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Jamie Dragonborn Epic Sesh
Jamie Dragonborn Epic Sesh
4
5 Fighter (Arcane Archer) Folk Hero
CLASS & LEVEL BACKGROUND PLAYER NAME
10 ◆ SAVING THROW
ATHLETICS
16
ARMOR
INSPIRATION
CLASS
0 CONDITIONS BOONS
When I set my mind to something, I follow through no
matter what gets in my way.
STRENGTH
+3 TEMP HP
30 PERSONALITY TRAITS
SAVING THROW INITIATIVE SPEED
18
ACROBATICS
SLEIGHT OF HAND
Current 5d10
44 44 SUCCESSES
Respect - People deserve to be treated with dignity and
respect.
4 STEALTH 5d10 CURRENT MAXIMUM
FAILURES
NAME ATK BONUS DAMAGE/TYPE My tools are symbols of my past life, and I carry them
15 ◆ SAVING THROW so that I will never forget my roots.
+2
2 BONDS
CONSTITUTION
I have trouble trusting in my allies as I'm used to being
a lone wolf.
14 SAVING THROW
ARCANA
FLAWS
HISTORY
2 INVESTIGATION
Arcane Shot - (2/2)
INTELLIGENCE NATURE
Saving Throws: Strength, Constitution
RELIGION Weapons: simple weapons, martial weapons
Armor: light armor, medium armor, heavy armor, shields
Tools: Carpenter's Tools, Cart
12 SAVING THROW Skills: Animal Handling, Survival, Acrobatics, Intimidation
● ANIMAL HANDLING Languages: Can speak, read, and write Common, Draconic
INSIGHT
1 MEDICINE
WISDOM PERCEPTION
● SURVIVAL
NAME
SYMBOL
Archery - You gain a +2 bonus to attack rolls you make with ranged weapons.
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.
Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge - Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take
one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it
twice before a rest, but only once on the same turn.
Arcane Archer Lore - At 3rd level, you learn magical theory or some of the secrets of nature—typical for practitioners of this elven
martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the
prestidigitation or the druidcraft cantrip.
Arcane Shot - At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you
learn two Arcane Shot options of your choice (see "Arcane Shot Options" below).
Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane
Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn't involve an attack
roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level.
Each option also improves when you become an 18th-level fighter.
Arcane Shot Options - The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in
alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.
If an option requires a saving throw, your Arcane Shot save DC is calculated as follows:
Arcane Shot save DC = 8 + your proficiency bonus + your Intelligence modifier
Bursting Arrow - You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your
attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage
each.
The force damage increases to 4d6 when you reach 18th level in this class.
Extra Attack - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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.
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Prepared Spells Spell Save DC Spell Attack
SPELLCASTING Total Bonus
CLASS/ABILITY
0 CANTRIPS 3 6
Prestidigitation
SPELL
LEVEL
SLOTS TOTAL SLOTS REMAINING
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.
COMPANIONS, FAMILIARS,
AND PETS.
ARMOR
CLASS
-5 -5
CONDITIONS BOONS
INITIATIVE SPEED
Current SUCCESSES
FAILURES
-5 -5 HIT DICE
CURRENT
HIT POINTS
MAXIMUM
HIT POINTS DEATH SAVES
CONSTITUTION INTELLIGENCE
ATTACKS & SPELLCASTING
CP
WISDOM CHARISMA
EP
PASSIVE WISDOM
(PERCEPTION)
GP
PP
CURRENT WEIGHT
0 MAX WEIGHT
ARMOR
CLASS
-5 -5 CONDITIONS BOONS
INITIATIVE SPEED
Current SUCCESSES
FAILURES
-5 -5 HIT DICE
CURRENT
HIT POINTS
MAXIMUM
HIT POINTS DEATH SAVES
CONSTITUTION INTELLIGENCE
ATTACKS & SPELLCASTING
CP
EP
PASSIVE WISDOM
(PERCEPTION)
GP
PP
CURRENT WEIGHT
0 MAX WEIGHT