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Eladrin Performer, High-Wire Acrobat

13 | Str (+1)

17 | Dex (+3)

12 | Con (+1)

10 | Int (+0)

8 | Wis (-1)

15 | Cha (+2)

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

Fey Step (Recharge 5 or 6). As a bonus action, you can magically teleport up to 30 feet to an unoccupied
space you can see. Once you use this trait, you can't do so again until you finish a short or long rest.

Nimble. The performer can take the Disengage action as a bonus action on each of its turns.

Multiattack. The acrobat makes two attacks with its quarterstaff.

Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning
damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands.

Eladrin Performer, Blade Juggler

13 | Str (+1)

17 | Dex (+3)

12 | Con (+1)

10 | Int (+0)

8 | Wis (-1)

15 | Cha (+2)

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

Fey Step (Recharge 5 or 6). As a bonus action, you can magically teleport up to 30 feet to an unoccupied
space you can see. Once you use this trait, you can't do so again until you finish a short or long rest.

Nimble. The performer can take the Disengage action as a bonus action on each of its turns.

Multiattack. The juggler makes two dagger attacks.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4
+ 3) piercing damage.
Goliath Strong Man

17 | Str (+3)

14 | Dex (+2)

14 | Con (+2)

8 | Int (-1)

12 |Wis (+1)

10 | Cha (+0)

Stone's Endurance. When you take damage, you can use your reaction to roll a d12. Add your
Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait,
you can't use it again until you finish a short or long rest.

Mountain Born. You have resistance to cold damage. You're also acclimated to high altitude.

Multiattack. The strong man makes two melee attacks with its Warhammer. Warhammer. Melee
Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

Parry. The Strong Man adds 2 to its AC against one melee attack that would hit it. To do so, the noble
must see the attacker and be wielding a melee weapon.

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