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Magus 4 Fighter 1 Outlaw (Criminal) Sam

CLASS & LEVEL BACKGROUND PLAYER NAME


Colt
Kobold (CL) CN/CG N/A
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

N/A INSPIRATION
STRENGTH I don't pay attention to the
16 +5 30ft risks in a situation. Never
8 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED tell me the odds
PERSONALITY TRAITS

Hit Point Maximum 34


Strength Freedom. Chains are meant to be
DEXTERITY
Dexterity broken, as are those who would
20 ● Constitution
CURRENT HIT POINTS
forge them.
IDEALS
● Intelligence
+5 Wisdom
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

14
Acrobatics (Dex) Total 3d8 SUCCESSES I act strong and tough, but I'm no
more of a coward then my kobold
Animal Handling (Wis) 1d8 FAILURES
ancestors.

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

18

Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Crossbow Expert
Revolver +12 1d6 + 5(6)

Insight (Wis) You ignore the loading
Intimidation (Cha) Revolver +12 1d6 + 5(6) quality of crossbows with
WISDOM ●
Investigation (Int) which you are proficient.
Musket +12 1d10+5(6)
Medicine (Wis) Being within 5 feet of a
10
Nature (Int) Note: hostile creature doesn’t
Perception (Wis) Parentheses are when impose disadvantage on your
Performance (Cha) weapon(s) are under the ranged attack rolls.
CHARISMA Persuasion (Cha) enspell feature. When you use the Attack
Religion (Int) action and attack with a one
12 ●
Sleight of Hand (Dex) handed weapon, you can use

Stealth (Dex) a bonus action to attack with
Survival (Wis) a hand crossbow you are
SKILLS ATTACKS & SPELLCASTING holding

10 PASSIVE WISDOM (PERCEPTION)


arcane focus
CP
(engraved into
revolver), backpack,
Light armor, medium armor, SP
bedroll, mess kit,
shields, simple weapons,
EP tinderbox, 10 torchs
martial weapons, playing card
waterskin, hempen
set, tinker's tools, thieve's tool
GP 90 rope, 10 rations, a
crowbar, a set of
PP dark common clothes
including a hood,
leather armor, ring of
Common, Kobold
gun, tripwire of fire
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

Born to a band of Kobold raiders, his


tribe was decimated by an eldritch
society in their archaeological
expedition into the underdark. Adopted
and indoctrined into the society, Colt
took the role of an apprentice and
trainee to Earendil of Ministeeri, an
influencial elven magus, who mastered
the druidic arts & archery. Gifted in the
martial arts, and less so in the arcane,
Colt become one of the best archers
and magi of the order, inspired by their
oath to good. In teen years of rebellion,
Colt looked for ways to liberate himself
and seek further freedom, as a result he
experimented with crossbows and grew
distant to his master. By the later years
of his training, he created a proto-type
of a black powder crossbow and begin
to comitt petty crimes. With the link ADDITIONAL FEATURES & TRAITS
between him and his master severed,
and his invention of the firearm, he
drifted into the outlaw-hood, joining a
local criminal gang. Returning home
from a cattle herding, he witnessed his
order in ruins, raided and destroyed by
anti-magic terrorists. Believing his
master gone, and order gone; Colt left
his life of being an outlaw behind and
wandered the world aimlessly, without
identity, purpose or cause.

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Magus INT 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Acing Arrow
Vortex Dart

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 3 7
EPAR
SPELL NAME
ED
PR

Shield

Magic Missile
4
Find Familar
SPELLS KNOWN

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

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