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Alexandera whiterose character sheet

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Published by kjdancer.janusch76, 2020-01-28 12:58:36

Character sheet for a fighter

Alexandera whiterose character sheet

Keywords: DND,dungeonsanddragons,5e

CHARACTER NAME Fighter 5 / Rogue 3 Noble PLAYER NAME
CLASS & LEVEL BACKGROUND EXPERIENCE POINTS

Human
RACE

STRENGTH • +4 Strength +2 ARMOR Max HP Current HP Temp HP
DEXTERITY +2 Dexterity HIT POINTS
INITIATIVE 16 57 --
• +4 Constitution
+5 Intelligence CLASS
+2 Wisdom
+3 Charisma Total SUCCESSES
FAILURES
Saving Throw Modifiers HIT DICE DEATH SAVES

DEFENSES

SAVING THROWS INSPIRATION

CONSTITUTION +2 Acrobatics DEX +3 PROFICIENCY BONUS === ARMOR ===
INTELLIGENCE +2 Animal Handling WIS Heavy Armor, Light Armor, Medium Armor,
+5 Arcana INT ABILITY SAVE DC Shields
WISDOM +1 Athletics STR
CHARISMA +3 Deception CHA 30 ft. (Walking) === WEAPONS ===
P +8 History INT Firearms, Martial Weapons, Simple Weapons
+2 Insight WIS
P +6 Intimidation CHA === TOOLS ===
+5 Investigation INT Dice Set, Thieves' Tools, Tinker's Tools
+2 Medicine WIS
+5 Nature INT === LANGUAGES ===
+2 Perception WIS Common, Elvish, Halfling
+3 Performance CHA
P +6 Persuasion CHA SPEED
+5 Religion INT
P +5 Sleight of Hand DEX PROFICIENCIES & LANGUAGES
E +8 Stealth DEX
+2 Survival WIS === ACTIONS === take the Use an Object action.

Standard Actions

Attack, Cast a Spell, Dash, Disengage, Dodge, Second Wind • 1 / Short Rest

Help, Hide, Ready, Search, Use an Object, Once per short rest, you can use a bonus action to

Opportunity Attack, Grapple, Shove, Improvise, regain 1d10 + 5 HP.

Two-Weapon Fighting, Interact with an Object

=== SPECIAL ===

=== BONUS ACTIONS === Action Surge • 1 / Short Rest

Cunning Action You can take one additional action on your turn.

You can take a bonus action on each of your turns This can be used 1 times per short rest.

to take the Dash, Disengage, or Hide action.

Disarming Shot

Fast Hands When you make a firearm attack against a

You can use the bonus action granted by your creature, you can expend 1 grit point. On a hit, the

Cunning Action to make a Sleight of Hand check, use creature takes damage and must succeed on a STR

your thieves’ tools to disarm a trap or open a lock, or saving throw (DC 13) or drop 1 held object of your

SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

12 PASSIVE WISDOM (PERCEPTION) Bad News +5 2d12+2 Piercing Firearms, Two-Handed, Reload, Misfire, Range (200/800)

12 PASSIVE WISDOM (INSIGHT) Dagger +5 1d4+4 Piercing Simple, Finesse, Light, Thrown, Range (20/60)
Dagger +5 1d4+4 Piercing Simple, Finesse, Light, Thrown, Range (20/60)
15 PASSIVE INTELLIGENCE (INVESTIGATION) Pepperbox +5 1d10+2 Piercing Firearms, Reload, Misfire, Range (80/320)

Rapier +5 1d8+4 Piercing Martial, Finesse

Unarmed Strike +4 2 Bludgeoning

SENSES WEAPON ATTACKS & CANTRIPS

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.


CHARACTER NAME Fighter 5 / Rogue 3 Noble PLAYER NAME
CLASS & LEVEL BACKGROUND EXPERIENCE POINTS

Human
RACE

=== FIGHTER FEATURES === a short rest. You also regain 1 when you roll a 20 on * Expertise • PHB 96
firearm attacks or you deal a killing blow to a Your proficiency bonus is doubled for any ability check
* Hit Points • PHB 71 significant threat (DM's discretion). Your saving throws you make for two chosen proficiencies. [6th] Choose
for trick shots have a DC of 13. two additional proficiencies.
* Proficiencies • PHB 71
| 2 / Short Rest * Sneak Attack • PHB 96
* Fighting Style • PHB 72 Once per turn, you can deal an extra 2d6 damage to
You adopt a fighting style specialty. * Trick Shots • CR one creature you hit with an attack with a finesse or
ranged weapon if you have advantage on the attack
| Dueling • PHB | Disarming Shot • CR roll. You don’t need advantage on the attack roll if
When you are wielding a melee weapon in one hand When you make a firearm attack against a creature, another enemy of the target is within 5 ft. of it, that
and no other weapons, you gain a +2 bonus to you can expend 1 grit point. On a hit, the creature enemy isn’t incapacitated, and you don’t have
damage rolls with that weapon. takes damage and must succeed on a STR saving disadvantage on the attack roll.
throw (DC 13) or drop 1 held object of your choice and
* Second Wind • PHB 72 have that object be pushed 10 ft. away from you. | Special
Once per short rest, you can use a bonus action to
regain 1d10 + 5 HP. | Special * Thieves’ Cant • PHB 96
You have learned thieves’ cant, a secret mix of dialect,
| 1 / Short Rest • 1 Bonus Action | Piercing Shot • CR jargon, and code that allows you to hide messages in
When you make a firearm attack against a creature, seemingly normal conversation. It takes four times
* Action Surge • PHB 72 you can expend 1 grit point to attempt to fire through longer to convey such a message than it does to
You can take one additional action on your turn. This multiple opponents. The initial attack gains a +1 to the speak the same idea plainly.
can be used 1 times per short rest. firearm’s misfire score. On a hit, the creature takes
damage and you make an attack roll with * Cunning Action • PHB 96
| 1 / Short Rest • Special disadvantage against every creature in a line directly You can take a bonus action on each of your turns to
behind the target within your first range increment. take the Dash, Disengage, or Hide action.
* Martial Archetype • PHB 72 Only the initial attack can misfire.
| 1 Bonus Action
| Gunslinger | Special
* Roguish Archetype • PHB 96
* Firearm Proficiency • CR * Extra Attack • PHB 72
You gain proficiency with firearms. You can attack twice whenever you take the Attack | Thief
action on your turn.
* Gunsmith • CR * Fast Hands • PHB 97
You gain proficiency with Tinker’s Tools and can use | Special You can use the bonus action granted by your
them to craft ammunition at half cost, repair firearms, Cunning Action to make a Sleight of Hand check, use
and create new ones. === ROGUE FEATURES === your thieves’ tools to disarm a trap or open a lock, or
take the Use an Object action.
* Adept Marksman • CR * Hit Points • PHB 95
You learn trick shots that enhance a firearm attack in | 1 Bonus Action
some way. You gain 2 grit points that you regain after * Proficiencies • PHB 95

FEATURES & TRAITS

0CP NAME QTY WEIGHT NAME QTY WEIGHT

0SP Studded Leather 1 13 lb. Clothes, Fine 1 6 lb.
Leather 1 10 lb. Crowbar 1 5 lb.
0EP Elven Chain 1 20 lb. Hammer 1 3 lb.
Dagger 1 1 lb. Piton 10 2.5 lb.
GP 474 Dagger 1 1 lb. Rations (1 day) 10 20 lb.
Crossbow, Light 1 5 lb. Rope, Hempen (50 feet) 1 10 lb.
0PP Rapier 1 2 lb. Signet Ring 1 --
Shortsword 1 2 lb. Tinderbox 1 1 lb.
WEIGHT CARRIED Longbow 1 2 lb. Torch 10 10 lb.
Antimatter Rifle 1 10 lb. Waterskin 1 5 lb.
202 lb. Pepperbox 1 5 lb. Tinker's Tools 2 20 lb.
Bad News 1 25 lb.
ENCUMBERED Arrows 20 1 lb. ATTUNED MAGIC ITEMS QTY WEIGHT
Crossbow Bolts 20 1.5 lb.
195 lb. Backpack 1 5 lb. Cloak of Elvenkind 1 --

PUSH/DRAG/LIFT EQUIPMENT

390 lb.

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.


CHARACTER NAME Fighter 5 / Rogue 3 Noble PLAYER NAME
CLASS & LEVEL BACKGROUND EXPERIENCE POINTS
* Second-Story Work • PHB 97
Climbing no longer costs you extra movement, and Human
when you make a running jump, the distance you RACE
cover increases by +2 feet.

=== HUMAN RACIAL TRAITS ===
* Ability Score Increase • PHB 31
* Languages • PHB 31
You can speak, read, and write Common and one
extra language.

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.


CHARACTER NAME Fighter 5 / Rogue 3 Noble PLAYER NAME
CLASS & LEVEL BACKGROUND EXPERIENCE POINTS

Human
RACE

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

Thieves' Tools 1 1 lb.

Pistol (Exandria) Bullets 20 --

Pepperbox Bullets 20 --

Bad News Bullets 5 --

Bag of Holding 1 15 lb.

--

ADDITIONAL EQUIPMENT
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.


CHARACTER NAME Female 30 Medium 5'6" 135

GENDER AGE SIZE HEIGHT WEIGHT
Chaotic Neutral causian Blue White
ALIGNMENT FAITH SKIN EYES HAIR

=== Allies === If you do me an injury, I will crush
Black Knights you, ruin your name, and salt your
fields.
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS The common folk love me for my

Heir to Carterstone oldest brother Marcus Jr PERSONALITY TRAITS
One of seven kids oldest sister Theresa
She lost her whole family in a fire because the Second oldest sister Elizabeth Respect. Respect is due to me
new noble what her territory. She loves tinker and second oldest brother Andrew because of my position, but all people
a has a habit of explosion. youngest sister Annabelle regardless of station deserve to be
Little inventor (nickname) youngest brother Mark
Mark and Annabelle are twins IDEALS

Duke Marcus Whiterose I will face any challenge to win the
Duchess Cynthia Whiterose approval of my family.
I am in love with the heir of a family
Baxter (robo dog)
BONDS

I hide a truly scandalous secret that could
ruin my family forever.

FLAWS

CHARACTER BACKSTORY ADDITIONAL NOTES

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.


SPELLCASTING SPELLCASTING SPELL SAVE DC SPELL ATTACK
CLASS ABILITY BONUS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES

SPELLS
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.


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