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Character

Celyddon is a level 3 Eladrin Rogue with a Chaotic Good alignment, proficient in various skills including Acrobatics, Deception, and Stealth. The character possesses unique features such as Fey Step, allowing teleportation with seasonal effects, and has a background involving duels and a connection to a lesser noble. Celyddon has a hit point maximum of 21, various equipment, and is characterized by traits like Darkvision and immunity to magical sleep.

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0% found this document useful (0 votes)
32 views3 pages

Character

Celyddon is a level 3 Eladrin Rogue with a Chaotic Good alignment, proficient in various skills including Acrobatics, Deception, and Stealth. The character possesses unique features such as Fey Step, allowing teleportation with seasonal effects, and has a background involving duels and a connection to a lesser noble. Celyddon has a hit point maximum of 21, various equipment, and is characterized by traits like Darkvision and immunity to magical sleep.

Uploaded by

K T
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Rogue [Swashbuckler ]

(3)
Duelist KT
Celyddon
CLASS & LEVEL BACKGROUND PLAYER NAME

Elf/Eladrin Chaotic Good


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
Depending on the Season
15 +3 30
STRENGTH

10 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED Depending on the Season
0 PERSONALITY TRAITS

Hit Point Maximum 21


0 Strength
DEXTERITY
Pride. I never, EVER, back
+5 Dexterity
down from a challenge.
17 +1 Constitution
+3 Intelligence CURRENT HIT POINTS (Any) IDEALS

+3 0 Wisdom
If it can be helped, I will not
+3 Charisma
CONSTITUTION
kill in fights of honour.
SAVING THROWS
TEMPORARY HIT POINTS

12
BONDS

+5 Acrobatics (Dex) SUCCESSES


+1 3x(1d8+1) Depending on the Season
0 Animal Handling (Wis) FAILURES

+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE 0 Athletics (Str)

12 +5 Deception (Cha)
+3 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Backpack
+4 Insight (Wis)
Dagger +5 1d4+3 piercing
Ball bearings
+1
+5 Intimidation (Cha) Rapier +5 1d8+3 piercing Bell
WISDOM +1 Investigation (Int) Calligrapher's Supplies
+2 Medicine (Wis)
Candle x5
10 +1 Nature (Int)
Number of Attacks: 1 Crowbar
+4 Perception (Wis)
0 Hammer
+5 Performance (Cha)
Lantern, hooded
+5 Persuasion (Cha)
CHARISMA Oil x2
+1 Religion (Int)

16 +5 Sleight of Hand (Dex)


+3 Stealth (Dex)
Piton x10
Potion Of Healing x2
+3 0 Survival (Wis)
Rations (1 day) x5
Rope, hempen
SKILLS ATTACKS & SPELLCASTING
String
Studded
14 PASSIVE WISDOM (PERCEPTION)
CP Thieves' Tools
Tinderbox
Tool Proficiencies: Calligrapher's
Supplies; Thieves' Tools
SP
Waterskin
EP
Weapon Proficiencies: Crossbow, hand;
Longsword; Rapier; Shortsword; Simple
GP
68
Armor Proficiencies: Light
PP
Language Proficiencies: Common;
Elvish; Sylvan

OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
198 6' 150
Celyddon
AGE HEIGHT WEIGHT

Light Green Pale with a tint depending on the Season Depending on the Season
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

Darkvision: 60 ft.
Immunities: magical-sleep

----------Bonus Actions----------
Cunning Action. As a bonus action you can Dash, Disengage or Hide (use once/turn).

Fey Step. Fey Step: As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you
use this trait, you can’t do so again until you finish a short or long rest.

When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw,
the DC equals 8 + your proficiency bonus + your Charisma modifier:

Autumn: Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must
succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.

Winter: When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must
succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Spring: When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead
of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.

Summer: Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire
damage equal to your Charisma modifier (minimum of 1 damage).

-----------Other Traits------------
Fancy Footwork. When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal.
During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the
rest of your turn.

Feature: Fan Favorite. Feature: Fan Favorite


You are making a name for yourself through the various duels you have been in. A lesser noble is quite taken with your grit and
determination and has told you how much they admire you and offers their services. You begrudgingly accept their offer of favors.
You may use this lesser noble as a contact for small favors or information. These favors have not come with any strings attached.
..yet.
.

Feature: High House Enmity. As a result of one of your many duels you have severely wounded, dishonored or killed a prominent
member of an influential noble house. The house in question has sworn to make you pay with your life for this affront.

Fey Ancestry. Advantage on charmed saves and immune to sleep magic.

Rakish Audacity. Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls
equal to your Charisma modifier.

You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack
against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the
attack roll. All the other rules for Sneak Attack still apply to you.

Sneak Attack. 2d6 extra damage on attack where you have advantage or another enemy of creature is within 5 ft. (use once/turn).

Thieves' Cant. Convey secret messages hidden in normal conversation.

Trance. Trance 4 hrs. instead of sleep 8.

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