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Cavalier Fighter 5 Urchin Riv

CLASS & LEVEL BACKGROUND PLAYER NAME


Aila Dextron
Half-Elf — —
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
- Timid
STRENGTH
15 +3 30 - Kind
- Soft-Spoken

14 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
- Selfless
- Optimist
- Observant

+2 PERSONALITY TRAITS

Hit Point Maximum 40


+5 Strength "The rich don't deserve the riches if they use it for
DEXTERITY

40
selfish needs, wants, and deeds. Mama said I must be
+3 Dexterity generous to the poor, while papa said I must dislike the

16 ● +5

+1
Constitution
Intelligence
CURRENT HIT POINTS
rich who don't deserve such wealth."

IDEALS

+3 -1 Wisdom
"I love my foster parents dearly, I just wonder what life

CONSTITUTION
+1 Charisma
0 would've been like with my biological parents... The
people around me say that I should leave it all behind,
and I do as they say, but I can't help but wonder..."
SAVING THROWS
TEMPORARY HIT POINTS BONDS

14
+6 Acrobatics (Dex) Total 5 SUCCESSES - Quiet
- Acts/Reacts based on bias
+2 Animal Handling (Wis) - Holds grudges
-1
1d10 FAILURES - Too selfless sometimes
+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +5 Athletics (Str)

12 +1

+1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE Two-Weapon Fighting:
- When you engage in two-weapon fighting, you can add your ability modifier to the
Unarmed Strike +3 1d4 Bludgeoning damage of the second attack.

+1 ● +2 Insight (Wis) Second Wind:


- You have a limited well of stamina that you can draw on to protect yourself from harm. On
your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
+4 Intimidation (Cha) Scimitar +6 1d6+3 Slashing Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge:
WISDOM +1 Investigation (Int) - Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On
your turn, you can take one additional action.
Long Bow (Range: 150/600)
+6 1d8+3 Piercing Once you use this feature, you must finish a short or long rest before you can use it again.
-1 Medicine (Wis)
8
Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Martial Archetype:
+1 Nature (Int) Hand Axe (Range: 20/60) - At 3rd level, you choose an archetype from the list available that you strive to emulate in
your combat styles and techniques. The archetype you choose grants you features at 3rd
level and again at 7th, 10th, 15th, and 18th level.

-1
-1 Perception (Wis) 1d6+3 Slashing Ability Score Improvement:
- When you reach 4th level, you can increase one ability score of your choice by 2, or you
+1 Performance (Cha) can increase two ability scores of your choice by 1. As normal, you can't increase an ability
score above 20 using this feature.

CHARISMA
+1 Persuasion (Cha) Proficient: If your DM allows the use of feats, you may instead take a feat.

Extra Attack
+1 Religion (Int) - Improvised Weapons - Beginning at 5th level, you can attack twice, instead of once, whenever you take the

12
Attack action on your turn.

+6 Sleight of Hand (Dex) The number of attacks increases to three when you reach 11th level in this class and to
four when you reach 20th level in this class

● +6 Stealth (Dex) Bonus Proficiency


When you choose this archetype at 3rd level, you gain proficiency in one of the following
+1 +2 Survival (Wis)
skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion.
Alternatively, you learn one language of your choice.

Born to the Saddle


Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on
SKILLS ATTACKS & SPELLCASTING saving throws made to avoid falling off your mount. If you fall off your mount and descend
no more than 10 feet, you can land on your feet if you're not incapacitated.

Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than
half your speed.

9 PASSIVE WISDOM (PERCEPTION) (1) Leather Armor Unwavering Mark


Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for
CP 0 (1) Long Bow harming others. When you hit a creature with a melee weapon attack, you can mark the
creature until the end of your next turn. This effect ends early if you are incapacitated or
you die, or if someone else marks the creature.
(20) Arrows While it is within 5 feet of you, a creature marked by you has disadvantage on any attack
roll that doesn't target you.
Armor: SP 0 (2) Scimitars In addition, if a creature marked by you deals damage to anyone other than you, you can
- All Armor and Shields (2) Hand Axe make a special melee weapon attack against the marked creature as a bonus action on
your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon
deals extra damage to the target equal to half your fighter level.
Weapons: EP 0 (1) Explorer Pack Regardless of the number of creatures you mark, you can make this special attack a
- Martial and Simple Weapons (1) Small Knife number of times equal to your Strength modifier (minimum of once), and you regain all
expended uses of it when you finish a long rest

(1) Regional Map Tavern Brawler:


Tools: GP 500 (1) Humming Bird
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand,
you gain the following benefits:
Increase your Strength or Constitution by 1, to a maximum of 20.
- Disguise Kit
- Thieve's Tools (1) Amulet - From Mother
PP 0 (1) Set - Common Clothes
Language: (1) Thieve's Tool
- Common
- Elvish
- Thieve's Cant
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Age. Half-elves mature at the same rate humans do and reach adulthood around the
age of 20. They live much longer than humans, however, often exceeding 180 years.

Size. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your
size is Medium.

Darkvision. Thanks to your elf blood, you have superior vision in dark and dim
conditions. You can see in dim light within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fey Ancestry. You have advantage on saving throws against being charmed, and
magic can't put you to sleep.
Skill Versatility. You gain proficiency in two skills of your choice.

Languages. You can speak, read, and write Common, Elvish, and one extra language
of your choice.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

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

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