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Current Standard CS v1.

4
5 Fighter (Arcane Archer) Folk Hero
CLASS & LEVEL BACKGROUND PLAYER NAME

Dragonborn (Amethyst) Chaotic Good 6500


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

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

DEXTERITY HIT DICE HIT POINTS HIT POINTS DEATH SAVES


IDEALS

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

SAVING THROW PROFICIENCIES & LANGUAGES


11
DECEPTION
INTIMIDATION Dragonborn (Amethyst)
0 PERFORMANCE ATTACKS & SPELLCASTING
Breath Weapon (3/3) - When you take the Attack action on
CHARISMA PERSUASION your turn, you can replace one of your attacks with an
exhalation of magical energy in a 15-foot cone. Each
creature in that area must make a Dexterity saving throw
(DC = 8 + your Constitution modifier + your proficiency
3 PROFICIENCY BONUS bonus). On a failed save, the creature takes 1d10 + 1d6
damage of the type associated with your Gem Ancestry
(Force). On a successful save, it takes half as much
damage. This damage increases by 1d10 when you reach
5th level (2d10), 11th level (3d10), and 17th level (4d10).
10 PASSIVE WISDOM (PERCEPTION)
You can use your Breath Weapon a number of times equal
to your proficiency bonus, and you regain all expended uses
when you finish a long rest.
CURRENT WEIGHT
150 MAX WEIGHT
Draconic Resistance - You have resistance to the damage
type associated with your Gem Ancestry.
CLASS RESOURCES, AMMO & CHARGES
Psionic Mind - You can send telepathic messages to any
creature you can see within 30 feet of you. You don't need
Leather armor to share a language with the creature for it to understand
CP Longbow these messages, but it must be able to understand at least
20 arrows one language to comprehend them.
A set of artisan's tools (Carpenter's Tools)
A shovel Gem Flight - Starting at 5th level, you can use a bonus
SP An iron pot action to manifest spectral wings on your body. These wings
A set of common clothes last for 1 minute. For the duration, you gain a flying speed
A belt pouch containing 10 gp equal to your walking speed and can hover. Once you use
this trait, you can't do so again until you finish a long rest.
EP
Folk Hero

Rustic Hospitality - Since you come from the ranks of the


GP 10 common folk, you fit in among them with ease. You can find
a place to hide, rest, or recuperate among other
commoners, unless you have shown yourself to be a danger
PP to them. They will shield you from the law or anyone else
searching for you, though they will not risk their lives for you.
EQUIPMENT EQUIPMENT CONT. FEATURES & TRAITS
Speciality - You previously pursued a simple profession
among the peasantry, perhaps as a woodcutter. But
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
something happened that set you on a different path and
marked you for greater things.
27 6"9 182 lbs
AGE HEIGHT WEIGHT

Dark Red Violet Purple Scales Scale-Like Mohawk


CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Fighter (Arcane Archer)

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

Beguiling Arrow - Your enchantment magic causes ADDITIONAL


this arrowFEATURES & TRAITS
to temporarily beguile its target. The creature hit by the arrow takes
an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom
saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the
charmed target, deals damage to it, or forces it to make a saving throw.
The psychic damage increases to 4d6 when you reach 18th level in this class.

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.

CHARACTER BACKSTORY OTHER

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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.

CLASS & LEVEL RELATIONSHIP ROLE

NAME RACE ALIGNMENT EXPERIENCE POINTS

NAME ATK BONUS DAMAGE/TYPE

ARMOR
CLASS

-5 -5
CONDITIONS BOONS

STRENGTH DEXTERITY TEMP HP

INITIATIVE SPEED

Current SUCCESSES

FAILURES

-5 -5 HIT DICE
CURRENT
HIT POINTS
MAXIMUM
HIT POINTS DEATH SAVES
CONSTITUTION INTELLIGENCE
ATTACKS & SPELLCASTING

CP

-5 -5 CLASS RESOURCES, AMMO & CHARGES


SP

WISDOM CHARISMA

EP

PASSIVE WISDOM
(PERCEPTION)
GP

PP
CURRENT WEIGHT
0 MAX WEIGHT

PROFICIENCIES & LANGUAGES


FEATURES & TRAITS EQUIPMENT

CLASS & LEVEL RELATIONSHIP ROLE

NAME RACE ALIGNMENT EXPERIENCE POINTS

NAME ATK BONUS DAMAGE/TYPE

ARMOR
CLASS

-5 -5 CONDITIONS BOONS

STRENGTH DEXTERITY TEMP HP

INITIATIVE SPEED

Current SUCCESSES

FAILURES

-5 -5 HIT DICE
CURRENT
HIT POINTS
MAXIMUM
HIT POINTS DEATH SAVES
CONSTITUTION INTELLIGENCE
ATTACKS & SPELLCASTING

CP

-5 -5 CLASS RESOURCES, AMMO & CHARGES


SP
WISDOM CHARISMA

EP

PASSIVE WISDOM
(PERCEPTION)
GP

PP
CURRENT WEIGHT
0 MAX WEIGHT

PROFICIENCIES & LANGUAGES


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

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