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Wood Elf CG
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH I can stare down a hell hound without flinching.
15 +3* 7
0 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
I face problems head-on. A simple, direct
solution is the best path to success.
10 PERSONALITY TRAITS
+3 +1
Constitution
CURRENT HIT POINTS IDEALS
+1
Intelligence
16 +2
Wisdom
My honor is my life.
+2
Charisma
CONSTITUTION
I fight for those who cannot fight for themselves.
SAVING THROWS
TEMPORARY HIT POINTS BONDS
+1 ☐☐☐
+3
Acrobatics (Dex) Total SUCCESSES I made a terrible mistake in battle that cost
12 many lives—and I would do anything to keep
+2
Animal Handling (Wis) 1d10 FAILURES
that mistake secret.
+1
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+2
Athletics (Str)
+1
+2
+1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Favored Enemy
Shortsword +5 1d6+3 Slashing
You gain a +2 bonus to damage rolls with
12 ●
+4
Insight (Wis)
weapon attacks against .
+2
Intimidation (Cha) Shortsword +5 1d6+3 Slashing Additionally, you have advantage on
WISDOM ●
+3
Investigation (Int) Wisdom (Survival) checks to track your
Longbow +5 1d8+3 Piercing favored enemies, as well as on Intelligence
+2
Medicine (Wis)
+2 +1
Nature (Int) Spellcasting
checks to recall information about them.
When you gain this feature, you also learn
1 ☐☐☐ one language of your choice.
●
+4
Perception (Wis)
14
+2
Performance (Cha) Natural Explorer
+2
Persuasion (Cha) • You ignore difficult terrain.
CHARISMA • You have advantage on initiative rolls.
+1
Religion (Int) • On your first turn during combat, you have
+2 +3
Sleight of Hand (Dex) Two-Weapon Fighting: When you engage in advantage on attack rolls against creatures
that have not yet acted.
two-weapon fighting, you can add your
●
+5
Stealth (Dex)
14 ability modifier to the damage of the second • You gain the following benefits when
●
+4
Survival (Wis) attack. traveling for an hour or more:
• Difficult terrain doesn't slow your group's
SKILLS ATTACKS & SPELLCASTING travel.
• Your group can't become lost except by
magical means.
14 PASSIVE WISDOM (PERCEPTION) Leather armor
• Even when you are engaged in another
CP two shortswords
longbow and a quiver of 20 arrows, activity while traveling, you remain alert to
a horn with which to summon help, a danger.
SP set of manacles, and a pouch. • If you are traveling alone, you can move
Keen Senses: Perception skill.
Backpack, a Bedroll, a Mess kit, a stealthily at a normal pace.
Armor: Light armor, medium armor, Tinderbox, 10 torches, 10 days of • When you forage, you find twice as much
EP
shields Rations, and a Waterskin. 50 feet of food as you normally would.
Hempen rope strapped to the side of it. • While tracking other creatures, you also
learn their exact number, their sizes, and
Weapons: Simple weapons, martial GP 10 Cloak of Elvenkind
While you wear this cloak with its hood how long ago they passed through the area.
weapons.
up, Wisdom (Perception) checks made
PP to see you have disadvantage. and you Mask of the Wild: You can attempt to hide
have advantage on Dexterity (Stealth)
checks made to hide, as the cloak's
even when you are only lightly obscured by
color shifts to camouflage you. Pulling foliage, heavy rain, falling snow, mist, and
the hood up or down requires an other natural phenomena.
action.
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Actions SYMBOL
Bite Attack: +4 to hit, reach 5 ft., one target. Hit:
2d4+2 piercing damage. If the target is a creature,
it must succeed on a DC 11 Strength saving throw
or be knocked prone.
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Ranger Wis14 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 3 ☐☐☐ 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.