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Rogue [Swashbuckler] (3) Athlete Bee

CLASS & LEVEL BACKGROUND PLAYER NAME


Nico Kazama Shifter/Swiftstride Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH . My favor, once lost, is lost forever
16 +5 35
+2 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
. I'm always picking things up, absently fiddling
with them, and sometimes accidentally
breaking them.

14 PERSONALITY TRAITS

Hit Point Maximum 23


+2 Strength
DEXTERITY Change. Life is like the seasons, in

+7 Dexterity constant change, and we must

+5 ●
+2 Constitution
+2 Intelligence
CURRENT HIT POINTS
change with it. (Chaotic)
IDEALS

20 +2 Wisdom
+3 Charisma I strive to live up to a
CONSTITUTION SAVING THROWS specific hero's example.
TEMPORARY HIT POINTS BONDS

+2 ●
+7 Acrobatics (Dex) SUCCESSES . I'd rather eat my armor than admit
15 +2 Animal Handling (Wis)
3x(1d8+2) FAILURES
when I'm wrong.
. I'm a sucker for a pretty face.
0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+4 Athletics (Str)

0 ●
+5 Deception (Cha)
0 History (Int)
NAME ATK BONUS DAMAGE/TYPE

10 ●
+4 Insight (Wis)
Dagger +7 1d4+5 piercing
Arrow x20
WISDOM

+5 Intimidation (Cha)
0 Investigation (Int)
Rapier +7 1d8+5 piercing
Backpack
+2 Medicine (Wis) Shortbow +7 1d6+5 piercing
Bedroll
+2 0 Nature (Int)
Clothes, traveler’s
+2 Perception (Wis) Number of
15
+3 Performance (Cha)
Attacks: 1 Leather
CHARISMA
+3 Persuasion (Cha)
0 Religion (Int)
Mess kit
+3 ●
+7 Sleight of Hand (Dex) Pouch
16

+9 Stealth (Dex) Quiver
+2 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING


Rations (1 day)
x10
12 PASSIVE WISDOM (PERCEPTION)
CP Rope, hempen
SP
Thieves' Tools
Tool Proficiencies: Land
Vehicles; Thieves' Tools Tinderbox
Weapon Proficiencies:
EP
Torch x10
Crossbow, hand; Longsword;
Rapier; Shortsword; Simple
GP
10 Waterskin
PP
Armor Proficiencies: Light

Language Proficiencies:
Common; Deep Speech; Sylvan
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
17 5'9'' 160
AGE HEIGHT WEIGHT
Nico Kazama Yellow Tan Brown
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Nico, having grown up in Waterdeep, has


been a gymnast since he was ten or so;
doin flips and shit. A decently well-known
one, having been in a few competitions.

One day, his parents took him to a local


play about a pirate captain. To say he
was amazed would be an
understatement. Ever since, he's wanted
to go on adventures like the captain;
complete with sick flips and incredible
violence. But what's an adventurer
without fighting skills? He told his parents
about his dreams of adventure, and they
seemed to support his ambition, since
they agreed to send him to an
adventurer's school.

TREASURE CHARACTER BACKSTORY

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

Darkvision: 60 ft.

----------Bonus Actions----------
Cunning Action. As a bonus action you can Dash, Disengage or Hide (use once/turn).

-----------Other Traits------------
Echoes of Victory. You have attracted admiration among spectators, fellow athletes,
and trainers in the region that hosted your past athletic victories. When visiting any
settlement within 100 miles of where you grew up, there is a 50 percent chance you
can find someone there who admires you and is willing to provide information or
temporary shelter.
Between adventures, you might compete in athletic events sufficient enough to
maintain a comfortable lifestyle, as per the "Practicing a Profession" downtime activity
in chapter 8 of the Player's Handbook.

Equipment. You possess a bronze discus or leather ball, and a lucky charm or past
trophy. Enter these manually as custom items.

Fancy Footwork. When you choose this archetype at 3rd level, you learn how to land
a strike and then slip away without reprisal. During your turn, if you make a melee
attack against a creature, that creature can't make opportunity attacks against you for
the rest of your turn.

Graceful. You have proficiency with the Acrobatics skill.

Rakish Audacity. Starting at 3rd level, your unmistakable confidence propels you into
battle. You can add your Charisma modifier to your initiative rolls. In addition, you
don't need advantage on your attack roll to use your Sneak Attack if no creature other
than your target is within 5 feet of you and you don't have disadvantage. All the other
rules for the Sneak Attack class feature still apply to you.

Shifting. On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or
until you end it on your turn as a bonus action.
While shifting, you gain temporary hit points equal to your level + your Constitution
bonus (minimum of 1). You also gain a feature that depends on your shifter subrace,
described below.
You must finish a short or long rest before you can shift again.

Shifting Feature. While shifted, your walking speed increases by 5 feet. Additionally,
you can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet of
you. This movement doesn't provoke opportunity attacks.

Sneak Attack. 2d6 extra damage on attack where you have advantage or another
enemy of creature is within 5 ft. (use once/turn).

Swift Stride. Your walking speed increases by 5 feet.

Thieves' Cant. Convey secret messages hidden in normal conversation.

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