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Robin Hood, L8
Robin Hood, L8
+0
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons
Main-Hand Dagger (as Action) +10 1d4+5 Piercing Finesse, Thrown Range (20/60)
11 PASSIVE WISDOM (INSIGHT)
Off-Hand Dagger (Bonus Action) +10 1d4+0 Piercing As Bonus Action after Dagger Attack
Sneak Attack • Once per turn, you can deal an extra 3d6 damage to one creature you hit with a DEX-Based attack
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.
SENSES WEAPON ATTACKS & CANTRIPS
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Rogue 5 / Fighter 3
CLASS & LEVEL PLAYER NAME
Robin Hood
Tabaxi Celebrity’s Scion (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS
=== ROGUE FEATURES === === FIGHTER FEATURES === === TABAXI RACIAL TRAITS ===
Bell 1 -- String 10 --
WEIGHT CARRIED
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
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STR/DEX 17
AT L STER UVE S
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.