12
RACE CLASS & LEVEL PLAYER NAME CHARACTER NAME BACKGROUND EXPERIENCE POINTS ALIGNMENT 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) EQUIPMENT OTHER 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 SAVES HIT DICE NAME ATK BONUS DAMAGE/TYPE Total SUCCESSES FAILURES IDEALS BONDS FLAWS PERSONALITY TRAITS ARMOR CLASS CURRENT HIT POINTS TEMPORARY HIT POINTS INITIATIVE SPEED PROFICIENCY BONUS STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA SAVING THROWS INSPIRATION SKILLS 1st Level Bard Urchin Myrna Half-Elf NG 0 10 +2 16 +4 30 ft. Speak bluntly, sometimes rudely, ignore others feelings, inquisitive +0 +0 18 The folk of the Keep need to care for each other. Nobody else will in the borderlands +4 The Keep is my home and I'll defend it with my life 11 1 +0 d8 Its not stealing if I need it more than others 14 +6 +0 +2 +0 +5 +6 +4 S. sword +6 1d6 +4 S. Bow +6 2 daggers +6 +2 1d6 +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

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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Page 1: 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

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

Page 2: 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

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

Page 3: 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

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

Page 4: 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

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

Page 5: 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

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

Page 6: 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

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

Page 7: 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

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)

Page 8: 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

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

Page 9: 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

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)

Page 10: 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

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)

Page 11: 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

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

Page 12: 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

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