Kerym LVL 8
Kerym LVL 8
Kerym LVL 8
• +2 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +4 Dexterity
• +5 Constitution +4 16 67 --
-1 +3 Intelligence
CLASS
+0 Wisdom INITIATIVE HIT POINTS
8
-1 Charisma
Total
7d10 + 1d8 SUCCESSES
Saving Throw Modifiers
Immunities - Magical Sleep
DEXTERITY FAILURES
Advantage against
+4 being charmed DEFENSES HIT DICE DEATH SAVES
+3
Animal Handling WIS
Arcana INT
=== WEAPONS ===
Martial Weapons, Simple Weapons
E +10 Stealth DEX === BONUS ACTIONS === Arcane Shot • 2 / Short Rest
CHARISMA Curving Shot Twice per short rest and once per turn when you
P +3 Survival WIS
When you make an attack roll with a magic arrow fire an arrow from a shortbow or longbow as part of
the Attack action, you can apply one Arcane Shot
-1 and miss, you can use a bonus action to reroll the
attack roll against a different target within 60 ft. of the
original target.
option of your choice to that arrow. You decide to use
the option when the arrow hits a creature, unless the
option doesn’t involve an attack roll.
8 Second Wind • 1 / Short Rest
Once per short rest, you can use a bonus action to Extra Attack
SKILLS ACTIONS
Longbow, +1 +10 1d8+5 Piercing Martial, Ammunition, Heavy, Range, Two-Handed, Range (150/600)
Darkvision 60 ft.
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Fighter 7 / Rogue 1 Lessies
CLASS & LEVEL PLAYER NAME
Kerym
High Elf Soldier (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS
* Hit Points • PHB 71 * Arcane Shot Options ? XGtE 28 * Magic Arrow ? XGtE 28
Whenever you fire a nonmagical arrow from a
* Proficiencies • PHB 71 | Grasping Arrow ? XGtE shortbow or longbow, you can make it magical for the
A creature hit by the arrow takes an extra 2d6 poison purpose of overcoming resistance and immunity, but
* Fighting Style • PHB 72 damage, its speed is reduced by 10 ft., and it takes the magic fades from the arrow on a hit or miss.
You adopt a fighting style specialty. 2d6 slashing damage the first time on each turn it
moves 1 ft. or more. The brambles last for 1 minute, * Curving Shot ? XGtE 28
| Archery • PHB until you use this option again, or until any creature When you make an attack roll with a magic arrow and
You gain a +2 bonus to attack rolls you make with uses an action to remove them with an Athletics check miss, you can use a bonus action to reroll the attack
ranged weapons. (DC 14). roll against a different target within 60 ft. of the original
target.
* Second Wind • PHB 72 | Special
Once per short rest, you can use a bonus action to | 1 Bonus Action
regain 1d10 + 7 HP. | Seeking Arrow ? XGtE
You can choose one creature you have seen in the === ROGUE FEATURES ===
| 1 / Short Rest • 1 Bonus Action past minute and fire an arrow that flies toward that
creature, moving around corners and ignoring * Hit Points ? PHB 95
* Action Surge • PHB 72 three-quarters cover and half cover. If the target is in
You can take one additional action on your turn. This range and a path is available, it must make a DEX * Proficiencies ? PHB 95
can be used 1 times per short rest. saving throw (DC 14) or take damage from the arrow
plus 1d6 force damage and you learn the target's * Expertise ? PHB 96
| 1 / Short Rest • Special location (half damage and location is unrevealed on Your proficiency bonus is doubled for any ability check
success). you make for two chosen proficiencies. [6th] Choose
* Martial Archetype • PHB 72 two additional proficiencies.
| Special
| Arcane Archer * Sneak Attack ? PHB 96
| Shadow Arrow ? XGtE Once per turn, you can deal an extra 1d6 damage to
* Arcane Archer Lore • XGtE 28 A creature hit by the arrow takes an extra 2d6 psychic one creature you hit with an attack with a finesse or
You gain proficiency in an additional skill and learn an damage, and must succeed on a WIS saving throw ranged weapon if you have advantage on the attack
additional cantrip. (DC 14) or be unable to see anything farther than 5 ft. roll. You don’t need advantage on the attack roll if
away until the start of your next turn. another enemy of the target is within 5 ft. of it, that
* Arcane Shot • XGtE 28 enemy isn’t incapacitated, and you don’t have
Twice per short rest and once per turn when you fire | Special
disadvantage on the attack roll.
an arrow from a shortbow or longbow as part of the * Ability Score Improvement ? PHB 72
Attack action, you can apply one Arcane Shot option of | Special
your choice to that arrow. You decide to use the option * Extra Attack ? PHB 72
when the arrow hits a creature, unless the option * Thieves’ Cant ? PHB 96
doesn’t involve an attack roll.
CP 0 Leather, +1 1 10 lb.
SP 0 Dagger 1 1 lb.
Rapier 1 2 lb.
EP 0 Arrows 20 1 lb.
Backpack 1 5 lb.
GP 10 Bedroll 1 7 lb.
PUSH/DRAG/LIFT
240 lb.
EQUIPMENT
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Fighter 7 / Rogue 1 Lessies
CLASS & LEVEL PLAYER NAME
Kerym
High Elf Soldier (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS
You have learned thieves’ cant, a secret mix of === FEATS ===
dialect, jargon, and code that allows you to hide
messages in seemingly normal conversation. It takes * Skulker ? PHB 170
four times longer to convey such a message than it You can try to hide when you are lightly obscured from
does to speak the same idea plainly. the creature from which you are hiding. When you are
hidden from a creature and miss it with a ranged
weapon attack, making the attack doesn't reveal your
=== HIGH ELF RACIAL TRAITS === position. Dim light doesn't impose disadvantage on
your Perception checks relying on sight.
* Darkvision ? BR 23
You can see in darkness (shades of gray) up to 60 ft. === WEAPON UPGRADES ===
* Cantrip ? BR 24
You know one cantrip of your choice from the wizard
spell list. INT is your spellcasting ability for it.
* Extra Language ? BR 24
You can speak, read, and write one extra language of
your choice.
ADDITIONAL EQUIPMENT
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Male 177 Medium 1.8m 115
GENDER AGE SIZE HEIGHT WEIGHT
Kerym
Chaotic Good light Light golden Short gray
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR
PERSONALITY TRAITS
FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS === (At Will)
O Prestidigitation Arcane Archer Lore -- 1A 10 ft. V,S 1 hour PHB 267 D: 1h, V/S
SPELLS
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.