1st Level Bard Urchin Myrna CLASS & LEVEL PLAYER NAME … · 2019. 6. 19. · RACE CLASS & LEVEL PLAYER NAME CHARACTER NAME BACKGROUND ALIGNMENT EXPERIENCE POINTS TM & © 2014 Wizards
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RACE
CLASS & LEVEL PLAYER NAME
CHARACTER NAME
BACKGROUND
EXPERIENCE POINTSALIGNMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Hit Point Maximum Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
CP
EP
PP
GP
SP
PASSIVE WISDOM (PERCEPTION)
EQUIPMENTOTHER PROFICIENCIES & LANGUAGES
ATTACKS & SPELLCASTING
FEATURES & TRAITS
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)
DEATH SAVESHIT DICE
NAME ATK BONUS DAMAGE/TYPE
Total SUCCESSES
FAILURES
IDEALS
BONDS
FLAWS
PERSONALITY TRAITS
ARMORCLASS
CURRENT HIT POINTS
TEMPORARY HIT POINTS
INITIATIVE SPEEDPROFICIENCY BONUS
STRENGTH
DEXTERITY
CONSTITUTION
INTELLIGENCE
WISDOM
CHARISMA
SAVING THROWS
INSPIRATION
SKILLS
1st Level Bard UrchinMyrna
Half-Elf NG 0
10+2
16 +4 30 ft. Speak bluntly, sometimes rudely, ignore others feelings, inquisitive
+0
+0
18The folk of the Keep need to care for each other. Nobody else will in the borderlands
+4The Keep is my home and I'll defend it with my life
111
+0 d8Its not stealing if I need it more than others
14
+6
+0
+2
+0
+5
+6
+4
S. sword +6 1d6 +4S. Bow +62 daggers +6
●
●
+21d6 +4
10+2
+0
16
+5
+6
●
●
●
●
●
●
●
+5
8
8
1d4 +4
+6
+3
2 Shortswords: If wielded in both hands, no off hand bonus to damage Short Bow: range: 80/320 ft. Dagger: range 20/60 ft.
12
Common Elvish Lizardfolk Disguise Tools Thieves' Tools Musical Instruments (lyre, harp, mandolin)
20
Studded Leather armor 40 arrows in quiver Map of the Keep Lyre Pet hedgehog Thieves' tools Pack B
Racial Traits darkvision 60 ft. Fey Ancestry (Advantage on saves vs. charm and can't be put to sleep) Skill Versatility Class Traits Bardic Inspiration (1d6) Spellcasting Spellcasting save DC 15 +5 to hit with spell attacks Ritual Casting Cantrips (2): mage hand, true strike Spells Known: 4 cure wounds, detect magic, sleep, speak with animals Spell Slots: 1st Level: 2
RACE
CLASS & LEVEL PLAYER NAME
CHARACTER NAME
BACKGROUND
EXPERIENCE POINTSALIGNMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Hit Point Maximum Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
CP
EP
PP
GP
SP
PASSIVE WISDOM (PERCEPTION)
EQUIPMENTOTHER PROFICIENCIES & LANGUAGES
ATTACKS & SPELLCASTING
FEATURES & TRAITS
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)
DEATH SAVESHIT DICE
NAME ATK BONUS DAMAGE/TYPE
Total SUCCESSES
FAILURES
IDEALS
BONDS
FLAWS
PERSONALITY TRAITS
ARMORCLASS
CURRENT HIT POINTS
TEMPORARY HIT POINTS
INITIATIVE SPEEDPROFICIENCY BONUS
STRENGTH
DEXTERITY
CONSTITUTION
INTELLIGENCE
WISDOM
CHARISMA
SAVING THROWS
INSPIRATION
SKILLS
1st Level Cleric AcolyteBreccia
Hill Dwarf LN 0
16+2
14 +0 25 ft. Easily offended, quick to judge, passionate about religion
+3
+3
10I trust that my deity will guide my actions (especially in battle)
+0I prefer to convert evil-doers to my faith via the sharp end of my battle axe
121
+1 d8I judge others harshly, but myself even more severely
9
+0
+1
-1
+4
+2
Battle Axe +5 1d10 +3+4
Hand axe +5
●
●
-11d6 +3
14+2
11
+4
+1
●
●
●
●
+2
10
10
+0
+4 to hit with spell attacks 2 hand axes: range: 20/60/ft.
12
Common Dwarvish Elvish Goblin Mason's Tools Martial Weapons Light, medium, heavy armor
10
Breastplate Pack D
Racial Traits darkvision 60 ft. Dwarven Resilience (Advantage on saves vs. poison and resistance to poison damage) Dwarven Combat Training Stonecunning (Proficiency in Int (Investigation) checks regarding stonework Dwarven Toughness (+ 1 Maximum hit points) Divine Domain: War War Priest: When you use the Attack action, gain one weapon attack as a bonus action (2x/long rest) Spellcasting Spell Save DC 12 Spell Attacks at +4 to hit Cantrips (3): guidance, resistance, spare the dying Spell Slots: 1st Level: 2 Spells Prepared: 1st Level: divine favor, shield of faith, cure wounds, bless, guiding bolt
RACE
CLASS & LEVEL PLAYER NAME
CHARACTER NAME
BACKGROUND
EXPERIENCE POINTSALIGNMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Hit Point Maximum Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
CP
EP
PP
GP
SP
PASSIVE WISDOM (PERCEPTION)
EQUIPMENTOTHER PROFICIENCIES & LANGUAGES
ATTACKS & SPELLCASTING
FEATURES & TRAITS
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)
DEATH SAVESHIT DICE
NAME ATK BONUS DAMAGE/TYPE
Total SUCCESSES
FAILURES
IDEALS
BONDS
FLAWS
PERSONALITY TRAITS
ARMORCLASS
CURRENT HIT POINTS
TEMPORARY HIT POINTS
INITIATIVE SPEEDPROFICIENCY BONUS
STRENGTH
DEXTERITY
CONSTITUTION
INTELLIGENCE
WISDOM
CHARISMA
SAVING THROWS
INSPIRATION
SKILLS
1st Level Cleric AcolyteBrother Martin
Human LG 0
11+2
15 +1 30 ft. Open, Reasonable, Easy-going, Affable
+0
+0
12I trust my deity to guide my actions
+1I will always protect the weak
131
+1 d8Obsessed with achieving current goal
10
+1
+1
+0
+5
+4
Staff +2 1d6+5
Sling +3
●
●
+01d4+1
16+3
15
+5
+2
●
●
●
●
+4
9
9
+2+5
Sling Range: 30/120 ft.
13
Common Gnome
10
Breastplate Pack "D" potion of healing (2) Healer's Kit
Divine Domain: Nature Domain Spells: animal friendship, speak with animals Acolyte of Nature: Survival proficiency, bonus cantrip: produce flame Spellcasting: Save DC 13; +5 to hit with spell attacks. Cantrips (4): produce flame (D) guidance light resistance 1st Level (2 slots): animal friendship (D) speak with animals (D) cure wounds healing word bless shield of faith
RACE
CLASS & LEVEL PLAYER NAME
CHARACTER NAME
BACKGROUND
EXPERIENCE POINTSALIGNMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Hit Point Maximum Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
CP
EP
PP
GP
SP
PASSIVE WISDOM (PERCEPTION)
EQUIPMENTOTHER PROFICIENCIES & LANGUAGES
ATTACKS & SPELLCASTING
FEATURES & TRAITS
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)
DEATH SAVESHIT DICE
NAME ATK BONUS DAMAGE/TYPE
Total SUCCESSES
FAILURES
IDEALS
BONDS
FLAWS
PERSONALITY TRAITS
ARMORCLASS
CURRENT HIT POINTS
TEMPORARY HIT POINTS
INITIATIVE SPEEDPROFICIENCY BONUS
STRENGTH
DEXTERITY
CONSTITUTION
INTELLIGENCE
WISDOM
CHARISMA
SAVING THROWS
INSPIRATION
SKILLS
1st level Druid HermitOpal
Human Neutral 0
12+2
13 +1 30 ft. Quiet, calm, composed Giddy, giggly near full moon
+1
+1
12If you want something done right, do it yourself
+1The moon mother gives me the strength to succeed
151
+2 d8Your emotions wax and wane like the phases of the moon
13
+1
+2
+3
+5
+1
Scimitar +3 1d6 +1Javelin (4) +3
●
●
+11d6 +1
17+5
+3
12
+3
+5
+3
●
●
●
●
10
10
+1
Javelin Range: 30/120 ft. Carries 2 scimitars
12
Common Elven Druidic Herbalism Kit Light and medium armor Shields Druidic Weapons
10
Herbalism Kit Hide Armor Druidic Focus (totem) Antitoxin (3) potion of healing (2) Healer's Kit Pack D
Deity: The Moon Mother Spellcasting: Spell Save DC 15 Spell Attack: +5 Ritual Casting Cantrips: druidcraft, thorn whip Spell Slots: 1st Level: 2 Spells Prepared: cure wounds, detect magic, entangle, thunderwave
RACE
CLASS & LEVEL PLAYER NAME
CHARACTER NAME
BACKGROUND
EXPERIENCE POINTSALIGNMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Hit Point Maximum Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
CP
EP
PP
GP
SP
PASSIVE WISDOM (PERCEPTION)
EQUIPMENTOTHER PROFICIENCIES & LANGUAGES
ATTACKS & SPELLCASTING
FEATURES & TRAITS
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)
DEATH SAVESHIT DICE
NAME ATK BONUS DAMAGE/TYPE
Total SUCCESSES
FAILURES
IDEALS
BONDS
FLAWS
PERSONALITY TRAITS
ARMORCLASS
CURRENT HIT POINTS
TEMPORARY HIT POINTS
INITIATIVE SPEEDPROFICIENCY BONUS
STRENGTH
DEXTERITY
CONSTITUTION
INTELLIGENCE
WISDOM
CHARISMA
SAVING THROWS
INSPIRATION
SKILLS
1st Level Fighter SoldierCob
Human NG 0
14+2
15 +1 30ft. Gullible, Easy to Impress, Simple, Determined
+2
+4
13I always follow the rules
+1I trust only myself
181
+4 d10You trust others too easily, and some day it will catch up to you
8
+1
+6
-1
+0
-1
+2
+4
L. Sword +4 1d8+2+1 Sh. Bow +5
Dagger +4
●
●
-11d6+1
+1
10+0
9
●
●
●
●
14
14
1d4+2
-1+2
Fighting Style: Archery Second Wind (use action to gain 1d10+1 hp; 1/rest)
10
Common Elven Land Vehicles
10
5
Studded Leather Armor and Shield Pack "A" Old Uniform with insignia
RACE
CLASS & LEVEL PLAYER NAME
CHARACTER NAME
BACKGROUND
EXPERIENCE POINTSALIGNMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Hit Point Maximum Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
CP
EP
PP
GP
SP
PASSIVE WISDOM (PERCEPTION)
EQUIPMENTOTHER PROFICIENCIES & LANGUAGES
ATTACKS & SPELLCASTING
FEATURES & TRAITS
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)
DEATH SAVESHIT DICE
NAME ATK BONUS DAMAGE/TYPE
Total SUCCESSES
FAILURES
IDEALS
BONDS
FLAWS
PERSONALITY TRAITS
ARMORCLASS
CURRENT HIT POINTS
TEMPORARY HIT POINTS
INITIATIVE SPEEDPROFICIENCY BONUS
STRENGTH
DEXTERITY
CONSTITUTION
INTELLIGENCE
WISDOM
CHARISMA
SAVING THROWS
INSPIRATION
SKILLS
1st Level Fighter OutlanderThird, Warrior Maid of Maruda
Human (Cynidicean) LN 0
17+2
15 +3 30 ft. Quiet, Reserved, Cautious
+3
+5
16If I dishonor myself, I dishonor my people
+3My people are the most important aspect of my life
121
+1 d10I'm slow to trust others
10
+3
+3
+0
+2
+3
+5
+5
Gr. Spear +5 1d10+3+5 2 daggers +5
●
●
+01d4+3
14+2
17
●
●
●
●
13
13
+3+4
Greatspear (thrown) +5 to hit, 1d8 +3 piercing damage Fighting Style: Great Weapon Fighting Second Wind: Bonus action to gain 1d10+1 hp; 1/rest
12
Cynidicean Can't Speak Common
Bronze Chain Shirt Pack "A" Bronze Mask Bone flute Owlbear Claw
60 ft. Darkvision Sunlight Sensitivity (In bright sunlight, disadvantage to attack rolls and Wisdom (Perception) checks
RACE
CLASS & LEVEL PLAYER NAME
CHARACTER NAME
BACKGROUND
EXPERIENCE POINTSALIGNMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Hit Point Maximum Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
CP
EP
PP
GP
SP
PASSIVE WISDOM (PERCEPTION)
EQUIPMENTOTHER PROFICIENCIES & LANGUAGES
ATTACKS & SPELLCASTING
FEATURES & TRAITS
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)
DEATH SAVESHIT DICE
NAME ATK BONUS DAMAGE/TYPE
Total SUCCESSES
FAILURES
IDEALS
BONDS
FLAWS
PERSONALITY TRAITS
ARMORCLASS
CURRENT HIT POINTS
TEMPORARY HIT POINTS
INITIATIVE SPEEDPROFICIENCY BONUS
STRENGTH
DEXTERITY
CONSTITUTION
INTELLIGENCE
WISDOM
CHARISMA
SAVING THROWS
INSPIRATION
SKILLS
1st Level Paladin SoldierManu
Mountain Dwarf LG 0
18+2
+0 25 ft. Respective, always polite, uses Sir or Lady when addressing others, Calm
+4
+4
10The Keep is all that matters to me
+0Another dwarf saved my life on the battlefield. To this day, I will never leave a comrade behind
171
+3 d10On the battlefield I made a terrible mistake and many lost their lives. I keep that secret to this day
10
+0
+3
+0
+2
+4
+6
War hamr +6 1d8+4+4 Lt. hamr +6
Holy water +2
●
●
+01d4+4
11+0
14
+2
+2
●
●
●
●
13
13
2d6
+2
Light Hammer: Range: 20/60 ft.
10
Common Dwarven Smith's Tools 10
Chain mail Shield (holy symbol) Holy water (4) Prayer book Pack A
Racial Traits 60 ft. darkvision Dwarven Resilience (Advantage on saves vs. poison and resistance to poison damage) Dwarven Combat and Armor Training Stonecunning: Add proficiency bonus to Int (History) checks with stone Class Traits Divine Sense (3x); 60 ft. Lay on Hands (1x/ long rest; heal 5 hp, or cure disease, or neutralize poison)
RACE
CLASS & LEVEL PLAYER NAME
CHARACTER NAME
BACKGROUND
EXPERIENCE POINTSALIGNMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Hit Point Maximum Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
CP
EP
PP
GP
SP
PASSIVE WISDOM (PERCEPTION)
EQUIPMENTOTHER PROFICIENCIES & LANGUAGES
ATTACKS & SPELLCASTING
FEATURES & TRAITS
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)
DEATH SAVESHIT DICE
NAME ATK BONUS DAMAGE/TYPE
Total SUCCESSES
FAILURES
IDEALS
BONDS
FLAWS
PERSONALITY TRAITS
ARMORCLASS
CURRENT HIT POINTS
TEMPORARY HIT POINTS
INITIATIVE SPEEDPROFICIENCY BONUS
STRENGTH
DEXTERITY
CONSTITUTION
INTELLIGENCE
WISDOM
CHARISMA
SAVING THROWS
INSPIRATION
SKILLS
1st Level Ranger OutlanderDalar Deweweller
Wood Elf CG 0
16+2
15 +3 35 ft.
+3
17+3
131
+1 d10
9
+5
+5
Longbow +5 1d8 +3+5
Staff +5Dagger +5
-11d8 +3
16+5
+3
13
+1
+5
●
●
●
●
●
●
●
11
11
1d4 +3
+1+5
Longbow: Range 150/600 ft. Dagger: Range 20/60 ft.
13
Common Elvish Lizardfolk
10
Leather armor
Racial Traits darkvision 60 ft. Keen Senses Fey Ancestry (Advantage on saves vs. charm or sleep) Trance (4 hours) No need for sleep Elf Weapon Training (longsword, shortsword, longbow, shortbow) Mask of the Wild (Hide outdoors when lightly obscured) Class Traits Favored Enemy Orcs Lizardfolk Natural Explorer: Swamp
RACE
CLASS & LEVEL PLAYER NAME
CHARACTER NAME
BACKGROUND
EXPERIENCE POINTSALIGNMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Hit Point Maximum Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
CP
EP
PP
GP
SP
PASSIVE WISDOM (PERCEPTION)
EQUIPMENTOTHER PROFICIENCIES & LANGUAGES
ATTACKS & SPELLCASTING
FEATURES & TRAITS
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)
DEATH SAVESHIT DICE
NAME ATK BONUS DAMAGE/TYPE
Total SUCCESSES
FAILURES
IDEALS
BONDS
FLAWS
PERSONALITY TRAITS
ARMORCLASS
CURRENT HIT POINTS
TEMPORARY HIT POINTS
INITIATIVE SPEEDPROFICIENCY BONUS
STRENGTH
DEXTERITY
CONSTITUTION
INTELLIGENCE
WISDOM
CHARISMA
SAVING THROWS
INSPIRATION
SKILLS
1st Level Rogue CharlatanJess
Human CG 0
13+2
15 +3 30 ft. Overly dramatic, unselfish
+1
+1
16You redistribute wealth from those with excess to those in desperate need
+3You wish to become part of something bigger and better
121
+1 d8You are a risk taker
14
+5
+1
+4
+0
+1
+5
+5
S. sword +5 1d6 +34 Daggers +5
●
●
+21d4 +3
+4
10+0
12
+3
+5
●
●
●
●
●
●
9
9
+7
+1
Sneak Attack (+1d6) Daggers Thrown: range 20/60 ft.
10
Common Goblin Thieves' Cant Thieves' Tools Disguise Tools Forgery Tools
10
2
Studded Leather Disguise Kit Pack B
Expertise Sleight of Hand, Deception Sneak Attack (+1d6)
RACE
CLASS & LEVEL PLAYER NAME
CHARACTER NAME
BACKGROUND
EXPERIENCE POINTSALIGNMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Hit Point Maximum Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
CP
EP
PP
GP
SP
PASSIVE WISDOM (PERCEPTION)
EQUIPMENTOTHER PROFICIENCIES & LANGUAGES
ATTACKS & SPELLCASTING
FEATURES & TRAITS
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)
DEATH SAVESHIT DICE
NAME ATK BONUS DAMAGE/TYPE
Total SUCCESSES
FAILURES
IDEALS
BONDS
FLAWS
PERSONALITY TRAITS
ARMORCLASS
CURRENT HIT POINTS
TEMPORARY HIT POINTS
INITIATIVE SPEEDPROFICIENCY BONUS
STRENGTH
DEXTERITY
CONSTITUTION
INTELLIGENCE
WISDOM
CHARISMA
SAVING THROWS
INSPIRATION
SKILLS
1st Level Rogue Guild ArtisanMouse
Lightfoot Halfling LN 0
10+2
14 +4 25 ft. Personable, Greedy, Miserly, Optimistic
+0
+0
18I'm only in it for the money, sister.
+4Money makes the world go around.
121
+1 d8I'm never satisfied. If 100 gp is good, 200 gp must be great!
14
+6
+1
+4
+0
-1
+6
Rapier +6 1d8 +4+2
Sling +6
●
●
+21d4 +4
10+4
+0
9+6
●
●
●
●
●
●
+1
9
9
+6
-1
Sneak Attack (+1d6)
10
Common Halfling Dwarven Thieves' Cant Thieves' Tools Appraisal Tools (add proficiency bonus to Investigation checks to assess the value of an object)
25
Does not wear armor 30 sling stones Thieves' tools Pack B
Racial Traits (size Small) Naturally Stealthy (hide in the open) Brave (Advantage on saves against frightened) Lucky (Can re-roll a 1 on skill check, saving throw or attack roll; must take 2nd roll) Halfling Nimbleness: can move through space of any creature larger than you Expertise (Perception, thieves' tools: +8 to pick locks) Sneak Attack (+1d6)
RACE
CLASS & LEVEL PLAYER NAME
CHARACTER NAME
BACKGROUND
EXPERIENCE POINTSALIGNMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Hit Point Maximum Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
CP
EP
PP
GP
SP
PASSIVE WISDOM (PERCEPTION)
EQUIPMENTOTHER PROFICIENCIES & LANGUAGES
ATTACKS & SPELLCASTING
FEATURES & TRAITS
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)
DEATH SAVESHIT DICE
NAME ATK BONUS DAMAGE/TYPE
Total SUCCESSES
FAILURES
IDEALS
BONDS
FLAWS
PERSONALITY TRAITS
ARMORCLASS
CURRENT HIT POINTS
TEMPORARY HIT POINTS
INITIATIVE SPEEDPROFICIENCY BONUS
STRENGTH
DEXTERITY
CONSTITUTION
INTELLIGENCE
WISDOM
CHARISMA
SAVING THROWS
INSPIRATION
SKILLS
1st Level Wizard SageAseneth
Human CN 0
8+2
10 +0 30 ft. Unemotional, depressing, gloomy, pessimistic, brutally honest
-1
-1
11The secret of unlife is the path to ultimate power
+0The body is but a shell to house the soul
71
-2 d6I speak what I feel, which usually insults others
18
+0
-2
+6
+5
+3
+6
Daggers +1 1d4 -1+5
●
●
+4
+6
16
+
+3
17
●
●
●
●
4
4
+3
Carries 4 daggers Dagger Thrown: +2 to hit, range 20/60 ft., 1d4 damage Spell Attacks +6 to hit
13
Common Draconic Infernal Abyssal 10
Black Robes Pack C
Arcane Recovery (1 1st level slot per short rest) Spell Casting: Spell Dave DC 15 Spell Attacks at +6 to hit Cantrips (3): chill touch, poison spray, ray of frost, Spell Slots: 1st Level: 2 Spells Prepared: comprehend languages, ray of sickness, sleep, unseen servant, witch bolt
RACE
CLASS & LEVEL PLAYER NAME
CHARACTER NAME
BACKGROUND
EXPERIENCE POINTSALIGNMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Hit Point Maximum Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
CP
EP
PP
GP
SP
PASSIVE WISDOM (PERCEPTION)
EQUIPMENTOTHER PROFICIENCIES & LANGUAGES
ATTACKS & SPELLCASTING
FEATURES & TRAITS
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)
DEATH SAVESHIT DICE
NAME ATK BONUS DAMAGE/TYPE
Total SUCCESSES
FAILURES
IDEALS
BONDS
FLAWS
PERSONALITY TRAITS
ARMORCLASS
CURRENT HIT POINTS
TEMPORARY HIT POINTS
INITIATIVE SPEEDPROFICIENCY BONUS
STRENGTH
DEXTERITY
CONSTITUTION
INTELLIGENCE
WISDOM
CHARISMA
SAVING THROWS
INSPIRATION
SKILLS
1st Level Wizard NobleDubricus d'Amberville
Human CG 0
14+2
+1 30 ft. Clever, witty, outspoken, somewhat brash
+2
+2
12I must prove myself despite coddling by my family
+1Knowledge is power
151
+2 d6Full of brilliant but complicated, impractical ideas
17
+1
+2
+5
+0
+2
+5
Staff +4 1d6 +2Dagger (2) +4
●
●
+31d4 +2
+5
6
+5
-2
14
●
●
●
● +4
8
8
+2
Dagger Thrown: +3 to hit, range: 20/60 ft., 1d4 +1 +5 to hit with spell attacks
8
Common Draconic
Robes Pack C
Arcane Recovery (1st level) Spell Casting: Spell Save DC 15 Spell Attacks +5 to hit Cantrips (3): blade ward, light, mage hand Spell Slots: 1st Level: 2 Spells Prepared: 1st Level: burning hands, identify, mage armor, magic missile
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