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Fighter 1 City Guard

CLASS & LEVEL BACKGROUND PLAYER NAME


Bill Thaxton
Human Variant LN
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
14 3 35 I am always polite and
-1 ARMOR respectful.
PROFICIENCY BONUS CLASS INITIATIVE SPEED

8 PERSONALITY TRAITS

Hit Point Maximum 12


● 1
Strength
DEXTERITY Our lot is to lay down our
3 ●


3

4
Dexterity
Constitution
12 lives for others.
CURRENT HIT POINTS IDEALS
0
Intelligence
16 3
Wisdom
I fight for those who cannot fight for
-1
Charisma themselves.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
2

5
Acrobatics (Dex) Total SUCCESSES
I will never let injustice pass me by.
14
3
Animal Handling (Wis) FAILURES

0
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
-1
Athletics (Str)

0 -1
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE

2
History (Int) Sharpshooter: Attack at long range
Hunt Rifle +7 2d10+dex doesn’t impose disadvantage on your
10 ●
5
Insight (Wis)
ranged weapon attack rolls.
-1
Intimidation (Cha) Revolver +7 2d8+dex Your ranged weapon attacks ignore half
WISDOM 0
Investigation (Int) cover and three-quarters cover.
Before you make an attack with a ranged
3
Medicine (Wis)
3 0
Nature (Int)
weapon that you are proficient with, you
can choose to take a -5 penalty to the

5
Perception (Wis) attack roll. If the attack hits, you add +10
16
to the attack’s damage.
-1
Performance (Cha)

CHARISMA -1
Persuasion (Cha) Archery: You gain a +2 bonus to attack
0
Religion (Int) rolls you make with ranged weapons.
-1 3
Sleight of Hand (Dex) Second wind: on your turn, you can use a

5
Stealth (Dex) bonus action to regain hit points equal to
8 1d10 + your fighter level. Once you use
3
Survival (Wis)
this feature, you must finish a short or long
SKILLS ATTACKS & SPELLCASTING rest before you can use it again.

One of the Guard: When in a city or town


15 PASSIVE WISDOM (PERCEPTION)
you can always find food and a place to
CP Leather armor, 2 sleep with the local guards garrison. The
Revolvers, 30 bullets, local Guards will be hesitant to start a fight
SP Hunting Rifle, 2 with you and are likely to come to your aid
Common and Elvish in a fight, the guards will also believe you
dagger, explorer's except in the face of overwhelming
Musical Instrument - Horn EP
pack, evidence or under the command of a
superior. For this effect to apply you must
Instrument-Horn, a be in a city that you would fit in as a
GP 10 set of common Guard, this is decided by the DM.
clothes, City Insignia
PP Advantage on history checks to remember
on a necklace, pair of laws
shackles and 2 keys,
Guards duster
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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

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