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Rogue 3 / Fighter 6 Soldier

CLASS & LEVEL BACKGROUND PLAYER NAME

Drow CE
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I can stare down a hell hound without
17 +4 40 flinching.
-1 ARMOR
PROFICIENCY BONUS CLASS INITIATIVE SPEED

9 PERSONALITY TRAITS

Hit Point Maximum


-1 Strength
DEXTERITY Might. In life as in war, the stronger force
● +8 Dexterity wins.
+4 +1 Constitution
CURRENT HIT POINTS IDEALS
● +4 Intelligence

18 +1 Wisdom
Those who fight beside me are those worth
+3 Charisma dying for.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+1
☐☐☐☐☐☐☐☐☐
● +8 Acrobatics (Dex) Total SUCCESSES I have little respect for anyone who is not a
12 +1 Animal Handling (Wis)
1d8/d10+1 FAILURES
proven warrior.

0 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE ● +3 Athletics (Str)
Deception (Cha)
0 ● +7
NAME ATK BONUS DAMAGE/TYPE
0 History (Int) Second Wind ☐
Rapier +7 1d8+4 P On your turn, you can use a bonus action to
10 +1 Insight (Wis)
regain hit points equal to 1d10 + your fighter level.
● +5 Intimidation (Cha) Shortsword +7 1d6+4 S Once you use this feature, you must finish a short
or long rest before you can use it again.
WISDOM 0 Investigation (Int)
Dagger +7 1d4+4 P Action Surge ☐
+1 Medicine (Wis)
+1 +8 Nature (Int)
On your turn, you can take one additional action
● on top of your regular action and a possible bonus
action. Once you use this feature, you must finish
● +9 Perception (Wis)
12 Extra Attack a short or long rest before you can use it again.
+3 Performance (Cha) You can attack twice, instead of once, whenever
you take the Attack action on your turn. Improved Critical
+3 Persuasion (Cha) Your weapon attacks score a critical hit on a roll of
CHARISMA
Religion (Int)
19 or 20.
0 Sneak Attack +2d6
+3 +4 Sleight of Hand (Dex)
Once per turn, you can deal extra 1d6 damage
Two-Weapon Fighting
to one creature you hit with an attack if you have
When you engage in two-weapon fighting, you can
● +12 Stealth (Dex) advantage on the attack roll. The attack must add your ability modifier to the damage of the
16 ● +9 Survival (Wis)
use a finesse or a ranged weapon. second attack.

SKILLS ATTACKS & SPELLCASTING


Cunning Action
You can use your Bonus Action to take the Dash,
Disengage, or Hide action.

19 PASSIVE WISDOM (PERCEPTION)


CP
Skirmisher
You can move up to half your speed as a reaction
when an enemy ends its turn within 5 feet of you.
This movement doesn't provoke opportunity
SP
Thieves' Cant attacks.

Thieves' Tools Superior Mobility


EP Your walking speed increases by 10 feet. If you
have a climbing or swimming speed, this increase
Expertise (Perception, Stealth) applies to that speed as well.
GP
Survivalist Defensive Duelist
You gain proficiency in the Nature and When you are wielding a finesse weapon with
PP which you are proficient and another creature hits
Survival skills if you don't already have it.
you with a melee attack, you can use your
Your proficiency bonus is doubled for any reaction to add your proficiency bonus to your AC
ability check you make that uses either of for that attack, potentially causing the attack to
those proficiencies. miss you.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Military Rank Dual Wielder


You have a military rank from your career You master fighting with two weapons,
as a soldier. Soldiers loyal to your former gaining the following benefits:
military organization still recognize your • You gain a +1 bonus to AC while you are
authority and influence, and they defer to wielding a separate melee weapon in each
you if they are of a lower rank. You can hand.
invoke your rank to exert influence over • You can use two-weapon fighting even
other soldiers and requisition simple when the one-handed melee weapons you
equipment or horses for temporary use. are wielding aren’t light.
You can also usually gain access to • You can draw or stow two one-handed
friendly military encampments and weapons when you would normally be able
fortresses where your rank is recognized. to draw or stow only one.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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