0% found this document useful (0 votes)
267 views12 pages

D&D5e - Adventurer's League - Rage of Demons - Pregen

Dungeons'n Dragons 5th edition Adventurer's League

Uploaded by

Erwan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
267 views12 pages

D&D5e - Adventurer's League - Rage of Demons - Pregen

Dungeons'n Dragons 5th edition Adventurer's League

Uploaded by

Erwan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 12

Cleric Acolyte

CLASS & LEVEL BACKGROUND PLAYER NAME FACTION

Elf, Wood Chaotic Good


RACE ALIGNMENT EXPERIENCE POINTS DCI NUMBER
CHARACTER NAME

INSPIRATION
STRENGTH I idolize a Rillifane Rallathil, and constantly refer
18 +2 35 ft. to his deeds and example. Nothing can shake my
optimistic attitude.
-1 ARMOR
CLASS
+2 PROFICIENCY BONUS INITIATIVE SPEED

8 PERSONALITY TRAITS

Hit Point Maximum 10


-1 Strength
I abhor the treatment that non-humans have
DEXTERITY
+2 Dexterity suffered at the hands of the people of Hillsfar. I
help the refugees whenever I can.
+2 Constitution
+2 IDEALS
CURRENT HIT POINTS
+1 Intelligence
14 ● +5 Wisdom
Everything I do is for the common people.
● +2 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+2
Total 1 D8
+2 Acrobatics (Dex) SUCCESSES Once I pick a goal, I become obsessed with it to
14 the detriment of everything else in my life
+3 Animal Handling (Wis) FAILURES

+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE -1 Athletics (Str)
0 Deception (Cha)
+1 NAME ATK BONUS DAMAGE/TYPE
Darkvision. Accustom ed to twilit forests and the night
● +3 History (Int)
Shortsword +4 1D6+2 Piercing sky, you have superior vision in dark and dim
12 ● +5 Insight (Wis) conditions. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if it
0 Intimidation (Cha) Shortbow +4 1D6+2 Piercing were dim light. You can’t discern color in darkness,
only shades of gray.
WISDOM +1 Investigation (Int) Keen Senses. You have proficiency in the Perception
● +5 Medicine (Wis) skill.
+3 +1 Nature (Int)
Shortsword - Finesse, light
Fey Ancestry. You have advantage on saving throws
against being charmed, and magic can’t put you to
sleep.
● +5 Perception (Wis) Shortbow - Ammunition (range 80/320), two-handed Trance. Elves don’t need to sleep. Instead, they
16
meditate deeply, remaining semiconscious, for 4
0 Performance (Cha) hours a day. (The Common word for such meditation
0 Persuasion (Cha) is “trance.”) While meditating, you can dream after a
CHARISMA fashion; such dreams are actually mental exercises
● +3 Religion (Int) that have become reflexive through years of practice.
After resting in this way, you gain the same benefit that
+0 +2 Sleight of Hand (Dex) a human does from 8 hours of sleep.
Elf Weapon Training. You have proficiency with the
+2 Stealth (Dex)
longsword, shortsword, shortbow, and longbow.
11
+3 Survival (Wis) Fleet of Foot. Your base walking speed
increases to 35 feet.
ATTACKS & SPELLCASTING
Mask of the Wild. You can attempt to hide even when
SKILLS
you are only lightly obscured by foliage, heavy rain,
falling snow, mist, and other natural phenomena.
Spellcasting. You can cast cleric spells using wisdom
15 PASSIVE WISDOM (PERCEPTION) Shortsword, Scale Mail, shortbow, as your modifier.
CP quiver with 20 arrows, a shield, a Divine Domain. Life Domain
backpack, a blanket, 10 candles, a Bonus Proficiency. When you choose this domain at
tinderbox, an alms box, 2 blocks of 1st level, you gain proficiency with heavy armor.
Light Armor SP incense, a censer, vestments, 2 days Disciple of Life. Also starting at 1st level, your healing
Medium Armor of rations, a waterskin, a holy symbol spells are more effective. Whenever you use a spell of
Heavy Armor (a gift to you when you entered the 1st level or higher to restore hit points to a creature, the
Shields priesthood), a prayer book, 5 sticks of creature regains additional hit points equal to 2 + the
EP incense, vestments, a set of common
Simple Weapons spell’s level.
Shortsword, Longsword, Longbow clothes, and a belt pouch containing Shelter of the Faithful. As an acolyte, you command the
10gp. respect of those who share your faith, and you can
Languages: GP 10 perform the religious ceremonies of your deity. You and
Common your adventuring companions can expect to receive
Elvish free healing and care at a temple, shrine, or other
Undercommon PP established presence of your faith, though you must
Gnomish provide any material components needed for spells.
Those who share your religion will support you (but
only you) at a modest lifestyle.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS


TM & © 2014 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670B11828001
AGE HEIGHT WEIGHT

EYES SKIN HAIR


CHARACTER NAME

Faction Rank FACTION

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Names: Theridias, Berinthar, Verinikus, Silfernil,


Born in the forests of Elventree, you spent the first 80 Faerius, Jielin, Meariclun, Shariai, Heiosil
years or so pampered by your Elven parents. Upon
reaching adulthood, you find yourself in need of a By Drew Davies
profession and are sent to the clergy to become a
cleric of Rillifane. After years in service to the clergy,
the time has come to do some missionary work. The
temple has sent you to Hillsfar to preach the good
news of Rillifane to the elves of the underdark. While
this may seem like a futile attempt, the church has
faith that you can preach the news to them and lead
them to redemption.

Upon arriving in Hillsfar, you realize the city needs


more help than you thought. People killing one
another for gold and glory, criminals and nobles
enjoying each others profits, and the underdark elves
are faring worse than you could imagine. Seeing how
this town is in desperate need of some religion, you
put it upon yourself to be the representative of your
god and preach the words to these people, whether
they want to hear it or not!

ADDITIONAL FEATURES & TRAITS

TOTAL NON-CONSUMABLE MAGIC ITEMS

CHARACTER BACKSTORY TREASURE


TM & © 2014 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670B11828001
Wisdom 13 +5
Cleric SPELLCASTING SPELL SAVE DC SPELL ATTACK
ABILITY BONUS

SPELLCASTING CLASS

0 CANTRIPS 3 6
Sacred Flame

Guidance
Spare the Dying

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

● Bless
● Cure Wounds 4
● Guiding Bolt
● Healing Word
SPELLS KNOWN

● Detect Magic
● Shield of Faith

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
CLASS & LEVEL BACKGROUND PLAYER NAME FACTION

RACE ALIGNMENT EXPERIENCE POINTS DCI NUMBER


CHARACTER NAME

INSPIRATION
STRENGTH

ARMOR
PROFICIENCY BONUS CLASS INITIATIVE SPEED

PERSONALITY TRAITS

Hit Point Maximum


Strength
DEXTERITY
Dexterity
Constitution
CURRENT HIT POINTS IDEALS
Intelligence
Wisdom
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

Acrobatics (Dex) Total SUCCESSES

Animal Handling (Wis) FAILURES

Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE Athletics (Str)
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
History (Int)
Insight (Wis)
Intimidation (Cha)

WISDOM Investigation (Int)


Medicine (Wis)
Nature (Int)
Perception (Wis)
Performance (Cha)
Persuasion (Cha)
CHARISMA
Religion (Int)
Sleight of Hand (Dex)
Stealth (Dex)
Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

PASSIVE WISDOM (PERCEPTION)


CP

SP

EP

GP

PP

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS


TM & © 2014 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670B11828001
AGE HEIGHT WEIGHT

EYES SKIN HAIR


CHARACTER NAME

Faction Rank FACTION

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

TOTAL NON-CONSUMABLE MAGIC ITEMS

CHARACTER BACKSTORY TREASURE


TM & © 2014 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670B11828001
SPELLCASTING SPELL SAVE DC SPELL ATTACK
ABILITY BONUS

SPELLCASTING CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Fighter Criminal ●
CLASS & LEVEL BACKGROUND PLAYER NAME FACTION

● Halfling, Stout
RACE
True Neutral
ALIGNMENT EXPERIENCE POINTS

DCI NUMBER
CHARACTER NAME

INSPIRATION
STRENGTH I am always calm, no matter what the situation. I
15 +3 25 never raise my voice or let my emotions control
me.
-1 ARMOR
CLASS
+2 PROFICIENCY BONUS INITIATIVE SPEED I always have a plan for what to do when
things go wrong
8 PERSONALITY TRAITS

Hit Point Maximum 13


● +1 Strength
People. I’m loyal to my friends, not to any ideals,
DEXTERITY
● +3 Dexterity and
everyone else can take a trip down the Styx for
+3 ● +5 Constitution all I
CURRENT HIT POINTS care. IDEALS
● 0 Intelligence
16 ● +1 Wisdom
I am a partisan. I commit minor acts of defiance
+1 Charisma against the First Lord and Red Plumes when I
can
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+3
● +3 Acrobatics (Dex) Total 1d10 +3 SUCCESSES I am suspicious of strangers and expect the
16 +1 Animal Handling (Wis) FAILURES
worst of them.

● 0 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE -1 Athletics (Str)
● +3 Deception (Cha)
0 NAME ATK BONUS DAMAGE/TYPE
0 History (Int) Second Wind.
Short sword +5 1d6+3 / piercing You have a limited well of stamina you can draw
10 ● +3 Insight (Wis) on to protect yourself from harm. You can use a
+1 Intimidation (Cha) Light Crossbow +5 1d8+3 / piercing bonus action to regain hit points equal to 1d10 +
your fighter level.
WISDOM ● 0 Investigation (Int) Once you use this feature, you must finish a
Dagger +5 1d4+3 / Piercing
+1 Medicine (Wis) short or long rest before you can use it again.
+1
● 0 Nature (Int)
Two-Weapon Fighting.
● +3 Perception (Wis) When you engage in two-weapon fighting, you
13 can add your ability modifier to the damage of
● +1 Performance (Cha)
the second attack.
+1 Persuasion (Cha)
CHARISMA
Lucky.
● 0 Religion (Int)
When you roll a natural 1 on an attack roll,
+1 +3 Sleight of Hand (Dex) ability check, or saving throw, you can reroll the
● +5 Stealth (Dex) die and must use the new roll.
12 +1 Survival (Wis) Brave.
You have advantage on saving throws against
SKILLS ATTACKS & SPELLCASTING being frightened.

Halfling Nimbleness.
13 PASSIVE WISDOM (PERCEPTION) 2 short swords, 4 daggers, You can move through the space of any
CP studded leather armor, light creature that is of a size larger than yours.
crossbow, 20 bolts
Languages. Common, Halfling, Elven SP Stout Resilience.
common clothes including a hood You have advantage on saving throws against
backpack, crowbar, hammer, poison, and you have resistance against poison
Proficiencies: all simple and martial EP
10 pitons, 10 torches, tinderbox, damage.
10 days of rations, waterskin,
weapons, all armor, shields
50 feet of silk rope,
GP 20 Ball bearings (bag of 1,000)
Tools: Thieves tools
PP

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS


TM & © 2014 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670B11828001
● ●
AGE HEIGHT WEIGHT

● Grey
EYES
Ruddy
SKIN
Black
HAIR
CHARACTER NAME

Faction Rank FACTION

Suggested names:
Male Names: , Cade, Merric, Milo,
Female Names: Euphemia, Nedda, Trym,
Family Names: Hilltopple, Tealeaf, Tosscobble,

Created by Gary West

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Criminal Specialty: Smuggler


Your family has had a... complicated history with Hillsfar.
Before Maalthiir and his 'Great Laws', your ancestors enjoyed
some success running a tavern near the harbor. They lost
Feature: Criminal Contact
nearly everything and got as far away from the city as 'The You have a reliable and trustworthy contact who


Stop', a caravan way station halfway between Hillsfar and acts as your liaison to a network of other
Yulash, before they felt safe enough to start rebuilding their
livelyhood.
criminals. You know how to get messages to and
from your contact, even over great distances;
Some hundred years ago, the 'Great Law of Humanity' in specifically, you know the local
Hillsfar was relaxed, apparently to encourage the 'Great Law
of Trade'. Your family attempted to regain control of that little
messengers, corrupt caravan masters, and
tavern by the harbor in the city, but to little success until about seedy sailors who can deliver messages for you.
10 years ago.

You decided that your best bet was to enlist the help of the
local thieve's guild to run off the human "owners". Once that
was accomplished, you had one of your few human friends
take over as the public facing proprietor, and moved your
family in to the upper rooms.

All was going well until that city fell out of the sky on Myth
Drannor about 4 years ago. The new 'First Lord' Torin
Nomerthal took the opportunity to enact a second purge of all
nonhumans from the city. Your family was too late to get out,
and stayed hidden in the upper rooms of your tavern, now
become a prison.

More recently, your brother had been captured trying to


smuggle a friend out of the city, and put in to the arena,
ADDITIONAL FEATURES & TRAITS
quickly suffering the fate that most in such a position do.

Since that incident, you have worked more and more with the
thieve's guild, getting back at the human government
wherever possible. Most recently, you had the opportunity to TOTAL NON-CONSUMABLE MAGIC ITEMS
lift some weapons and armor that had been bound for the
arena, smuggling them out of the city and fencing them at The


Stop. You used the proceeds to purchase yourself some
more size-appropriate gear, and now plan your next move.

CHARACTER BACKSTORY
● TREASURE
TM & © 2014 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670B11828001
Rogue 1 Hillsfar Merchant
$-"44-&7&- #"$,(306/% 1-":&3/".& '"$5*0/

Dwarf, Hill Lawful Good


3"$& "-*(/.&/5 &91&3*&/$&10*/54 %$*/6.#&3
$)"3"$5&3/".&

*/41*3"5*0/
453&/(5) I work hard and seldom make time for fun.
13 +2 25'
The Red Plumes caught me once. I hate them.
-1 "3.03
+2 130'*$*&/$:#0/64 $-"44 */*5*"5*7& 41&&%

8 1&340/"-*5:53"*54

)JU1PJOU.BYJNVN 12
-1 4USFOHUI
Business is in my blood. I seek to make the best
%&95&3*5:
● +4 %FYUFSJUZ deal possible.

+2 +3 $POTUJUVUJPO
*%&"-4
$633&/5)*510*/54
● +3 *OUFMMJHFODF
14 +2 8JTEPN
I work toward the day where all free peoples will
+1 $IBSJTNB be able to enter and trade in the City of Hillsfar.
$0/45*565*0/ 4"7*/(5)3084
5&.103"3:)*510*/54 #0/%4
+3
5PUBM 1d8
+2 "DSPCBUJDT %FY
46$$&44&4 I am a braggart. I promote myself shamelessly.
16
+2 "OJNBM)BOEMJOH 8JT
'"*-63&4

+1 "SDBOB *OU
)*5%*$& %&"5)4"7&4 '-"84
*/5&--*(&/$& -1 "UIMFUJDT 4US

+1 ● +3 %FDFQUJPO $IB

/".& "5,#0/64 %"."(&5:1&


Darkvision. You can see in dim light within 60' of you
+1 )JTUPSZ *OU

Shortsword +4 1d6+2 piercing as if it were bright light, and in darkness as if it were


12 ● +4 *OTJHIU 8JT
dim light. You can't discern color in darkness, only
shades of gray.
+1 *OUJNJEBUJPO $IB
Dagger +4 1d4+2 piercing
Dwarven Resilience. You have advantage on saving
8*4%0. ● +3 *OWFTUJHBUJPO *OU

throws against poison, and you have resistance


Light crossbow +4 1d8+2 piercing
+2 .FEJDJOF 8JT
against poison damage.
+2 +1
*** Sneak Attack. Once per turn, you can deal an extra
/BUVSF *OU

1d6 damage to one creature you hit with an attack if Stonecunning. Whenever you make an Intelligence
you have advantage on the attack roll. The attack (History) check related to the origins of stonework, you
● +4 1FSDFQUJPO 8JT
are considered proficient in the History skill and add
14 must use a finesse or ranged weapon. You don't need
+1 1FSGPSNBODF $IB
advantage on the attack roll if another enemy of the double your proficiency bonus to the check, instead of
target is within 5' of it, that enemy isn't incapacitated, your normal proficiency bonus. Thus, you make these
● +3 1FSTVBTJPO $IB

and you don't have disadvantage on the attack roll. checks with a +5 bonus.
$)"3*4."
+1 3FMJHJPO *OU
Dwarven Toughness. Your hit point maximum
+1 ● +4 4MFJHIUPG)BOE %FY
increases by 1, and it increases by 1 every time you
gain a level.
+2 4UFBMUI %FY

12 Background Alternate Feature: Trade Contact. You


+2 4VSWJWBM 8JT
and your family have trade contacts such as caravan
masters, shopkeepers, sailors, artisans, and farmers
4,*--4 "55"$,441&--$"45*/( throughout the Moonsea region and all along the
Sword Coast. Once per game session, when
adventuring in either of those areas, you can use those
14 1"44*7&8*4%0. 1&3$&15*0/
 On-person: Set of fine clothes, signet contacts to get information about the local area or to
$1 ring, a letter of introduction from your pass a message to someone in those areas, even
family's trading house, shortsword, across the great distance between the two areas.
leather armor, 2 daggers (concealed
Languages: Common, Dwarvish in boots), light crossbow with 20 bolts, Expertise. Your proficiency bonus is doubled for the
41 5 thieves' tools strapped to belt Investigation skill, as well as with thieves' tools. These
Tools: Mason's tools, thieves' tools (your total bonus bonuses are already added into the information on this
including Dexterity is +6 due to Expertise), vehicles In purse: Money character sheet.
&1
(land), vehicles (water)
In backpack: Bag of 1000 ball Thieves' Cant. During your rogue training you learned
Weapons: Simple weapons, battleaxe, handaxe, bearings, 10' of string, bell, 5 candles, thieves' cant, a secret mix of dialect, jargon, and code
throwing hammer, warhammer, hand crossbows, (1 13 crowbar, hammer, 10 pitons, hooded that allows you to hid messages in seemingly normal
longswords, rapiers, shortswords lantern, 2 flasks of oil, 5 days rations, conversation. Only another creature that knows
tinderbox, waterskin, 50' hempen thieves' cant understands such messages. It takes
Armor: Light armor 11 rope, 20 MORE bolts (just in case) four times longer to convey such a message than it
does to speak the same idea plainly. In addition, you
understand a set of secret signs and symbols used to
convey short, simple messages.

05)&3130'*$*&/$*&4-"/(6"(&4 &26*1.&/5 '&"563&453"*54


JCž(&'*M?P7H:IE<J>;9E7IJBB9?DJ>;KI77D:EJ>;H9EKDJH?;I$F;HC?II?ED=H7DJ;:JEF>EJE9EFO<EHF;HIED7BKI;EDBO$,-&8''.(.&&'
"(& )&*()5 8&*()5

&:&4 4,*/ )"*3


$)"3"$5&3/".&

'BDUJPO3BOL '"$5*0/

$)"3"$5&3"11&"3"/$& "--*&403("/*;"5*0/4

Sample Names: *** This pregenerated character was created by


Born to a wealthy stonemason and locksmith family Connor Self, the Adventurers League Local Coordinator
working at the Gate to Hillsfar, you have only known A dwarf's name is granted by a clan elder, in for North Central Illinois. The Adventurers League has
wealth and privilege despite your nonhuman accordance with tradition. A dwarf's name belongs to his expressed written consent to edit, reproduce, and
ancestry. Your family excels at the craft, and their the clan, not the individual. A dwarf who misuses or distribute the character.
reputation is known far and wide across the Sword brings shame to a clan name is stripped of the name
Coast and in the Moonsea. and forbidden by law to use any dwarven name in its
place.
While you inherited the dwarven toughness and
resolute nature, you did not inherit the physical Male Names: Alberich, Baern, Gardain, Rangrim,
power that lends yourself to the family craft. Vondal
However, you inherited a keen eye and business
sense in spades. Your grandmother, fearing your Female Names: Audhild, DIesa, Kathra, Ilde, Torgga
father might overlook your role in the family business
because of your relative lack of strength, taught you Clan Names: Balderk, Firegorge, Lutgehr, Strakeln,
to refine your other skills to razor sharp precision. Ungart
Your father could not overlook your powers of
observation, deal making sense, and skill with locks.
He made you a full partner on your forty-fifth
birthday, rather young for a dwarf to achieve such an
honor.

On a recent business run, you ran into a particularly


corrupt group of Red Plumes. That encounter led to
the loss of all the goods you were transporting from
Neverwinter, the monetary profits from the run, and "%%*5*0/"-'&"563&453"*54
you almost lost your family business and guild
standing as well. Realizing you had no true recourse
due to your dwarven birth, your sense of fair play
was assaulted. You determined you would work 505"-/0/$0/46."#-&."(*$*5&.4
toward a day when all free peoples would be allowed
to do business in Hillsfar, and you actively work
toward that goal.

$)"3"$5&3#"$,4503: 53&"463&
JCž(&'*M?P7H:IE<J>;9E7IJBB9?DJ>;KI77D:EJ>;H9EKDJH?;I$F;HC?II?ED=H7DJ;:JEF>EJE9EFO<EHF;HIED7BKI;EDBO$,-&8''.(.&&'
CLASS & LEVEL BACKGROUND PLAYER NAME FACTION

RACE ALIGNMENT EXPERIENCE POINTS DCI NUMBER


CHARACTER NAME

INSPIRATION
STRENGTH

ARMOR
PROFICIENCY BONUS CLASS INITIATIVE SPEED

PERSONALITY TRAITS

Hit Point Maximum


Strength
DEXTERITY
Dexterity
Constitution
CURRENT HIT POINTS IDEALS
Intelligence
Wisdom
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

Acrobatics (Dex) Total SUCCESSES

Animal Handling (Wis) FAILURES

Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE Athletics (Str)
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
History (Int)
Insight (Wis)
Intimidation (Cha)

WISDOM Investigation (Int)


Medicine (Wis)
Nature (Int)
Perception (Wis)
Performance (Cha)
Persuasion (Cha)
CHARISMA
Religion (Int)
Sleight of Hand (Dex)
Stealth (Dex)
Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

PASSIVE WISDOM (PERCEPTION)


CP

SP

EP

GP

PP

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS


TM & © 2014 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670B11828001
AGE HEIGHT WEIGHT

EYES SKIN HAIR


CHARACTER NAME

Faction Rank FACTION

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

TOTAL NON-CONSUMABLE MAGIC ITEMS

CHARACTER BACKSTORY TREASURE


TM & © 2014 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670B11828001

You might also like