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Level 10 Human Fighter, Arcane Archer 64000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


fighter guard
Folk Hero Neutral Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Telekinetic. You learn the mage hand cantrip and can cast it
STRENGTH Unarmored (15) 15 without verbal or somatic components, and you can make the
spectral hand invisible. As a bonus action, you can try to
PROFICIENCY BONUS +4
11
SHIELD shove one creature you can see within 5 feet of the spectral
AC hand created by your mage hand spell. When you do so, the
target must succeed on a DC12 Strength saving throw or be
N
CIE C
pushed 5 feet away from you.
+4 Strength
Y
PROFI


+0 Stealthy. If you are hidden, you can move up to 10 feet in the
+5 Dexterity open without revealing yourself if you end the move in a
position where you’re not clearly visible.
✘ +7 Constitution ARMOR CLASS
DEXTERITY Thrown Arms Master. Simple and martial melee weapons can
+1 Intelligence be thrown, one handed weapons with a range of 20/60 and
MAXIMUM HIT DICE TEMPORARY

20 +0 Wisdom two handed weapons with a range of 15/30. Thrown weapons


91 10d10 gain additional range of +20/+40 and light thrown weapons
+0 Charisma that miss boomerang back to you.
CONDITIONAL
Fighting Style.
+5 Archery. You gain a +2 bonus to attack rolls you make with
ranged weapons.
CURRENT HIT POINTS
Second Wind (Bonus Action—1/Short Rest). You regain
CONSTITUTION DEATH SAVING THROWS
1d10+10 hp.
SAVING THROWS

16 N
CIE C

+9 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Action Surge (1/Short Rest). On your turn, you can take one
additional action on top of your regular action.
Y
PROFI


RT

EXPE

✘ +4 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION Extra Attack. You can attack twice, instead of once, whenever
+3 ✘ +5 Arcana (Int)
you take the Attack action on your turn

Indomitable (1/Long Rest). You can reroll a saving throw that


+0 Athletics (Str) you fail. If you do so, you must use the new roll.
INTELLIGENCE +0 Deception (Cha)
Arcane Shot (2/Short Rest). 1/turn use one of you Arcane

12 ✘ +5 History (Int) Shot options when you hit with an arrow, unless the option
doesn't inolve an attack roll.
+0 Insight (Wis) Banishing Arrow. A creature hit by this arrow must make a
DC13 Charisma saving throw or be banished to a harmless
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS location in the feywild until the end of its next turn.
+1 +1 Investigation (Int)
Seeking Arrow. When using this arrow, don't make an
attack roll. Instead choose 1 creature you have seen in the
+0 Medicine (Wis) past minute. The arrow flies toward it, ingnoring up to three-
quarters cover. The target makes a DC13 Dexterity saving
WISDOM +1 Nature (Int) throw. On a fail it takes normal damage and an extra 1d6
force damage, and you learn its location. On a succes it takes

11 +0 Perception (Wis)

+0 Performance (Cha)
half damage, and you don't learn its location.
Piercing Arrow. When using this arrow, it becomes
ethereal. You make no attack roll, instead the arrow shoots
+0 Persuasion (Cha)
forward in a 1ft wide, 30ft long line. It passes through objects
+0 +1 Religion (Int)
and ignores cover. Each creature in the line makes a DC13
Dexterity saving throw. On a fail it takes normal damage and
an extra 1d6 piercing. On a succes it takes half damage.
+5 Sleight of Hand (Dex) Grasping Arrow. A creature hit by this arrow is wrapped in
CHARISMA poisonous brambles, it takes an extra 2d6 poison damage, its
✘ +9 Stealth (Dex) speed is reduced by 10ft, and it takes 2d6 slashing damge the

11
first time on each turn it moves 1ft without teleporting. It or
✘ +4 Survival (Wis) any close enough, can use an action to remove the brambles
SKILLS by succeeding a DC13 Athletics check. Otherwse the brambles
last for 1 minute or until you use this option again.

+0 10 PASSIVE PERCEPTION Magic Arrow. Your arrow attacks are considered magical.

Curving Shot (Bonus Action). When missing with an arrow,


reroll the attack against a different target within 60ft of the
ADVANTAGE
original.
INITIATIVE +5 2 Attacks / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE

FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Heavy Armor, Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Vehicles land, Alchemist’s


supplies

Languages. Common, Goblin

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 50 4'8" 110 lb.
GENDER AGE HEIGHT WEIGHT
fighter guard Green White Long
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You come from a humble social rank, but you are destined for so much more. Already the people of your home village
regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the
common folk everywhere.
I’m confident in my own abilities and do what I can
to instill confidence in others.
I’m confident in my own abilities and do what I can
to instill confidence in others.

PERSONALITY TRAITS

Respect. People deserve to be treated with dignity


and respect. (Good)

IDEAL

I worked the land, I love the land, and I will protect


the land.

BOND

I have a weakness for the vices of the city, especially


hard drink.

FLAW BACKGROUND STORY

he gay
Rustic Hospitality
Since you come from the ranks of the common folk,
you fit in among them with ease. You can find a
place to hide, rest, or recuperate among other
commoners, unless you have shown yourself to be a
danger to them. They will shield you from the law or
anyone else searching for you, though they will not
risk their lives for you.

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Khyber Dragonshard 1 —

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

lb / 165 lb 330 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Druidcraft Mage Hand
Transmutation Cantrip Conjuration Cantrip

CASTING TIME 1 action CASTING TIME 1 action


RANGE 30 feet RANGE 30 feet
DURATION Instantaneous DURATION 1 minute
COMPONENTS V, S COMPONENTS V, S

Whispering to the spirits of nature, you create one of the following A spectral, floating hand appears at a point you choose within range.
effects within range: The hand lasts for the duration or until you dismiss it as an action.
• You create a tiny, harmless sensory effect that predicts what the The hand vanishes if it is ever more than 30 feet away from you or if
weather will be at your location for the next 24 hours. The effect you cast this spell again.
might manifest as a golden orb for clear skies, a cloud for rain, falling You can use your action to control the hand. You can use the hand
snowflakes for snow, and so on. This effect persists for 1 round. to manipulate an object, open an unlocked door or container, stow or
• You instantly make a flower blossom, a seed pod open, or a leaf retrieve an item from an open container, or pour the contents out of
bud bloom. a vial. You can move the hand up to 30 feet each time you use it. The
• You create an instantaneous, harmless sensory effect, such as hand can’t attack, activate magic items, or carry more than 10
falling leaves, a puff of wind, the sound of a small animal, or the faint pounds.
odor of skunk. The effect must fit in a 5-foot cube.
• You instantly light or snuff out a candle, a torch, or a small
campfire.

Arcane Archer Lore (Fighter) Player’s Handbook Telekinetic Player’s Handbook


Khyber Dragonshard
Adventuring Gear

Dragonshards are crystals imbued with raw mystical


energy. They are the fuel that drives the magical economy,
playing a vital role in the creation of magic items and the
performance of arcane rituals.
Khyber dragonshards are found deep in the earth, often
near layers of magma. These living crystals typically grow
on cavern walls, and superstition says they flourish in areas
with significant fiendish activity. Khyber dragonshards are
deep blue or dark violet, laced with gleaming veins.
Khyber dragonshards have an affinity for binding magics.
Elemental binding—which is behind airships, the lightning
rail, and elemental galleons—requires a Khyber shard to
hold the elemental. Khyber shards are used for
phylacteries, planar binding, any other effects that trap or
manipulate spirits Khyber dragonshards are also used for
many necromantic rituals.

0 lb. Wayfinder’s Guide to Eberron

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