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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

(12 Mariner's Leather)


(+5 Dex)
+1 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +8 Dexterity
+1 Constitution +5 17 54
+1 • +3 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 + 3d10 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 +8 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+3
+1 +1

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

=== TOOLS ===


12 P +4 Athletics STR Disguise Kit, Thieves' Tools, Weaver's Tools
ABILITY SAVE DC
P +4 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.
+6 Nature INT PROFICIENCIES & LANGUAGES
E

WISDOM P +4 Perception WIS


=== BONUS ACTIONS === === SUPERIORITY DICE === 4d8 / Short Rest OOOO
P +4 Performance CHA +1d8
+1 P +4 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 +11 Sleight of Hand DEX
Second Wind • O
/ Short Rest Disarm the target if it fails a DC 16 STR Save.
Once per short rest, you can use a bonus action
Trip Attack • (On Hit with Weapon)
E +11 Stealth DEX to regain 1d10+5 HP.
Knock target prone if it fails a DC 16 STR save.
CHARISMA E +7 Survival WIS Steady Aim
Charismatic Presence • (With Skill Check)
As a bonus action, you give yourself advantage
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
during this turn, and after you use the bonus action,
Persuasion check, you can expend one superiority die and
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

14 PASSIVE WISDOM (PERCEPTION)


Recurve Longbow +11 1d8+6 Piercing Two-Handed, Range (150/600)

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

10 PASSIVE INTELLIGENCE (INVESTIGATION)


Rapier +8 1d8+5 Piercing No Bonus Action Dagger attack
Darkvision 60 ft. Claws +8 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
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 ===

* Sneak Attack • PHB 96 * Fighting Style • Archery • PHB * Darkvision • VGtM


Once per turn, you can deal an extra 3d6 damage to You gain a +2 bonus to attack rolls you make with You can see in darkness (shades of gray) up to 60 ft.
one creature you hit with an attack with a finesse or ranged weapons.
ranged weapon if you have advantage on the attack * Feline Agility • 1 / Other • Special
roll. You don’t need advantage on the attack roll if * Second Wind • 1 / Short Rest • 1 Bonus Action When you move on your turn in combat, you can
another enemy of the target is within 5 ft. of it, that Once per short rest, you can use a bonus action to double your speed until the end of the turn. Once you
enemy isn’t incapacitated, and you don’t have regain 1d10 + 3 HP. use this trait, you can’t use it again until you move 0
disadvantage on the attack roll. feet on one of your turns.
* Action Surge • 1 / Short Rest • Special
* Thieves’ Cant • PHB 96 You can take one additional action on your turn. This * Cat’s Claws • VGtM
You have learned thieves’ cant, a secret mix of dialect, can be used 1 times per short rest. You have a climbing speed of 20 ft. and your claws are
jargon, and code that allows you to hide messages in natural weapons that deal 1d4 +1 slashing damage,
seemingly normal conversation. It takes four times === COMBAT MANEUVERS === instead of the normal bludgeoning damage for an
longer to convey such a message than it does to unarmed strike.
speak the same idea plainly. * Combat Superiority • 4 / Short Rest • 1 Action
You learn maneuvers that are fueled by superiority
* Cunning Action • 1 Bonus Action dice. Maneuvers enhance an attack in some way. You
You can take a bonus action on each of your turns to have 4d8 superiority dice per short rest.
take the Dash, Disengage, or Hide action.
* Maneuvers • PHB 74
* Uncanny Dodge • 1 Reaction
When an attacker that you can see hits you with an | Disarming Attack • PHB
attack, you can use your reaction to halve the attack’s When you hit with a weapon attack, you can expend
damage against you. one superiority die to add it to the damage and to
disarm the target if it fails a STR saving throw (DC 16).
=== SCOUT FEATURES ===
| Trip Attack • PHB
* Skirmisher • 1 Reaction When you hit with a weapon attack, you can expend
You can move up to half your speed as a reaction one superiority die to add the total to the damage roll,
when an enemy ends its turn within 5 ft. of you without and if the target is Large or smaller, it must make a
provoking opportunity attacks. STR saving throw (DC 16). On failure, you knock the
target prone.
* Survivalist • XGtE 47
You gain proficiency in the Nature and Survival skills | Commanding Presence • TCoE 42
and your proficiency bonus is doubled for any ability When you make a Charisma (Intimidation), a Charisma
check you make that uses either of them. (Performance), or a Charisma (Persuasion) check, you
can expend one superiority die and add the superiority
die to the ability check.

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP Mariner's Studded Leather 1 13 lb. Oil (flask) 2 2 lb.

Longbow, +1 1 2 lb. Piton 10 2.5 lb.

SP Dagger 1 1 lb. Pouch 1 1 lb.

Off-Hand Dagger 1 1 lb. Rations (1 day) 5 10 lb.


EP Shortbow 1 2 lb. Rope, Hempen (50 feet) 1 10 lb.

Rapier 1 2 lb. Tinderbox 1 1 lb.


GP Arrows 20 1 lb. Waterskin 1 5 lb.

Backpack 1 5 lb. Disguise Kit 1 3 lb.


PP
Ball Bearings (bag of 1,000) 1,000 2 lb. Thieves' Tools 1 1 lb.

Bell 1 -- String 10 --
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 17
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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