Amari: Resistances - Fire

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Rogue 2 sleeky

CLASS & LEVEL PLAYER NAME


Amari
Tiefling Criminal / Spy (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

+0 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +5 Dexterity
+1 Constitution +3 13 15 --
+0 • +3 Intelligence
CLASS
+2 Wisdom INITIATIVE HIT POINTS
10
+0 Charisma
Total 2d8 SUCCESSES
Saving Throw Modifiers
Resistances - Fire
DEXTERITY FAILURES

+3 DEFENSES HIT DICE DEATH SAVES

16 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor
CONSTITUTION P +5 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+2
+1 +2

+1
Animal Handling WIS
Arcana INT
Crossbow, Hand, Longsword, Rapier,
Shortsword, Simple Weapons

12 +0 Athletics STR === TOOLS ===


ABILITY SAVE DC Dice Set, Poisoner's Kit, Thieves' Tools
P +2 Deception CHA
+1 History INT === LANGUAGES ===
INTELLIGENCE
P +4 Insight WIS Thieves’ Cant
30 ft. (Walking)
+1 E +4 Intimidation CHA
+1 Investigation INT
12 +2 Medicine WIS SPEED

+1 Nature INT PROFICIENCIES & LANGUAGES

WISDOM +2 Perception WIS


+0 Performance CHA === ACTIONS === ranged weapon if you have advantage on the attack
+2 P +2 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
roll. You don’t need advantage on the attack roll if
another enemy of the target is within 5 ft. of it, that
Help, Hide, Ready, Search, Use an Object, enemy isn’t incapacitated, and you don’t have
+1 Religion INT
14 Opportunity Attack, Grapple, Shove, Improvise, disadvantage on the attack roll.
+3 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object

E +7 Stealth DEX === BONUS ACTIONS ===


CHARISMA Cunning Action
+2 Survival WIS
You can take a bonus action on each of your turns

+0 to take the Dash, Disengage, or Hide action.

=== SPECIAL ===


Sneak Attack
11 Once per turn, you can deal an extra 1d6 damage
to one creature you hit with an attack with a finesse or
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

12 PASSIVE WISDOM (PERCEPTION)


Unarmed Strike +2 1 Bludgeoning

14 PASSIVE WISDOM (INSIGHT)

11 PASSIVE INTELLIGENCE (INVESTIGATION)

Darkvision 60 ft.

SENSES WEAPON ATTACKS & CANTRIPS

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.
Rogue 2 sleeky
CLASS & LEVEL PLAYER NAME
Amari
Tiefling Criminal / Spy (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== ROGUE FEATURES === You can see in darkness (shades of gray) up to 60 ft.

* Hit Points • PHB 95 * Hellish Resistance • BR 43


You have resistance to fire damage.
* Proficiencies • PHB 95
* Infernal Legacy • BR 43
* Expertise • PHB 96 You know the thaumaturgy cantrip. [3rd] You can cast
Your proficiency bonus is doubled for any ability check hellish rebuke (2nd) once per long rest. [5th] You can
you make for two chosen proficiencies. [6th] Choose cast darkness once per long rest. CHA is your
two additional proficiencies. spellcasting ability.

* Sneak Attack • PHB 96 * Languages • BR


Once per turn, you can deal an extra 1d6 damage to
one creature you hit with an attack with a finesse or
ranged weapon if you have advantage on the attack
roll. You don’t need advantage on the attack roll if
another enemy of the target is within 5 ft. of it, that
enemy isn’t incapacitated, and you don’t have
disadvantage on the attack roll.

| Special

* Thieves’ Cant • PHB 96


You have learned thieves’ cant, a secret mix of dialect,
jargon, and code that allows you to hide messages in
seemingly normal conversation. It takes four times
longer to convey such a message than it does to
speak the same idea plainly.

* Cunning Action • PHB 96


You can take a bonus action on each of your turns to
take the Dash, Disengage, or Hide action.

| 1 Bonus Action

=== TIEFLING RACIAL TRAITS ===

* Ability Score Increase • BR

* Darkvision • BR 43

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Leather 1 10 lb. Oil (flask) 2 2 lb.

Rapier 1 2 lb. Rations (1 day) 5 10 lb.

SP 0 Shortbow 1 2 lb. Tinderbox 1 1 lb.

Dagger 1 1 lb. Waterskin 1 5 lb.


EP 0 Dagger 1 1 lb. Rope, Hempen (50 feet) 1 10 lb.

Arrows 20 1 lb. Thieves' Tools 1 1 lb.


GP 0 Backpack 1 5 lb. Clothes, Common 1 3 lb.

Ball Bearings (bag of 1,000) 1,000 2 lb.


PP 0 String 10 --

Bell 1 --
WEIGHT CARRIED

73.5 lb. Candle 5 --

ENCUMBERED Crowbar 2 10 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

150 lb. Hammer 1 3 lb.

PUSH/DRAG/LIFT Piton 10 2.5 lb.

300 lb. Lantern, Hooded 1 2 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.
Medium
GENDER AGE SIZE HEIGHT WEIGHT
Amari
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

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 Thaumaturgy Infernal Legacy -- 1A 30 ft. V 1 minute PHB 282 D: 1m, V

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.

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