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agar Horsetails

CLASS & LEVEL


Fighter 1
EXPERIENCE POINTS
0
PLAYER NAME
RACE/ANCESTRY/HERITAGE
Halfling
BACKGROUND
Guide
CAMPAIGN or PLAYER ID
SAVING THROWS
SKILLS
PASSIVE WISDOM
(PERCEPTION)
PROFICIENCIES & LANGUAGES
STR
+1
13
DEX
+3
17
CON
+2
15
INT
-1
8
WIS
+1
12
CHA
+0
10
+2
PROFICIENCY
BONUS
+3 Strength Saves *
+3 Dexterity Saves
+4 Constitution Saves *
-1 Intelligence Saves
+1 Wisdom Saves
+0 Charisma Saves
* Prof. bonus added
+3 Acrobatics (Dex)
+3 Animal Handling (Wis) *
-1 Arcana (Int)
+1 Athletics (Str)
+0 Deception (Cha)
-1 History (Int)
+1 Insight (Wis)
+0 Intimidation (Cha)
-1 Investigation (Int)
+1 Medicine (Wis)
-1 Nature (Int)
+3 Perception (Wis) *
+0 Performance (Cha)
+0 Persuasion (Cha)
-1 Religion (Int)
+3 Sleight of Hand (Dex)
+5 Stealth (Dex) * (Disadv.)
+3 Survival (Wis) *
* Prof. bonus added
** Expertise
13
Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Tools: cartographer's tools
Saving Throws: Strength, Constitution
Skills: Animal Handling, Perception, Stealth, Survival
Languages: Common, Halfling, Draconic
ARMOR
CLASS
(AC)
18
Armor Worn: chain mail, shield
INITIATIVE
+3
SPEED
30 ft.
HIT POINTS
12
HIT DICE
1d10
DEATH SAVES: Success O O O Fail O O O
WEAPON & UNARMED ATTACKS
Basic Attack. One target per Attack action.
Shortbow. Ranged Weapon Attack: +7 to hit. Hit: 1d6+3 piercing damage. (Normal
range to 80 ft.; disadvantage long range 81 to 320 ft. Must be used two-handed.) +
Vex: On hit, gain adv. on next attack on target before end of next turn.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 1d6+3 piercing damage.
+ Vex: On hit, gain adv. on next attack on target before end of next turn.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 1d6+3 slashing damage. +
Nick: Make extra attack as part of attack action instead of bonus action once per
turn.
FEATS & SPECIAL ABILITIES
Magic Initiate (Druid) [PHB 2024, p. 201]: Know the Produce Flame and Guidance
cantrips, and can cast Cure Wounds once betw. long rests. Your spell attack bonus
is +2 and Spell Save is DC 10.
Fighting Style: Archery [PHB 2024, p. 209]: Add +2 to hit for any ranged weapon
attack.
FEATURES, TRAITS & MORE
Alignment: Lawful Neutral. I obey laws, traditions or my own strict code to promote
order and society above all else.

Guide Background [PHB 2024, p. 181]


• Traits: Wears necklace of fanged teeth. Obsessed with immortality.
• Ideal: Be mindful of sacred life in all your actions.
• Bond: Respected by druid elders.
• Flaw: Hates visiting cities.

Halfling Traits [PHB 2024, p. 193]


• Creature Type: Humanoid
• Age: 42 years old
• Small Size (3' 0", 40 lbs.)
• Brave (adv. vs. Frightened saves)
• Halfling Nimbleness (move through occupied spaces)
• Luck (reroll 1s on d20s)
• Naturally Stealthy (hide behind others)

Fighter Class Features [PHB 2024, p. 91]


• Fighting Style (Archery)
• Second Wind (regain 1d10+1 h.p.)
• Weapon Mastery (3 weapons)

EQUIPMENT & TREASURE


Carried Gear [PHB 2024, p. 213]: chain mail armor (AC 16), shield (AC +2), studded
leather (AC 12), scimitar, shortsword, longbow and 20 arrows, shortbow and 20
arrows, dungeoneer's pack (backpack, a crowbar, a hammer, 10 pitons, 10 torches, a
tinderbox, 10 days' rations, waterskin, 50 feet of hempen rope on the side),
ammunition: arrows (20), bedroll, belt pouch, set of traveler's clothes, quiver,
tent (two-person). (This load is about 238 lbs.; add 1 lb. per 50 coins carried.)

Coins & Gems: 39 gold pieces (g.p.); 19 silver pieces (s.p.); 22 copper pieces
(c.p.); 4 gems (worth 10 g.p. each)
ENCUMBRANCE
Lifting & Carrying: 195 lbs. max. carrying capacity; 390 lbs. pushing or dragging
(speed -5 ft.); 390 lbs. max. lift.
PLAYING THE GAME
• The Dungeon Master (DM) describes a scene and players take turns describing their
characters' responses, often using one of six abilities:
• Strength (STR) (physical prowess),
• Dexterity (DEX) (agility, reflexes),
• Constitution (CON) (health, fortitude),
• Intelligence (INT) (memory, reason),
• Wisdom (WIS) (awareness, willpower),
• Charisma (CHA) (appeal, leadership).
• For ability checks, saving throws, and attack rolls, roll 1d20 + one ability
modifier + proficiency bonus (if proficient in task). Other modifiers may come from
class features or spells. The higher the total, the better the effort. The DM
tracks minimum totals needed for successful results.
• For initiative rolls, roll 1d20 + Initiative (DEX) modifier. Higher totals act
before lower totals in the same 6-second round.
• During a turn, a character or creature may do 1 movement, 1 action and up to 1
bonus action. Between turns, do up to 1 reaction.
• Advantage: Roll two d20s and use the higher result. Disadvantage: Roll two d20s
and use the lower result.
• On attack rolls only, a "natural 20" is always a critical hit, while a "natural
1" is always a miss.
• Saving throws do not count as actions and are rolled as needed at any time due to
attacks, spells, or hazzards.
• A character may die if failing three death saves while at 0 hit points, gaining 6
levels of Exhaustion, or suffering certain deadly spells and hazzards.
• Specific traits, features, spells, and magic items may create exceptions to any
rules.
ACTIONS (1 per turn)
• Attack: Roll to hit, melee or ranged. Some classes and creatures make extra
attacks at higher levels with this action. Mastery with a weapon includes
additional possible combat effects.
• Dash: Double Speed this turn.
• Disengage: Avoiding all opportunity attacks while moving; "defensive retreat."
• Dodge: Give attackers disadvantage and gain advantage on Dexterity saves for
yourself.
• Escape: Try to break free from grapple via Strength (Athletics) or Dexterity
(Acrobatics).
• Grapple: Special melee attack to give target the Grappled condition.
• Help (Stabilze): DC 10 Medicine check to aid 0 h.p. dying creature; automatic
success if using healer's kit.
• Help: Give an ally advantage on one ability check or attack roll.
• Hide: Stealth allowed only if unobserved.
• Influence: Make a Charisma check to alter a creature's attitude.
• Magic: Cast a spell with a casting time 1 action, or use a magical item or
feature.
• Ready: Plan to take action as a reaction when a trigger occurs.
• Search: Make a Wisdom (Insight, Medicine, Perception, or Survival) check.
• Shove: Special melee attack.
• Study: Make an Intelligence (Arcana, History, Investigation, Nature, or Religion)
check.
• Utilize: Use a nonmagical item (pick a lock, cover a hooded lantern, equip or
drop a shield, etc.
BONUS ACTIONS (up to 1 per turn)
• Consume Potion: Drink for yourself or administer to another within 5 feet.
• Offhand Attack: If doing Attack as action, may make one attack this turn if light
weapon in other hand.
• Magic (Cast Spell): If casting time 1 bonus action.
MOVEMENTS (limited by Speed)
• Move: Distance equal to Speed.
• Crawl, Climb, Swim, Squeeze, Move Across Difficult Terrain or Move While
Grappling: "Half speed," uses up 10 ft. of Speed per 5 ft. distance.
• Drop Prone: No cost to Speed.
• Stand Up: From Prone position/condition, costs half Speed that turn.
• Take Cover: At end of move, half cover gives +2 to Armor Class and Dexterity
saving throws; three-quarter cover gives +5 AC and DEX saves.
REACTIONS (1 between turns)
• Cast Spell: If casting time 1 reaction.
• Opportunity Attack: May make one attack if enemy moves out of reach.
• Readied Action: After trigger occurs, else action wasted.
FREE ACTIONS
• Concentration (Maintain A Spell): Ends if caster starts another concentration
spell, or the caster is incapacitated, stunned, unconscious, or killed. If caster
takes damage, a Constitution saving throw is needed to avoid immediately ending
spell. DC equals 10 or half damage, whichever greater. Each hit needs a separate
saving t

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