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Far Traveller
CLASS & LEVEL BACKGROUND PLAYER NAME
Atreyus Dragonborn Lawful Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
16 +4 45/30
+1 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
12 PERSONALITY TRAITS
+4
●
+8 Dexterity
+2 Constitution
-1 Intelligence
61
CURRENT HIT POINTS IDEALS
18 +2 Wisdom
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+2 ●
+8 Acrobatics (Dex) SUCCESSES
-1 +1 Deception (Cha)
-1 History (Int)
NAME ATK BONUS DAMAGE/TYPE
8 ●
+6 Insight (Wis)
Dart +8 1d4+4 piercing
Clothes, traveler’s
WISDOM
+1 Intimidation (Cha)
-1 Investigation (Int)
+4 d+4 Horn
+2 Medicine (Wis) Pouch
+2 -1 Nature (Int)
Number of Attacks: 2 Ring Of Warmth
●
+6 Perception (Wis)
14
+1 Performance (Cha)
- Martial Arts. Unarmed
+1 Persuasion (Cha)
strike or monk weapon,
CHARISMA
-1 Religion (Int)
melee, 1d6+4 damage.
- Breath Weapon. Fire, 15
+1 ●
+4 Sleight of Hand (Dex)
+8 Stealth (Dex)
ft. cone, 3d6 fire damage,
13 +2 Survival (Wis)
DC14 dex save.
SKILLS ATTACKS & SPELLCASTING
SP
Tool Proficiencies: Horn;
Jeweler's Tools EP
Weapon Proficiencies: GP
5
Shortsword; Simple
PP
Language Proficiencies:
Common; Draconic; Giant
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
.atreio
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
----------Bonus Actions----------
Flurry of Blows. After you take Attack action, spend 1 ki to make 2 unarmed strikes.
Martial Arts. Make an extra unarmed strike when you take Attack action.
Step of the Wind. Spend 1 ki point to take the Disengage or Dash action and jump distance is
doubled for the turn.
---------------Actions--------------
Stillness of Mind. End one effect causing you to be charmed or frightened.
-------------Reactions-------------
Deflect Missiles. When hit by a ranged attack, reduce the damage by 1d10 +13. If you reduce it to
0, you can catch the missile (if you have a free hand and it's small enough to hold) and use it in a
ranged attack with proficiency, as a monk weapon, for 1 ki point with range 20/60.
-----------Other Traits------------
All Eyes on You. Your accent, mannerisms, figures of speech, and perhaps even your appearance
all mark you as foreign. Curious glances are directed your way wherever you go, which can be a
nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to
say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this
attention into access to people and places you might not otherwise have, for you and your traveling
companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in
hearing about your distant homeland and people.
Equipment. You possess any one musical instrument or gaming set you are proficient with. If you
choose a musical instrument, select it from the instrument section on the equipment page. If you
choose a gaming set enter it manually.
You also possess poorly wrought maps from your homeland that depict where you are in Faerûn,
and a small piece of jewelry worth 10 gp in the style of your homeland's craftsmanship. Enter these
manually as custom items.
Evasion. When you succeed on a DEX save to take half damage, you take none, if you fail, you
take half.
Open Hand Technique. When you hit with Flurry of Blows, you impose one of the effects on the
target: 1) must make a DC 14 DEX save or be knocked prone. 2) make a DC 14 STR save or be
pushed 15 ft. 3) can't take reactions until end of your next turn.
Stunning Strike. When you hit a creature with melee attack, spend 1 ki point to stun the creature if
it fails a DC 14 CON save.