DCI NUMBER
  ALIGNMENT
  Strength
  Dexterity
  Constitution
  Intelligence
  Wisdom
  Charisma
  PASSIVE WISDOM (PERCEPTION)  
  OTHER PROFICIENCIES & LANGUAGES
  PROFICIENCY BONUS
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  SAVING THROWS
  INSPIRATION
  Acrobatics (Dex)
  Animal Handling (Wis)
  Arcana (Int)
  Athletics (Str)
  Deception (Cha)
  History (Int)
  Insight (Wis)
  Intimidation (Cha)
  Investigation (Int)
  Medicine (Wis)
  Nature (Int)
  Perception (Wis)
  Performance (Cha)
  Persuasion (Cha)
  Religion (Int)
  Sleight of Hand (Dex)
  Stealth (Dex)
  Survival (Wis)
  SKILLS
  TM & © 2014 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670B11828001
  Fighter 1
  Dwarf, Mountain
  Urban Bounty Hunter
  True Neutral
  Lords’ Alliance
  +3
  17
  +0
  10
  +3
  16
  +1
  13
  +1
  12
  -1
  8
  +2
  G
  5
  +0
  G
  +5
  +1
  +1
  -1
  G
  +2
  +1
  +1
  +3
  -1
  +1
  G
  +3
  -1
  +1
  +1
  +1
  G
  +3
  -1
  -1
  +1
  +0
  G
  +2
  +1
  13
  All armor & shields, simple & martial weapons, 
  Brewer's Supplies, Thieves Tools, Three-Dragon Ante 
    
    
  Languages: Common, Elvish, Dwarvish
  11
  +3
  30
  13
  1
  1d10
  Scimitar
  +5
  1d6+3 Slashing
  Dagger*
  +5
  1d4+3 Piercing
  *You can throw a dagger 20 feet, or 60 feet with 
  disadvantage on the attack roll. 
   
  5
  23
  leather armor, 2 scimitars, 5 daggers, 
  Explorer's Pack (a backpack, a 
  bedroll, a mess kit, a tinderbox, 10 
  torches, 10 days of rations, a 
  waterskin, and 50 feet of hempen 
  rope), set of fine clothes, thieves tools 
    
    
    
  Trinket: A needle that never bends.
  I don't pay attention to the risks in a situation. 
  Never tell me the odds. 
    
  I do the job, and then I get paid.
  Live and let Live. Meddling in the affairs of 
  others only causes trouble.
  One of my contracts made enemies of a large 
  Baldur's Gate crime syndicate; they want me 
  dead.
  There's no room for caution in a life lived to the 
  fullest!
  Darkvision. Accustomed to life underground, you have 
  superior vision in the dark and dim conditions. You can 
  see in dim light within 60 feet of you as if it were bright 
  light, and in darkness as if it were dim light. You can't 
  discern color in darkness, only shades of grey. 
    
  Dwarven Resilience. You have advantage on saving 
  throws against poison, and you have resistance 
  against poison damage (see the Combat rules in the 
  Player's Handbook). 
    
  Dwarven Combat Training. You have proficiency with 
  the battleaxe, handaxe, light hammer, and 
  warhammer. 
    
  Stonecunning. Whenever you make an Intelligence 
  (History) check related to the origin of stonework, you 
  are considered proficient in the History skill and add 
  double your proficiency bonus to your check instead of 
  your normal proficiency bonus. 
    
  Fighting Style. Two-Weapon Fighting. When you 
  engage in two-weapon fighting, you can add your 
  ability modifier to the damage of the second attack. 
    
  Second Wind. You have a limited well of stamina that 
  you can draw on to protect yourself from harm. 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.
  
  EYES
  AGE
  WEIGHT
  CHARACTER NAME
  HEIGHT
  HAIR
  SKIN
  TOTAL NON-CONSUMABLE MAGIC ITEMS
  FACTION
  TREASURE
  CHARACTER BACKSTORY
  CHARACTER APPEARANCE
  ADDITIONAL FEATURES & TRAITS
  ALLIES & ORGANIZATIONS
  Faction Rank
  TM & © 2014 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670B11828001
  Blue-grey
  Pale with a faint hue of icy blue
  Jet black
  Lords’ Alliance
  Created by Jeff Wike, with additional modifications by 
  the D&D Adventurers League administrators.
  Reckless. People have been calling you that as long 
  as you can remember. First your parents, then your 
  friends, and now even your clients. They also call 
  you lucky, though you've always known it's mostly 
  because they just can't admit that you're really that 
  good. 
     You grew up in one of the many poorer districts of 
  Baldur's Gate, and you've always been aware of, 
  sometimes a part of, the criminal underworld. Never 
  in it for the money, you simply found the thrill and 
  excitement addicting. As your reputation for audacity 
  increased, so too did the attention from both sides of 
  the law. The wrong side got to you first. 
     For several years, you were forced to ply your skills 
  for a local gang, until one day you crossed paths with 
  a bounty hunter seeking your gang's leader. Seizing 
  the opportunity, you cut a deal for a share of the 
  payment and helped the bounty hunter catch his 
  quarry. 
     Seeing your raw talent, this bounty hunter offered 
  to show you the ropes and put you in contact with the 
  right people get you started as one yourself. 
     Ever since, you've made quite a career for yourself 
  as one of the more daring and prolific bounty hunters 
  of Baldur's Gate, priding yourself on never losing a 
  quarry once you've taken the contract. 
     Eventually, inevitably, your reputation for success 
  led the local constabulary to start hiring your services 
  for their more difficult arrests. Never caring about the 
  moral side of things overmuch, you treated these 
  contracts like any other, and delivered as promised. 
  One such contract, a slippery local thief, turned out to 
  be a prominent member of the Thieves Guild. 
     After escaping three assassination attempts, you 
  decided that maybe it was time to be somewhere 
  else for a while.
  Urban Bounty Hunter Feature, 
  Ear to the Ground 
    
  You are in frequent contact with people in the segment 
  of society that your chosen quarries move through. 
  These people might be associated with the criminal 
  underworld, the rough-and-tumble folk of the streets, or 
  members of high society. This connection comes in the 
  form of a contact in any city you visit, a person who 
  provides information about the people and places of the 
  local area.
  
  TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
  SPELLS KNOWN
  SPELL NAME
  SPELL
  LEVEL
  SLOTS EXPENDED
  SLOTS TOTAL
  9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  CANTRIPS
  SPELLCASTING CLASS
  SPELLCASTING
  ABILITY
  SPELL SAVE DC
  SPELL ATTACK
  BONUS
  P
  R
  E
  P
  A
  R
  E
  D
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S04 - Curse of Strahd/CoS - Fighter Dwarf v2.pdf