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captain 10

CLASS & LEVEL BACKGROUND PLAYER NAME

svirnfeblin
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
22 +10 30
12 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

+1 PERSONALITY TRAITS

Hit Point Maximum 103


+1
Strength
DEXTERITY
Dexterity
+5
7-8-5-6-10-9-3-7-8
20 ● +7
Constitution
CURRENT HIT POINTS IDEALS
+3
Intelligence
+5 +2
Wisdom
● +7
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
16
+5
Acrobatics (Dex) Total SUCCESSES
+3
+2
Animal Handling (Wis) 9d10 FAILURES

+3
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+1
Athletics (Str)

16 ●
+7
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE

+7
History (Int)
whip +1 +10 1d4+5 improved darkvision: 120ft
+3 ●
+6
Insight (Wis)
+3
Intimidation (Cha)
gift of the svirfneblin: 3rd level
WISDOM ●
+7
Investigation (Int)
disguise self
+2
Medicine (Wis)
14 +3
Nature (Int)
5th level non detection
whip of certain death - when

+6
Perception (Wis)
+2 hitting someone they cannot long rest recharge ( CHA
+3
Performance (Cha)
regain hp untill the start of spellcast mod chosen)

+7
Persuasion (Cha)
CHARISMA your next turn.
+3
Religion (Int)
16 gnomish magic resistance:
+5
Sleight of Hand (Dex)
+5
Stealth (Dex)
int , wis , cha advantage
+3 ●
+6
Survival (Wis)
against spells.
SKILLS ATTACKS & SPELLCASTING
deep gnome camouflage :
advantage on stealth = to prof
14 PASSIVE WISDOM (PERCEPTION)
CP serpent scale armor mod. long rest recharge
( no dex cap on gear
SP and no DA on
stealth), shield, whip
EP
of certain death
GP

PP

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Defense style +1 AC

Squad Orders Tactical Acumen


At 3rd level you can spend time training your fellow adventurers You are often more concerned with your group’s readiness at
to work together during combat. Choose a number the expense of your own. When combat begins and you are
of other characters equal to 1 plus your Charisma modifier not surprised you can take disadvantage on your initiative
to join your squad (when your Charisma modifier increases roll in order to give advantage on initiative rolls to a number
you can increase the size of your squad). You are automatically of creatures equal to your proficiency bonus.
a member of the squad and do not count towards
Field Dressings
the total. Starting at 2nd level, you can help wounded allies during a
When you roll initiative you can give the squad one of short or long rest. If you or any friendly creatures regain
the following orders: hit points at the end of the rest by spending one or more Hit
• “Be alert!” Each member of the squad has advantage on Dice, each of those creatures regains an extra 1d6 hit points.
Wisdom (Perception) checks made in combat. The extra hit points increase when you reach certain levels
• “Brace yourselves!” If the member does not move on their in this class: to 1d8 at 9th level, to 1d10 at 11th level, and
turn, any melee attacks against them are at disadvantage to 1d12 at 17th level.
until the beginning of their next turn.
• “Stand fast!” Each member of the squad has advantage Bid to Action
on saving throws or ability checks to resist movement Beginning at 3rd level, you can spur others to act quickly.
effects. When a creature’s turn ends, use your reaction to nominate
The command is the same for all squad members and the a friendly creature to have its turn next instead of acting
effect of the command lasts for 1 minute. on its normal initiative count. The creature must not have
already taken its turn yet this round and retains its original
Additional Orders initiative count for future rounds.
At 9th level you train your squad to execute some new orders:
Alert ( feat lvl 4) : cant be surprised when conscious, +5 bonus to initiative, other creatures dont gain advantage even if they are unseen.
• “Braced fire!” At the start of their turn, a member of the
squad can use their bonus action to reduce their speed level 6 and 8 +4 dex.
to 0 to gain advantage on their first attack roll with a
ranged weapon.
• “Form ranks!” If a member of the squad is within 5 feet of
another squad member when they take the Attack action
with a melee weapon then the member has advantage on
their first attack roll.
• “Stay focused!” Each member of the squad has advantage
on saving throws against becoming charmed.

Aura of Aggression
When you reach 6th level you are able to motivate others
just by being present. You can activate this aura by using
your bonus action on your turn and shouting some choice
invectives to spur your allies into being exceedingly aggressive
ADDITIONAL FEATURES & TRAITS
against your enemies. On their next turn, a character
that can hear and see you can spend their bonus action to
make an additional single melee attack roll against a target
Extra Attack
within 5 feet.
Beginning at 5th level, you can attack twice, instead of
You can do this a number of times up to your proficiency once, whenever you take the Attack action on your turn.
bonus and then must take a short or longer rest before using The number of attacks increases to three when you reach
this feature again. 18th level in this class.

War Stories
Beginning at 7th level, you can tell encouraging stories to
steel the resolve of your companions. You may restore a
number of Hit Dice equal to your proficiency bonus to each
friendly creature you share a short or long rest with. Once
you use this feature you must take an extended rest before
using it again.
At 15th level, you can use this feature twice before needing
to take an extended rest.

Army Brat
Gain proficiency in the Medicine, Nature or Survival skill.
You also gain proficiency with siege weapons. Finally, you
gain proficiency with a gaming set of your choice.

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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