Fighter [Battle Master ] (3) / Rogue
[Mastermind] (3) Urban Bounty Hunter Norton
CLASS & LEVEL BACKGROUND PLAYER NAME
Nyx'alia Dest'eshan
Human/Calishite Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH I don't like when people touch me
16 +3 30
+3 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
I'll do what I must, I don't care
about morals too much
16 PERSONALITY TRAITS
Hit Point Maximum 51
+6 Strength
DEXTERITY
+3 Dexterity
+3 +5 Constitution
0 Intelligence
CURRENT HIT POINTS IDEALS
16 +1 Wisdom
Soraya
0 Charisma Nox
CONSTITUTION SAVING THROWS Vixen
TEMPORARY HIT POINTS BONDS
+2
+6 Acrobatics (Dex) SUCCESSES
3x(1d8+2)
14 +1 Animal Handling (Wis)
3x(1d10+2) FAILURES
0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +9 Athletics (Str)
0 0
0
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Backpack
Crossbow, light +6 1d8+3 piercing
10 +1 Insight (Wis) Bedroll
0 Intimidation (Cha) Longsword +6 1d8+3 slashing Chain mail
WISDOM 0 Investigation (Int) Crossbow bolt x20
+1 Medicine (Wis) Mess kit
+1 0 Nature (Int) Number of Attacks: 1 Pouch
12
+1 Perception (Wis) Rations (1 day) x10
0 Performance (Cha) Rope, hempen
CHARISMA
0 Persuasion (Cha) Shield
0 Religion (Int) Tinderbox
0 +9 Sleight of Hand (Dex) Torch x10
+6 Stealth (Dex) Waterskin
11 +1 Survival (Wis)
SKILLS ATTACKS & SPELLCASTING
11 PASSIVE WISDOM (PERCEPTION)
CP
Tool Proficiencies: Disguise Kit; SP
Forgery Kit; Thieves' Tools
EP
Weapon Proficiencies: Martial;
Simple
GP 253
Armor Proficiencies: Heavy; Light;
Medium; Shields PP
Language Proficiencies: Common;
Elvish, Celestial, Infernal, Monkey.
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
27
AGE HEIGHT WEIGHT
Nyx'alia Dest'eshan
blue/light blue tan dyed blonde
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.
Druid Wisdom 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Control Flames
Magic Stone
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 7
EPAR
SPELL NAME
ED
PR
Jump
4
SPELLS KNOWN
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
----------Bonus Actions----------
Cunning Action. As a bonus action you can Dash, Disengage or Hide (use once/turn).
Second Wind. Regain 1d10 +3 HPs (use once/rest).
---------------Actions--------------
Action Surge. Take an extra action (use once/rest).
-----------Other Traits------------
Combat Superiority. When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice, which are detailed under "Maneuvers" on page 74 of the PHB. Many maneuvers
enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace
one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your
expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC
is calculated
as follows: Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Commander's Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of
your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature
can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
Ear to the Ground. You are in frequent contact with people in the segment of society that your chosen quarries move through. These people
might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes
in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
Also, pick any two proficiencies from Deception, Insight, Persuasion, and Stealth.
Equipment. You possess a set of clothes appropriate to your duties. Enter this manually.
Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking
you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has
disadvantage on all attack rolls against targets other than you until the end of your next turn.
Great Weapon Fighting Style. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with
two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or
versatile property for you to gain this benefit.
Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that
attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
Magic Initiate. Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must
finish a long rest before you can cast it again using this feat.
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid:
or Intelligence for wizard.
Master of Intrigue. When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set
of your choice (enter the gaming set manually). You also learn two languages of your choice (enter this manually). Additionally, you can
unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, allowing you to pass yourself off as a
native speaker of a particular land, provided that you know the language.
Master of Tactics. Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally
in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.
Skill Proficiencies. Choose two from among Deception, Insight, Persuasion, and Stealth. Enter these manually.
Sneak Attack. 2d6 extra damage on attack where you have advantage or another enemy of creature is within 5 ft. (use once/turn).
Student of War. At 3rd level, you gain proficiency with one type of artisan's tools of your choice.
Thieves' Cant. Convey secret messages hidden in normal conversation.
Tool Proficiencies. Choose two from among one type of gaming set, one musical instrument, and thieves' tools. Enter these manually.
Woodcarver's tools. You are proficient with Woodcarver's tools.
Page 1
Control Flames Magic Stone Jump
Druid Cantrip Transmutation DC 12 Spell Mod +4 Druid Cantrip Transmutation DC 12 Spell Mod +4 Druid Level 1 Transmutation DC 12 Spell Mod +4
1 Act. 60 ft S Inst 1 B.A. Touch V,S 1 min 1 Act. Touch V,S,M 1 min
A grasshopper's hind leg
You choose nonmagical flame that you can see You touch one to three pebbles and imbue You touch a creature. The creature's jump
within range and that fits within a 5-foot cube. them with magic. You or someone else can distance is tripled until the spell ends.
You affect it in one of the following ways: • make a ranged spell attack with one of the
You instantaneously expand the flame 5 feet pebbles by throwing it or hurling it with a
in one direction, provided that wood or other sling. If thrown, a pebble has a range of 60
fuel is present in the new location. • You feet. If someone else attacks with a pebble,
instantaneously extinguish the flames within that attacker adds your spellcasting ability
the cube. • You double or halve the area of modifier, not the attacker’s, to the attack roll.
bright light and dim light cast by the flame, On a hit, the target takes bludgeoning damage
change its color, or both. The change lasts for 1 equal to 1d6 + your spellcasting ability
hour. • You cause simple shapes—such as the modifier. Whether the attack hits or misses,
vague form of a creature, an inanimate object, the spell then ends on the stone. If you cast
or a location—to appear within the flames and this spell again, the spell ends on any pebbles
animate as you like. The shapes last for 1 hour. still affected by your previous casting.
If you cast this spell multiple times, you can
have up to three of its non-instantaneous
effects active at a time, and you can dismiss
such an effect as an action.
Page 1 (reverse)