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Emeric Cumberland V in Dungeons & Dragons 5e

Emeric Cumberland V

8 Level (0/48000 XP for level-up) Knight Background Breton Race / Species / Heritage Lawful Good Alignment
Fighter
Level 8
Hit Dice: 8/8
1d10+3 Class 1

STR 20

+5

DEX 14

+2

CON 16

+3

INT 12

+1

WIS 18

+4

CHA 12

+1

63
Hit Points
+2
Initiative (DEX)
19
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
17
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
+8 Strength
+2 Dexterity
+6 Constitution
+1 Intelligence
+4 Wisdom
+1 Charisma
saving throws
+2 Acrobatics DEX
+7 Animal Handling WIS
+1 Arcana INT
+8 Athletics STR
+1 Deception CHA
+4 History INT
+7 Insight WIS
+4 Intimidation CHA
+1 Investigation INT
skills
+4 Medicine WIS
+1 Nature INT
+7 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+7 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Lionhart +11 STR 2d8+5 slashing
 versatile (2d10)
Attacks
Breton:
Dragon Skin: As a reaction, you can cast the Shield spell if you are targeted by a spell. Once you use this trait, you must finish a short or long rest before you can use it again.


Magic Resistance: Whenever you are affected by a spell that deals damage, the total damage is reduced by an amount equal to your proficiency modifier.

Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

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.

Action Surge:
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Extra Attack:
You can attack twice, instead of once, whenever you take the Attack action on your turn.

Improved Critical:
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Remarkable Athlete:
You can add half your proficiency bonus (rounded 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.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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Statblocks for your spells.

Level 0 Spells

SRD

True Strike

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: 30 feet
Components: S
Duration: up to 1 round
You point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.
Available for: Bard, Sorcerer, Warlock, Wizard

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