Kerym LVL 8

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Fighter 7 / Rogue 1 Lessies

CLASS & LEVEL PLAYER NAME


Kerym
High Elf Soldier (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

• +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

18 SAVING THROWS INSPIRATION


=== ARMOR ===
Heavy Armor, Light Armor, Medium Armor,
CONSTITUTION +4 Acrobatics DEX Shields
+3 PROFICIENCY BONUS
+2 +0

+3
Animal Handling WIS
Arcana INT
=== WEAPONS ===
Martial Weapons, Simple Weapons

14 P +2 Athletics STR === TOOLS ===


ABILITY SAVE DC Playing Card Set, Thieves' Tools, Vehicles
-1 Deception CHA
(Land)
+3 History INT
INTELLIGENCE
+0 Insight WIS === LANGUAGES ===
30 ft. (Walking) Common, Dwarvish, Elvish, Thieves’ Cant
+3 P +2 Intimidation CHA
+3 Investigation INT
16 P +3 Medicine WIS SPEED

+6 Nature INT PROFICIENCIES & LANGUAGES


P

WISDOM E +6 Perception WIS


-1 Performance CHA === ACTIONS === regain 1d10 + 7 HP.
+0 -1 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge, === SPECIAL ===
Help, Hide, Ready, Search, Use an Object, Action Surge • 1 / Short Rest
+3 Religion INT
11 Opportunity Attack, Grapple, Shove, Improvise, You can take one additional action on your turn.
+4 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object This can be used 1 times per short rest.

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

NAME HIT DAMAGE/TYPE NOTES

16 PASSIVE WISDOM (PERCEPTION)


Dagger +7 1d4+4 Piercing Simple, Finesse, Light, Thrown, Range (20/60)

Longbow, +1 +10 1d8+5 Piercing Martial, Ammunition, Heavy, Range, Two-Handed, Range (150/600)

10 PASSIVE WISDOM (INSIGHT)

Rapier +7 1d8+4 Piercing Martial, Finesse


13 PASSIVE INTELLIGENCE (INVESTIGATION)
Unarmed Strike +2 0 Bludgeoning

Darkvision 60 ft.

SENSES WEAPON ATTACKS & CANTRIPS

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Fighter 7 / Rogue 1 Lessies
CLASS & LEVEL PLAYER NAME
Kerym
High Elf Soldier (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== FIGHTER FEATURES === | 2 / Short Rest ? Special | Special

* 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.

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

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.

Mess Kit 1 1 lb.


PP 0 Rations (1 day) 10 20 lb.

Rope, Hempen (50 feet) 1 10 lb.


WEIGHT CARRIED

75.2 lb. Tinderbox 1 1 lb.

ENCUMBERED Torch 10 10 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

120 lb. Waterskin 1 5 lb. Longbow, +1 1 2 lb.

PUSH/DRAG/LIFT

240 lb.

EQUIPMENT

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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 ===

* Keen Senses ? BR 23 * Radiant Weapon (Longbow)


You have proficiency in the Perception skill. Prerequisite: 6th-level artificer
Item: A simple or martial weapon (requires attunement)
* Fey Ancestry ? BR 23 This magic weapon grants a +1 bonus to attack and
You have advantage on saves against being charmed, damage rolls made with it. While holding it, the wielder
and magic can’t put you to sleep. can take a bonus action to cause it to shed bright light
in a 30-foot radius and dim light for an additional 30
* Trance ? BR 23 feet. The wielder can extinguish the light as a bonus
You don't need to sleep, but meditate semiconsciously action.
for 4 hours a day. While meditating, you can dream
after a fashion; such dreams are actually mental The weapon has 4 charges. As a reaction immediately
exercises that have become reflexive through years of after being hit by an attack, the wielder can expend 1
practice. After resting in this way, you gain the same charge and cause the attacker to be blinded until the
benefit that a human does from 8 hours of sleep. end of the attacker's next turn, unless the attacker
succeeds on a Constitution saving throw against your
* Ability Score Increase ? BR 23 spell save DC. The weapon regains 1d4 expended
charges daily at dawn.
* Elf Weapon Training ? BR 23
You have proficiency with the longsword, shortsword,
shortbow, and longbow.

* 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 FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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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

I have a crude sense of humor.


I’m always polite and respectful.

PERSONALITY TRAITS

Independence. When people follow


orders blindly, they embrace a kind of
tyranny. (Chaotic)
IDEALS

Someone saved my life on the


battlefield. To this day, I will never
leave a friend behind.
BONDS

I have little respect for anyone


who is not a proven warrior.

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

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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 Cantrip -- 1A 10 ft. V,S 1 hour PHB 267 D: 1h, V/S

O Prestidigitation Arcane Archer Lore -- 1A 10 ft. V,S 1 hour PHB 267 D: 1h, V/S

SPELLS

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