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Rogue (Scout) 4

CLASS & LEVEL BACKGROUND PLAYER NAME


Eltheran
Eladrin: Winter
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
14 4 30 Fey Step: 0/3
10 2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
Sneak Attack: 2D6

0 PERSONALITY TRAITS

Hit Point Maximum 28


0
Strength
DEXTERITY 0/20 MHRP
18



6

2
Dexterity
Constitution
28
CURRENT HIT POINTS IDEALS
● 3
Intelligence
4 2
Wisdom
2
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
14 4

6
Acrobatics (Dex) Total SUCCESSES
2 ●
4
Animal Handling (Wis) 4D8 FAILURES

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

13 2
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
1
History (Int)
Shortsword +6 1D6+4 - Fey Step: As Bonus Action,
1 ●
4
Insight (Wis)
teleport up to 30 feet to
2
Intimidation (Cha) Shortsword off. +6 1D6
unoccupied space. Regains
WISDOM 1
Investigation (Int)
on short or long rest. Anyone
2
Medicine (Wis)
14 ●
5
Nature (Int)
within 5 feet of you wis save
against 8+prof+cha or be
2

6
Perception (Wis)
frightened untill end of your
2
Performance (Cha)
next turn.
CHARISMA 2
Persuasion (Cha)
- Sneak Attack: 2D6 extra
1
Religion (Int)
14 damage when advantage on

6
Sleight of Hand (Dex)

8
Stealth (Dex)
attack roll or when target is
2 ●
6
Survival (Wis)
within 5 feet of an ally of you.
- Cunning Action: You can
SKILLS ATTACKS & SPELLCASTING
use Dash, Disengage and
Hide as bonus actions
16 PASSIVE WISDOM (PERCEPTION)
CP 17 Shortsword x2 (1D6 - Skirmisher: As a reaction,
piercing) when an enemy ends their
SP 3 - Burglars Pack turn within 5 feet of you, you
Light Armor, simple weapons,
- Leather Armor (11 can move up to half your
crossbow, longsword, rapier, EP / +dex) speed. This movement does
shortsword.
- Dagger x2 not provoke attacks of
GP 50 - Thieves' Tools opportunity.
Thieves Tools
PP

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
134
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

- Can't be put to sleep with magic, resistant against being


A man from the Feywild. He charmed.
doesn't remember himself how
- Expertise: Perception, Stealth
he ended up here. All he
remembers is that he was - Survivalist: Double prof in Nature and Survival
running at one point and then he - Darkvision
was here. He is hoping that
traveling with these people will
keep him safe and that they will
be indebted to him so he can
use that to have them help him
find a way back home. A bit cold
and distant most of the time.

The reason he needs to go back


to the Feywild is because he
needs to find a way to save his ADDITIONAL FEATURES & TRAITS

place from a certain corruption of


nature. He does not know the
origin of this corruption but aims
to stop it. In trying to do so he
ended up on the Prime Material
Plane.

A pale-blue skin and long white


hair that falls slightly below the
shoulders. Crystal blue eyes.
Looks a lot weaker than he
actually is.

CHARACTER BACKSTORY TREASURE

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

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