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Fighter (20), Ranger (7), Rogue (3) Lvl.

30 Far Travler
CLASS & LEVEL BACKGROUND PLAYER NAME
Piper Redwood
Variant Human Lawful Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

0 INSPIRATION
STRENGTH
I express affection or
12
18 (19)

ARMOR
+8 35 contempt in ways that are
CLASS
+6 PROFICIENCY BONUS INITIATIVE SPEED unfamiliar to others.
+1 PERSONALITY TRAITS

Hit Point Maximum 336


● +7 Strength
DEXTERITY As someone new to these strange lands, I

20 ●
+5

+9
Dexterity
Constitution
336 am cautious and respectful in my dealings.

CURRENT HIT POINTS IDEALS


+1 Intelligence
+5 ● +9 Wisdom
My freedom is my most precious possession.

CONSTITUTION
+4 Charisma

SAVING THROWS
0 I'll never let anyone take it from me again.

TEMPORARY HIT POINTS BONDS


16 27d10, 3d8
● +11 Acrobatics (Dex) Total SUCCESSES I don't take kindly to some of the actions and
+3 Animal Handling (Wis) motivations of the people of this land,
+3
30 FAILURES
because these folk are different from me.
+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +1 Athletics (Str)

12 ● +16

+1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.

+9 Insight (Wis)
Rapier +12 1d8 + 6 P Two-Weapon Fighting: When you engage in two-weapon fighting, you can add
+1 ● your ability modifier to the damage of the second attack.

+4 Intimidation (Cha) Long Bow +16 1d8 + 8 P Second Wind: 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.
WISDOM +1 Investigation (Int)
● +9 Medicine (Wis)
Hand Axe +7 1d6 + 1 S Action Surge: 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.

16 ● +7 Nature (Int) Echo AC: 20


Starting at 17th level, you can use it twice before a rest, but only once on the
same turn.

Extra Attack: You can attack 4 times, instead of once, whenever you take the
Attack action on your turn.
● +15 Perception (Wis)
+3 Action Surge: 2/2 Manifest Echo: You can use a bonus action to magically manifest an echo of
yourself in an unoccupied space you can see within 15 feet of you. This echo is
+4 Performance (Cha) a magical, translucent, gray image of you that lasts until it is destroyed, until you
dismiss it as a bonus action, until you manifest another echo, or until you're
+4 Persuasion (Cha) Unleash Incarnation: 3/3 incapacitated.
CHARISMA
Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all
+1 Religion (Int) conditions. If it has to make a saving throw, it uses your saving throw bonus for
Favored Foe: 1d6, 6/6
18 +5 Sleight of Hand (Dex)
the roll. It is the same size as you, and it occupies its space. On your turn, you
can mentally command the echo to move up to 30 feet in any direction (no
action required). If your echo is ever more than 30 feet from you at the end of
● +17 Stealth (Dex) Indomitable: 3/3 your turn, it is destroyed.

-As a bonus action, you can teleport, magically swapping places with your echo
+4 ● +15 Survival (Wis) Sneak Attack: 2d6
at a cost of 15 feet of your movement, regardless of the distance between the
two of you.
-When you take the Attack action on your turn, any attack you make with that
action can originate from your space or the echo's space. You make this choice
SKILLS ATTACKS & SPELLCASTING for each attack.
-When a creature that you can see within 5 feet of your echo moves at least 5
feet away from it, you can use your reaction to make an opportunity attack
against that creature as if you were in the echo's space.

25 PASSIVE WISDOM (PERCEPTION) Glamored Studded leather (13 + Dex AC) You can also
use a bonus action to speak the armor's command word
Unleash Incarnation: Whenever you take the Attack action, you can make one
CP and cause the armor to assume the appearance of a
additional melee attack from the echo's position. You can use this feature a
number of times equal to your Constitution modifier (a minimum of once). You
normal set of clothing or some other kind of armor. You
regain all expended uses when you finish a long rest.
decide what it looks like, including color, style, and
accessories, but the armor retains its normal bulk and
Echo Avatar: You can temporarily transfer your consciousness to your echo. As
weight. The illusory appearance last until you use this
Languages: Common, Elvish, Dwarvish, Goblin, Sylvan, SP property again or remove the armor.
an action, you can see through your echo's eyes and hear through its ears.
During this time, you are deafened and blinded. You can sustain this effect for
Thieves' Cant up to 10 minutes, and you can end it at any time (requires no action). While your
Mom's Longbow (22 points) (1d8 + Dex P + 3, 600 feet, 2
echo is being used in this way, it can be up to 1,000 feet away from you without
handed) (See Below)
being destroyed.
All armor, shields EP Ouroboros Rapiers (+1) (1d8 + Dex P, finesse) Whenever
Indomitable: you can reroll a saving throw that you fail. If you do so, you must
you roll an 8 on the damage die for an attack made with
Simple weapons, martial weapons use the new roll. You can use this feature 3 times between long rests.
these weapons, the target of the attack takes an extra
1d8 poison damage. In addition, when you roll a 20 on an
Shadow Martyr: you can make your echo throw itself in front of an attack
attack roll with this weapon against a creature, that
Trumpet GP creature must make a DC 15 Constitution saving throw.
directed at another creature that you can see. Before the attack roll is made,
you can use your reaction to teleport the echo to an unoccupied space within 5
On a failed save, the creature takes 3d6 poison damage
feet of the targeted creature. The attack roll that triggered the reaction is instead
and is poisoned for 1 minute. On a success, the poison
Thieves tools, disguise kit, poisoner's kit damage is halved and the creature is not poisoned.
made against your echo. Once you use this feature, you can't use it again until
you finish a short or long rest.
PP Hand axe x2 (1d6 +Str S, light, 60 feet)
Nightmare forest: Charisma Legion of One: you can use a bonus action to create two echos with your
Manifest Echo feature, and these echoes can co-exist. If you try to create a third
Boots of Elvenkind: While you wear these boots, your
echo, the previous two echoes are destroyed. Anything you can do from one
School proficiency: Nature steps make no sound, regardless of the surface you are
echo's position can be done from the other's instead. In addition, when you roll
moving across. You also have advantage on Dexterity
initiative and have no uses of your Unleash Incarnation feature left, you regain
(Stealth) checks that rely on moving silently.
one use of that feature.
Expertise: Survival, Stealth, Perception, Deception

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
17 5'8 130
AGE HEIGHT WEIGHT
Piper Redwood
Gray Tanned peach Black
CHARACTER NAME EYES SKIN HAIR

Favored Foe: When you hit a creature with an attack roll, you can call on
your mystical bond with nature to mark the target as your favored enemy
for 1 minute or until you lose your concentration (as if you were NAME
concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and
deal damage to it, including when you mark it, you increase that damage
by 1d6.

You can use this feature to mark a favored enemy a number of times
equal to your proficiency bonus, and you regain all expended uses when
you finish a long rest.

Canny: Choose one of your skill proficiencies. Your proficiency bonus is


doubled for any ability check you make using the chosen skill. You can
also speak, read, and write 2 additional languages of your choice.

Dread Ambusher: You can give yourself a bonus to your initiative rolls
equal to your Wisdom modifier. At the start of your first turn of each
combat, your walking speed increases by 10 feet, which lasts until the
end of that turn. If you take the Attack action on that turn, you can make
one additional weapon attack as part of that action. If that attack hits, the
target takes an extra 1d8 damage of the weapon's damage type.

Umbral Sight: You gain darkvision out to a range of 60 feet. If you


already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in SYMBOL
darkness, you are invisible to any creature that relies on darkvision to
see you in that darkness.

Roving: Your walking speed increases by 5, and you gain a climbing


speed and a swimming speed equal to your walking speed.

Iron Mind: You gain proficiency in Wisdom saving throws

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

All Eyes on You: Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go,
which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your
Mom's Longbow (32 points) homeland.
_________________________________________________________
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to
name a few, might be interested in hearing about your distant homeland and people.
-Enhanced Weapon (10) (Limited): You have a +3 bonus to attack and
damage rolls made with this weapon. Sharpshooter:
-Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
-Marksman (3): This weapon does not require physical ammo, upon -Your ranged weapon attacks ignore half and three-quarters cover.
- Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's
readying this weapon a spectral arrow or bolt is notched that acts as damage.
magical ammo of its normal type.
Dual wielder:
-Quick (1): You have advantage on initiative rolls. - You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
- You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
- You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
-Scout (2): You have advantage on attacks with this weapon in the first
round of combat. Skill Expert:
- Increase one ability score of your choice by 1, to a maximum of 20.
-Tracking (2): You can use an action to learn the exact direction of a - You gain proficiency in one skill of your choice.
creature who has taken damage from this weapon. This will only work - Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you
against creatures who were damaged in the last week, whilst they are choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
within 10 miles. Defensive Duelist: When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your
proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
-Sustaining (3): You do not need to eat, drink, or sleep whilst this
weapon is in your possession. Eldritch Adept: Shroud of Shadow: You can cast invisibility at will, without expending a spell slot.

Tough: Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an
-Keen (4): The weapon causes a critical hit when the d20 roll for an additional 2 hit points.
attack made with this weapon is a 19 or 20.
Telepathic: You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only
-Gripped (1): You cannot be made to drop this weapon against your if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically. You can cast the Detect Thoughts spell, requiring no spell slot or
will. components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd
level or higher, you can cast this spell with them.
-Transposed (2): You can use your bonus action to summon or dismiss Keen Mind: You always know which way is north. You always know the number of hours left before the next sunrise or sunset. You can accurately recall anything you have seen or
this weapon to/from a pocket dimension. heard within the past month.

-Vicious (4): If the d20 roll for an attack made with this weapon is a 20,
your critical hit deals an extra 4d6 damage of the weapon’s ADDITIONAL FEATURES & TRAITS
type.
_________________________________________________________

Ancestral Trait: You can use an action to mark your current location.
For the next 24 hours the weapon will always be able to guide you back
to that location.

Ancestral Personality: The weapon will encourage you to think of a


creative solution, filling you with pride when these come to fruition.

Expertise: Perception, Deception

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

Cunning Action: You can take a bonus action on each of your turns in
combat. This action can be used only to take the Dash, Disengage, or
Hide action.

Assassinate: You have advantage on attack rolls against any creature


that hasn't taken a turn in the combat yet. In addition, any hit you score
against a creature that is surprised is a critical hit.

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Ranger Wisdom 17 +9
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Invisibility (Eldritch Adept)

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 0 7
EPAR
SPELL NAME
ED
PR

● Goodberry

● Fog Cloud
4
● Hunter's Mark

● Speak with animals (Primal Awareness)


SPELLS KNOWN

● Disguise Self (Gloomstalker)

2 3 0
● Lesser Restoration

● Silence

● Beast Sense (Primal Awareness)


5
● Rope Trick (Gloomstalker)

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

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