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Fighter (14) Pirate Angel

CLASS & LEVEL BACKGROUND PLAYER NAME


Anne Doc Holiday (clone) (clone)
Half-Elf (Mark of Storm)/Dexterity (Storm Variant)
Neutral Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
15 +5 30
Audaz, valiente, grosera

0 +5 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

11 PERSONALITY TRAITS

Hit Point Maximum 102


+5 Strength
DEXTERITY QUisiera navegar por todo el mundo, y
+10 Dexterity cosechar las riquezas de mis viajes

+5 +6 Constitution
+1 Intelligence CURRENT HIT POINTS IDEALS

20 +2 Wisdom
Protejo a mi tripulacion y soy fiel a mis
0 Charisma
amigos, y a mi capitan
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+1 +5 Acrobatics (Dex) Total 14d10


SUCCESSES Tengo una ligera kelptomania, pero solo
13 +2 Animal Handling (Wis) FAILURES
hacia aquellos que pueden perder algo.
No le robo a los que ya tienen todo
+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +5 Athletics (Str)

+1 0 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Darkvision: 60 ft.
+7 Insight (Wis) Number of Attacks: 3
12 Damage Resistances: lightning
+5 Intimidation (Cha)
WISDOM +1 Investigation (Int) (additional features & traits on last page)
+2 Medicine (Wis)
+2 +1 Nature (Int)
+7 Perception (Wis)
14
0 Performance (Cha)
0 Persuasion (Cha)
CHARISMA
+1 Religion (Int)
0 +5 Sleight of Hand (Dex)
+5 Stealth (Dex)
10 +2 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

17 PASSIVE WISDOM (PERCEPTION)


CP

SP
Tool Proficiencies: Navigator's Tools; Tinker's
Tools; Water Vehicles
EP
Weapon Proficiencies: Martial; Simple

Armor Proficiencies: Heavy; Light; Medium;


Shields
GP
10
Language Proficiencies: Common; Elvish PP

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
34 1.68 77
AGE HEIGHT WEIGHT
Anne Doc Holiday (clone) (clone)
blue White Blonde
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Clothes, common (1); Rope,


silk (1)

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Half-Elf (Mark of Storm)
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Gust

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

2
Gust of Wind

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Wizard
Intelligence 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Mending
Prestidigitation

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

Arcane Weapon

4
SPELLS KNOWN

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

----------Bonus Actions----------
Second Wind. Regain 1d10 + 14 HPs (use once/rest).

---------------Actions--------------
Action Surge. Take an extra action (use once/rest).

-----------Other Traits------------
Archery Fighting Style. You gain a +2 bonus to attack rolls you make with ranged weapons.

Bad Reputation. No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor
criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the
authorities.

Bullying Shot. When making a CHA (Intimidation) check, you can expend 1 grit point to gain advantage on the roll.

Deadeye Shot. When you make a firearm attack against a creature, expend 1 grit point to gain advantage on the attack roll.

Disarming Shot. When you make a firearm attack against a creature, you can expend 1 grit point to shoot an object from their hands. On a hit, the creature takes
normal damage and must succeed a STR saving throw or drop 1 held object of your choice and have that object pushed 10ft away from you. .

Elven Accuracy. The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision
rather than brute force. You gain the following benefits:

Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

Equipment. You possess a belaying pin (club), and a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random
trinket on the Trinkets table in chapter 5). Enter these manually as custom items.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Forceful Shot. When you make a firearm attack against a creature, you can expend 1 grit point to attempt to trip them or push them back. On a hit, the creature
takes normal damage and must succeed a STR saving throw or be pushed 15ft away from you.

Greater Dragonmark: Storm. Prerequisite: 8th level


Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A
greater dragonmark provides the following benefits:
• The die type of your dragonmarked Intuition Die increases by one.
• Increase your Charisma or Dexterity ability score by 1, to a maximum of 20.
• You learn the control water and control wind spells, each of which you can cast once without expending a spell slot or using a material component. Charisma is
your spellcasting ability for these spells. You must complete a long rest in order to regain the use of these spells.

Grit. You gain a number of grit points = your WIS modifier (min 1). You can regain 1 spent grit when you score a critical hit (Critical hits gained outside of dice
rolls do not generate grit) and when you reduce a creature to 0 HP with a firearm. You regain all expended grit after a rest.

Headwinds. You know the gust cantrip. When you reach 3rd level, you can cast the gust of wind spell once with this trait and regain the ability to do so when you
finish a long rest.

Indomitable. Reroll a save if you fail (use twice/long rest).

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.

Quickdraw. You add your proficiency bonus to your initiative. You can also stow a firearm then draw another firearm as a single object interaction on your turn.

Rapid Repair. You can spend 1 grit point to attempt to repair a misfire (but not broken) firearm as a bonus action.

Resilient. Choose one ability score. You gain the following benefits:

Increase the chosen ability score by 1, to a maximum of 20.

You gain proficiency in saving throws using the chosen ability.

Sea Monkey. Your base walking speed is 30 feet, and you have a swim speed of 30 feet.

Sharpshooter. You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

Your ranged weapon attacks ignore half cover and three-quarters cover.

Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add
+10 to the attack's damage.

Storm's Blessing. You have resistance to lightning damage.

Trick Shots. Each use of a trick shot must be declared before the attack roll is made. You can only make one trick shot per attack. Each time you learn a new
trick shot, you can also replace one trick shot you know with another from the list. (DC = 8 + your proficiency modifier + your DEX modifier).

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