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STEALTH DISADVANTAGE
✘
+0 rolls.
+5 Dexterity
✘ +6 Constitution ARMOR CLASS Sharpshooter. Attacking at long range doesn’t
DEXTERITY
+0 Intelligence
impose disadvantage on your ranged weapon attack
MAXIMUM HIT DICE TEMPORARY rolls.Your ranged weapon attacks ignore half cover
20 +1 Wisdom
+0 Charisma
58 6d10 and three-quarters cover.Before you make an attack
with a ranged weapon that you are proficient with,
CONDITIONAL
you can choose to take a - 5 penalty to the attack
roll. If the attack hits, you add +10 to the attack’s
+5 damage.
CURRENT HIT POINTS Fighting Style.
CONSTITUTION DEATH SAVING THROWS
Archery. You gain a +2 bonus to attack rolls you
SAVING THROWS
make with ranged weapons.
17 N
CIE C
+8 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft. Second Wind (Bonus Action—1/Short Rest). You
Y
PROFI
✘
RT
EXPE
10 +1 Survival (Wis) minor illusion cantrip. You can cast the invisibility
SKILLS spell once with this trait using Charisma as your
spellcasting ability.
+0 14 PASSIVE PERCEPTION
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
1. Alay 2. Komando Bölüğü; ilk ve tek görevim Tehlikeyi gözle, yılanın başını küçükken ez.
PERSONALITY TRAITS
IDEAL
BOND
Loyalty Test
You’ve had enough dealings with crooked soldiers
that you can spot the behaviors common to corrupt
guards and military officers a mile away. While
awareness of such corruption doesn’t equate to
evidence of it, and your sense certainly isn’t
foolproof, your instinct proves a useful starting point
when determining who might take a bribe, who
might turn a blind eye to a crime, or who might have
criminal connections. You can also use this sense to
get a feeling about who might fulfill their duties
strictly by the book.
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Musket] 1 10
Pistol 1 3
[Studded Leather] 1 13
Explorer’s Pack 1 10
0 0 0 750 0
51 lb / 165 lb 330 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Minor Illusion
Illusion Cantrip
10 lb. Dungeon Master’s Guide 3 lb. Dungeon Master’s Guide 13 lb. Player’s Handbook
Explorer’s Pack
Equipment Packs
Many creatures in the worlds of D&D, especially those that You have advantage on saving throws against being Elves don’t need to sleep. Instead, they meditate deeply,
dwell underground, have darkvision. Within a specified charmed, and magic can’t put you to sleep. remaining semiconscious, for 4 hours a day. (The Common
range, a creature with darkvision can see in darkness as if word for such meditation is “trance.”) While meditating,
the darkness were dim light, so areas of darkness are only you can dream after a fashion; such dreams are actually
lightly obscured as far as that creature is concerned. mental exercises that have become reflexive through years
However, the creature can’t discern color in darkness, only of practice. After resting in this way, you gain the same
shades of gray. benefit that a human does from 8 hours of sleep.
When you make a Charisma (Performance) or Dexterity You know the minor illusion cantrip. Starting at 3rd level, You have a quick hand and keen eye when employing
(Stealth) check, you can roll a d4 and add the number rolled you can cast the invisibility spell once with this trait, and firearms, granting you the following benefits:
to the ability check. you regain the ability to cast it when you finish a long rest. • Increase your Dexterity score by 1, to a maximum of
Charisma is your spellcasting ability for these spells. 20.
• You gain proficiency with firearms (see “Firearms” in
the
• Dungeon Master’s Guide
• ).
• You ignore the loading property of firearms.
• Being within 5 feet of a hostile creature doesn’t
impose disadvantage on your ranged attack rolls.
Mark of Shadow Eberron: Rising from the Last War Mark of Shadow Eberron: Rising from the Last War Feat (4) Tasha’s Cauldron of Everything
You have mastered ranged weapons and can make shots You adopt a particular style of fighting as your specialty. You gain a +2 bonus to attack rolls you make with ranged
that others find impossible. You gain the following benefits: Choose one of the following options. You can’t take a weapons.
• Attacking at long range doesn’t impose disadvantage Fighting Style option more than once, even if you later get
on your ranged weapon attack rolls. to choose again.
• Your ranged weapon attacks ignore half cover and ARCHERY
three-quarters cover. You gain a +2 bonus to attack rolls you make with ranged
• Before you make an attack with a ranged weapon that weapons.
you are proficient with, you can choose to take a - 5 DEFENSE
penalty to the attack roll. If the attack hits, you add +10 to While you are wearing armor, you gain a +1 bonus to AC.
the attack’s damage. DUELING
When you are wielding a melee weapon in one hand and
no other weapons, you gain a +2 bonus to damage rolls
with that weapon.
GREAT WEAPON FIGHTING
When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with two
hands, you can reroll the die and must use the new roll,
even if the new roll is a 1 or a 2. The weapon must have the
two-handed or versatile property for you to gain this
benefit.
PROTECTION
When a creature you can see attacks a target other than
you that is within 5 feet of you, you can use your reaction
to impose disadvantage on the attack roll. You must be
wielding a shield.
TWO-WEAPON FIGHTING
When you engage in two-weapon fighting, you can add
Feat (6) Player’s Handbook Fighter Player’s Handbook Fighting Style Player’s Handbook
Second Wind Action Surge Extra Attack
Class Feature Class Feature Class Feature
You have a limited well of stamina that you can draw on to Starting at 2nd level, you can push yourself beyond your Beginning at 5th level, you can attack twice, instead of
protect yourself from harm. On your turn, you can use a normal limits for a moment. On your turn, you can take one once, whenever you take the Attack action on your turn.
bonus action to regain hit points equal to 1d10 + your additional action on top of your regular action and a The number of attacks increases to three when you reach
fighter level. possible bonus action. 11th level in this class and to four when you reach 20th
Once you use this feature, you must finish a short or long Once you use this feature, you must finish a short or long level in this class.
rest before you can use it again. rest before you can use it again. Starting at 17th level, you
can use it twice before a rest, but only once on the same
turn.
Fighting Spirit
Archetype Feature