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Druid 2 318 Lu�s Santos


CLASS & LEVEL EXPERIENCE POINTS PLAYER NAME
Stout Halfling Guild Merchant
RACE BACKGROUND CAMPAIGN or PLAYER ID

SPEED FEATURES, TRAITS & MORE


STR
-1 +2 PROFICIENCY
BONUS
ARMOR
CLASS Alignment: Neutral Good. I help others
(AC) INITIATIVE according to their needs and promote
8 compassion above all else.
SAVING THROWS
15 +2 25 .
Stout Halfling Traits [PHB p. 26]
Armor Worn: Leather armor, wooden shield • Age: 46-years-old
-1 Strength Saves
• Small Size (3' 0", 45 lbs.)
DEX +2 Dexterity Saves
• Brave (adv. fear saves)
HIT POINTS HIT DICE
+2 +2 Cons tu on Saves
• Halfling Nimbleness (through occupied

15
+2 Intelligence Saves *
+4 Wisdom Saves * 17 2d8 spaces)
• Lucky (reroll 1s on d20s)
+1 Charisma Saves • Stout Resilience (versus poison)
* Prof. bonus added DEATH SAVES: Success O O O Fail O O O
Class Features [PHB p. 65]
CON SKILLS WEAPON & UNARMED ATTACKS • Ritual Cas ng

+2 +2 Acroba cs (Dex) Basic A ack. One target per A ack ac on.


• Wild Shape (max. CR 1/4, no flying or
swimming, twice betw. long rests)
+2 Animal Handling (Wis) • Natural Recovery (regain spell slots in short
15 +0 Arcana (Int) rest)
Scimitar. Melee Weapon A ack: +4 to hit,
-1 Athle cs (Str) reach 5 . Hit: 1d6+2 slashing damage.
Spellcas ng [PHB p. 201]
+1 Decep on (Cha)
INT +0 History (Int) Dagger. Melee or Ranged Weapon A ack: +4 to
+0 +4 Insight (Wis) *
+1 In mida on (Cha)
hit, reach 5 . 1d4+2 piercing damage. (If
thrown, normal range to 20 .; disadvantage
Spell A ack Modifier +4
Spell Save DC 12
10 +0 Inves ga on (Int)
long range 21 to 60 .)
+2 Medicine (Wis) Sling. Ranged Weapon A ack: +4 to hit. Hit: Cantrips Known: Guidance, Poison Spray
+2 Nature (Int) * 1d4+2 bludgeoning damage. (Normal range
to 30 .; disadvantage long range 31 to 120 Prepared Spells
WIS +2 Percep on (Wis) 1st Level (3 slots): Faerie Fire, Charm Person,
.)
+2 +1 Performance (Cha)
+3 Persuasion (Cha) *
MAGIC & SPECIAL ATTACKS
Cure Wounds, Detect Magic

15 +0 Religion (Int) Background Features [PHB p. 132]


+2 Sleight of Hand (Dex) Poison Spray Cantrip. Ranged Spell A ack: • Guild Membership
+2 Stealth (Dex) Target a creature within 10 . that you can
see, it must succeed on a DC 12 Cons tu on
+4 Survival (Wis) *
CHA saving throw or take 1d12 poison damage.
(No damage if made save.)
+1 * Prof. bonus added

12
12 PASSIVE WISDOM
(PERCEPTION)

PROFICIENCIES & LANGUAGES EQUIPMENT & TREASURE

Armor: light armor, medium armor, shields Carried Gear: leather armor (AC 11), shield (AC
+2), scimitar, dagger, sling and 20 stones, belt
(nonmetal only) pouch, set of common clothes, set of traveler's
Weapons: club, dagger, dart, javelin, mace, clothes, merchant's scale, a le er of introduc on
quarterstaff, scimitar, sickle, sling, spear from your guild
Tools: one type of ar san's tools, herbalism
Li ing and Carrying: 120 lbs. max. carrying
kit capacity; 240 lbs. pushing or dragging (speed -5
Saving Throws: Intelligence, Wisdom .); 240 lbs. max. li .
Skills: Insight, Nature, Persuasion, Survival
Coins & Gems: 6 gold pieces (gp); 63 silver
Languages: Common, Giant, Halfling pieces (sp); 58 copper pieces (cp); 4 gems (worth
10 gp each)

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[PHB] = page number reference to the Dungeons & Dragons Player's Handbook (5th edition) by Mike Mearls and Jeremy Crawford, published
August 19, 2014, by Wizards of the Coast (ISBN-10: 0786965606; ISBN-13: 978-0786965601). [VGtM] = Volo's Guide To Monsters (ISBN
9780786966073), available from a gaming store near you.

[EEPG] = Elemental Evil Player's Companion, available for download from https://dnd.wizards.com/products/tabletop-games/rpg-
products/player's-companion
CONTACT (especially about typos, glitches and othre errrors)

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