Robin Hood, L10

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Rogue 5 / Fighter 5

CLASS & LEVEL PLAYER NAME


Robin Hood
Tabaxi Celebrity Adventurer’s Scion
(Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

(12 Mariner's Leather)


(+5 Dex)
+1 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +9 Dexterity
+1 Constitution +5 17 68
+1 • +4 Intelligence
CLASS
+1 Wisdom INITIATIVE HIT POINTS
12
+1 Charisma === REACTIONS === (only 1 per turn)
Skirmisher • You can move up to half your speed Total
5d8 + 5d10 SUCCESSES
Saving Throw Modifiers as a reaction when an enemy ends its turn within 5
DEXTERITY ft. of you without provoking opportunity attacks. FAILURES
Uncanny Dodge • When an attacker that you can
+5 DEFENSES
see hits you with an attack, you can use your
reaction to halve the attack’s damage against you.
HIT DICE DEATH SAVES

20 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION P +9 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+4
+1 +1

+0
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons

=== TOOLS ===


12 P +5 Athletics STR Disguise Kit, Thieves' Tools, Weaver's Tools
ABILITY SAVE DC
P +5 Deception CHA
=== LANGUAGES ===
+0 History INT Common, Elvish, Infernal, Orc, Thieves’ Cant
INTELLIGENCE
+1 Insight WIS

+0 +1 Intimidation CHA +1d8 30 ft. (Walking), 20 ft. (Climbing),


12 ft. (Jumping), 30 ft. (Swimming) Feline Agility • When you move on your turn in
+0 Investigation INT combat, you can double your speed until the end of
10 SPEED the turn. Once you use this trait, you can’t use it
+1 Medicine WIS again until you move 0 feet on one of your turns.
+8 Nature INT PROFICIENCIES & LANGUAGES
E

WISDOM P +5 Perception WIS


=== BONUS ACTIONS ===
P +5 Performance CHA +1d8 === SUPERIORITY DICE === 4d8 / Short Rest OOOO
+1 P +5 Persuasion CHA +1d8
Cunning Action
You can take a bonus action on each of your Maneuvers that enhance an attack in some way.
All maneuvers add the die roll to damage AND:
turns to take the Dash, Disengage, or Hide action.
+0 Religion INT Disarming Attack • (On Hit with Weapon)
12
E +13 Sleight of Hand DEX
Second Wind • O
/ Short Rest Disarm the target if it fails a DC 17 STR Save.
Once per short rest, you can use a bonus action
Trip Attack • (On Hit with Weapon)
E +13 Stealth DEX to regain 1d10+3 HP.
Knock target prone if it fails a DC 17 STR save.
CHARISMA E +9 Survival WIS Steady Aim
As a bonus action, you give yourself advantage Charismatic Presence • (With Skill Check)
When you make a Intimidation, Performance, or
+1 on your next attack roll on the current turn. You can
use this bonus action only if you haven’t moved Persuasion check, you can expend one superiority die and
during this turn, and after you use the bonus action, add the result to the ability check.
your speed is 0 until the end of the current turn.
12 Action Surge • O / Short Rest • Special
You can take one additional action on your turn.
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

15 PASSIVE WISDOM (PERCEPTION)


Recurve Longbow +12 1d8+6 Piercing Two-Handed, Range (150/600), Ignores cover.

Main-Hand Dagger (as Action) +11 1d4+5 Piercing Thrown Range (20/60), Ignores cover.
11 PASSIVE WISDOM (INSIGHT)

Rapier +9 1d8+5 Piercing No Bonus Action Dagger attack


10 PASSIVE INTELLIGENCE (INVESTIGATION)
Claws +9 1d4+5 Slashing Unarmed Strike, Natural Weapon, Finesse

Sneak Attack • Once per turn, you can deal an extra 3d6 damage to one creature you hit with a DEX-Based attack
Darkvision 60 ft.
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.
Sharpshooter • You ignore all but total cover. Also, before making a ranged attack, you may take a -5 penalty to
the attack roll and add +10 to the damage if it hits.
SENSES WEAPON ATTACKS & CANTRIPS

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Rogue 5 / Fighter 5
CLASS & LEVEL PLAYER NAME
Robin Hood
Tabaxi Celebrity Adventurer’s Scion
(Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== ROGUE FEATURES === === BATTLEMASTER FIGHTER FEATURES === === COMBAT MANEUVERS ===

* Sneak Attack • PHB 96 * Fighting Style • Archery • PHB * Combat Superiority • 4 / Short Rest • 1 Action
Once per turn, you can deal an extra 3d6 damage to You gain a +2 bonus to attack rolls you make with You learn maneuvers that are fueled by superiority
one creature you hit with an attack with a finesse or ranged weapons. dice. Maneuvers enhance an attack in some way. You
ranged weapon if you have advantage on the attack have 4d8 superiority dice per short rest.
roll. You don’t need advantage on the attack roll if * Second Wind • 1 / Short Rest • 1 Bonus Action
another enemy of the target is within 5 ft. of it, that Once per short rest, you can use a bonus action to * Maneuvers • PHB 74
enemy isn’t incapacitated, and you don’t have regain 1d10 + 5 HP.
disadvantage on the attack roll. | Disarming Attack • PHB
* Action Surge • 1 / Short Rest • Special When you hit with a weapon attack, you can expend
* Thieves’ Cant • PHB 96 You can take one additional action on your turn. one superiority die to add it to the damage and to
You have learned thieves’ cant, a secret mix of dialect, disarm the target if it fails a STR saving throw (DC 17).
jargon, and code that allows you to hide messages in === TABAXI RACIAL TRAITS ===
seemingly normal conversation. It takes four times | Trip Attack • PHB
longer to convey such a message than it does to * Darkvision • VGtM When you hit with a weapon attack, you can expend
speak the same idea plainly. You can see in darkness (shades of gray) up to 60 ft. one superiority die to add the total to the damage roll,
and if the target is Large or smaller, it must make a
* Cunning Action • 1 Bonus Action * Feline Agility • 1 / Other • Special STR saving throw (DC 17). On failure, you knock the
You can take a bonus action on each of your turns to When you move on your turn in combat, you can target prone.
take the Dash, Disengage, or Hide action. double your speed until the end of the turn. Once you
use this trait, you can’t use it again until you move 0 | Charismatic Presence • TCoE 42
* Uncanny Dodge • 1 Reaction feet on one of your turns. When you make a Charisma (Intimidation), a Charisma
When an attacker that you can see hits you with an (Performance), or a Charisma (Persuasion) check, you
attack, you can use your reaction to halve the attack’s * Cat’s Claws • VGtM can expend one superiority die and add the superiority
damage against you. You have a climbing speed of 20 ft. and your claws are die to the ability check.
natural weapons that deal 1d4 +1 slashing damage,
=== SCOUT FEATURES === instead of the normal bludgeoning damage for an
unarmed strike.
* Skirmisher • 1 Reaction
You can move up to half your speed as a reaction === FEATS ===
when an enemy ends its turn within 5 ft. of you without
provoking opportunity attacks. * Sharpshooter • PHB 170
Attacking at long range doesn't impose disadvantage
* Survivalist • XGtE 47 on your ranged weapon attack rolls and your ranged
You gain proficiency in the Nature and Survival skills weapon attacks ignore half cover and three-quarters
and your proficiency bonus is doubled for any ability cover. Before you make an attack with a ranged
check you make that uses either of them. weapon that you are proficient with, you can choose to
take a -5 penalty to the attack roll to add +10 to the
attack's damage.

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP Longbow, +1 1 2 lb. Thieves' Tools 1 1 lb.

Mariner's Studded Leather 1 13 lb. Rope, Hempen (50 feet) 1 10 lb.

SP Dagger 1 1 lb. Waterskin 1 5 lb.

Off-Hand Dagger 1 1 lb. Tinderbox 1 1 lb.


EP Shortbow 1 2 lb. Rations (1 day) 5 10 lb.

Rapier 1 2 lb. Oil (flask) 2 2 lb.


GP Arrows 20 1 lb. Disguise Kit 1 3 lb.

Backpack 1 5 lb. String 10 --


PP
Ball Bearings (bag of 1,000) 1,000 2 lb. Piton 10 2.5 lb.

Bell 1 -- Pouch 1 1 lb.


WEIGHT CARRIED

81.1 lb. Candle 5 --

ENCUMBERED Clothes, Fine 1 6 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

180 lb. Crowbar 1 5 lb.

PUSH/DRAG/LIFT Hammer 1 3 lb.

360 lb. Lantern, Hooded 1 2 lb.

EQUIPMENT

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21 Medium 5'-6" 120
GENDER AGE SIZE HEIGHT WEIGHT
Robin Hood Chaotic Good King Richard Freckled Green Red
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

He who jumps for the moon and gets it


not leaps higher than he who stoops for a
penny in the mud. What is done is done;
and the cracked egg cannot be cured.
PERSONALITY TRAITS

True leaders are generous to those they


are sworn to protect, and loyal to those
they serve.
IDEALS

I'll follow brave King Richard the Lionheart


into gates of hell itself! We shall bring
liberty and Christ's Love to Holy Lands!
BONDS

I had to leave my dear Maid Marion at


home on the manor that I'm responsible
for. I'm sure everything's going just great.
FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Background Feature: Name Dropping

You know and have met any number of powerful


people across the land — and some of them might
even remember you. You might be able to wrangle
minor assistance from a major figure in the
campaign, at the DM’s discretion.

Additionally, the common folk treat you with


deference, and your heritage and the stories you
tell might be good for a free meal or a place to
sleep.

CHARACTER BACKSTORY ADDITIONAL NOTES

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STR/DEX 16
AT L STER UVE S

Quiver of Spell Storage


Magical (Abjuration), Zhentarim Elite Issue.
Requires a spell from any caster. Requires Attunement.
Spell Stored: DC or HP:
This quiver stores a single Potion or Spell of Level 5 or below cast into it, holding it until
the attuned user draws an imbued arrow or thrown weapon from the quiver.

Any creature can cast a spell of 1st through 5th level into the quiver by touching it as the
spell is cast. The spell has no effect, other than to be stored in the quiver.
If the quiver can't hold the spell, the spell is expended without effect.

The stored spells are cast when the arrow hits a creature or point in space after being
fired from an attuned user. The user can determine at the time of firing if the arrow itself
does it's normal damage. If the arrow misses it's target and hits nothing before it
reaches it's maximum range, the spell has no effect and the shot (and stored spell) is
wasted.

The arrow uses the same slot level, spell save DC, and spellcasting ability of the
original caster. Once consumed, the spell is cast, freeing up space. If the spell is a
Concentration Spell, the shooter begins concentrating on the spell at the time of firing.

The only way to remove the spell is to fire the arrow or Dispel the Magic. Arrows can be
drawn normally from the quiver while it carries a spell.

MANUVERS:
Maneuvers that enhance an attack in some way.

Trip Attack • When you hit with a weapon attack, you can expend one superiority die to add
the total to the damage roll, and if the target is Large or smaller, it must make a STR saving
throw (DC 16). On failure, you knock the target prone.
Disarming Attack • When you hit with a weapon attack, you can expend one superiority die
to add it to the damage and to disarm the target if it fails a STR saving throw (DC 16).
Commanding Presence • When you make an Intimidation, Performance, or Persuasion
check, you can expend one superiority die and add the superiority die to the ability check.

Other Actions As a general rule, you can use any skill as an action.
These are suggestions, not a complete list. Be creative and don't hesitate to ask!
Disengage: Move around in combat without incurring any opportunity attacks.
Dodge: All attacks against you have disadvantage and you have advantage on DEX saves.
SPECIAL ATTACKS
First Aid: You can attempt to stabilize a dying creature with a DC 10 Medicine check.
When making an attack, in lieu of swinging your sword you can make a special Help: Grant advantage to another creature within 5ft on the next thing they do.
physical attack using your skill in Athletics. These special attacks can replace any
attack including opportunity attacks. Classes that have an Extra Attack feature may Hide: Used with your movement to attempt moving and hiding stealthily.
also make two special attacks, or grapple + Swing where appropriate. Talk: Use one of your social skills (CHA) in an attempt to talk to the enemy.
These special attacks are very useful when you are having trouble defeating an Survival: Boy Scout stuff, and/or Read into the environment and battlefield tactics.
NPC's Armor Class or are fighting to capture instead of kill.
Investigation: Sherlock stuff. Look for something specific, or look for information
When you make each of these attacks, each "attack" is a Contested Athletics check,
using your Roll + Athletics vs their Roll + Athletics OR Acrobatics Skill. Perception: Listen/Look/Smell for hidden creatures or objects.
Creatures smaller than you have Disadvantage on these checks. Creatures one Insight: Call bullshit on an NPC, or get a "Gut Feel" for traps or your general situation.
size larger than you have advantage. Creatures two sizes larger than you cannot be Sleight of Hand: Attempt to take something that isn't actively being held by a creature.
shoved or pushed, and cannot be held down by Grapple.
Athletics: Attempt to take something that IS being actively held by a creature.
On success:
Nature: Attempt to see if you remember something about a particular creature's biology.
Grapple: The enemy cannot move, and you can move/drag them along at half
speed. History: Attempt to see if you have ever met someone or seen something before.
They can escape using Acrobatics or Athletics as an action. Medicine: Try to get a general sense of how badly something is hurt, or what is hurting it.
They suffer no other penalties, and are free to attack instead of trying to escape. Arcana/Religion: Try to determine if something is Magical, Divine, or Natural in nature.
Push: You push your target 5ft away from you. Guard: Until the start of your next turn, any attack roll made against the guarded ally within
Trip: You knock your target prone. Standing up requires half their movement. of you has disadvantage if you can see the attacker, and as the ally is within 5 feet of you.
Melee Attacks on Prone creatures are made with Advantage. Additionally, if an attack would hit the guarded ally, you can instead have it hit you, but the
Ranged Attacks on Prone creatures are made with Disadvantage. attacker chooses the maximum amount of damage instead of rolling.

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