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Fighter Folk Hero John

Rick Cranberry CLASS & LEVEL BACKGROUND PLAYER NAME

Raccoon Folk Chaotic Good


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

Dual Wielder
INSPIRATION

15
+7 to hit You master fighting with two weapons, gaining the following benefits:
STRENGTH
17 30ft +1 bonus to AC while wielding a melee weapon in each hand.

+1 PROFICIENCY BONUS
ARMOR
CLASS
Maneuver Sav DC SPEED
-You can use two-weapon fighting with non light weapons
-You can draw or stow two one-handed weapons
16 w/out when you would normally be able to draw or stow only one.
13
HP
Strength Second Wind You have a limited well of stamina
DEXTERITY that you can draw on to protect yourself from harm.
Dexterity Advantage
Escape Grapple On your turn, you can use a Bonus Action to

+4 Constitution
Intelligence
CURRENT HIT POINTS
Regain Health -> 1d10+ level
Short rest

18 Wisdom Action Surge You can push yourself beyond


Charisma your normal limits for a moment.
On your turn,
CONSTITUTION you can take One Additional Action
SAVING THROWS
TEMPORARY HIT POINTS on top of your regular and bonus action.

+3
Short rest

Acrobatics (Dex) Successful


Defensive
Successful
Duelist Fury of the Small When you damage a creature
When hit with a melee attack that’s a size larger than you with an attack, you can
16 Animal Handling (Wis)

INTELLIGENCE
Arcana (Int)
Failed

DEATH
+1
SAVES
HIT DICE
Failed -> +Proficiency
Reaction Bonus
to Armor Class
DEATH SAVES
potentially causing the attack to miss
cause the attack to deal extra damage.
The extra damage equals your level.
Short rest
Athletics (Str)
-> Bonus Action to Disengage, Hide
+0 Deception (Cha)
History (Int)
NAME
Wakizashi
BONUS
Dual
Wield
DAMAGE/ TYPE
1d8 Slashing Slasher -Once per turn when you hit a creature
with an attack that deals slashing damage,
10 Insight (Wis)
Dagger 20/60 1d4 Piercing you can reduce the speed of the target by 10ft
until the start of your next turn.
Intimidation (Cha)

WISDOM Investigation (Int)


Shuriken 30/60 1d4 Slashing -When you score a critical hit that deals slashing damage
to a creature, you grievously wound it.
Medicine (Wis) Blowgun 25/100 1+1d4 Poison Until the start of your next turn,
+0 Nature (Int)
the target has disadvantage on all attack rolls.

Perception (Wis)
10 Next Advantage
Performance (Cha)
Distracting Strike Attack Roll till your turn Starting at 9th level, you can Reroll a Saving Throw
that you fail. If you do so, you must use the new roll, and you
CHARISMA
Persuasion (Cha) Disarming Strike StrSav Drops Object can't use this feature again until you finish a Long Rest.
Religion (Int)
Trip Attack StrSav Fall Prone
-2 Sleight of Hand (Dex)
Stealth (Dex) Menacing Attack WisSav Frightened
You can use this twice between long rests at 13th level
and three times between long rests starting at 17th level.

6 Survival (Wis)
end of your next turn
Disadvantage
Goading Attack WisSav
attack others Poison, Basic. You can use the poison in this vial to coat
SKILLS end of your next turn one slashing or piercing weapon or up to three pieces of
ammunition. Applying the poison takes an action.
A creature hit by the poisoned weapon or ammunition
PASSIVE WISDOM (PERCEPTION) Wakizashi X2 must make a DC 10 Constitution saving throw or take
CP Dagger X2 1d4 poison damage
10 Shuriken Once applied, the poison retains potency for 1 min before drying.
Blowgun->10 darts
Simple Weapons Extra Attack SP
Lvl 5 X2 Studded Leather Armor at 12th level, you learn to prepare and deliver deadly poisons:
Martial Weapons
Lvl 11 X3
When you make a damage roll, you ignore resistance to poison damage.
All Armor Lvl 20 X4 Herbalism Kit
EP
Shields Poisoner's Kit You can coat a weapon in poison as a bonus action, instead of an action.

Dungeoneer’s Pack With one hour of work using a poisoner's kit and expending 50gp worth
Herbalism Kit
GP Backpack of materials, you can create a number of doses of potent poison equal
Poisoner’s Kit
Crowbar to your proficiency bonus. Once applied to a weapon or piece of
Hammer ammunition, the poison retains its potency for 1 minute or until you hit
Darkvision
PP 10 Pitons with the weapon or ammunition. When a creature takes damage from
Dim light within 60ft as Bright light,
Tinderbox the coated weapon or ammunition, that creature must succeed on a
and in Darkness as if it were Dim light.
10 torches DC 14 Constitution saving throw or take
You can’t discern color in darkness,
rope Waterskin
only shades of gray. 2d8 poison damage
Common - Raccotan Shovel and become poisoned until the end of your next turn.
PROFICIENCIES & LANGUAGES Iron Pot EQUIPMENT

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