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Name: Armor Class: 20 Hit Points: 103+25 Speed: 30 ft. (6 sq.

) Race: Astral Elf Class: Hexblade 10

STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA


+0 +3 +4 +0 +1 +6
Save Save Save Save Save +5 Save +10
Athletics Initiative Hitdice 10d8 Arcana Animal handling Deception +10
Acrobatics +7 Hitpoints +3 per die History Insight Intimidation +10
Sleight of Hand Investigation Medicine Performance
Stealth +7 (disad) Nature Perception +5 Persuasion +10
Religion Survival
Actions:
 Synaptic Static: 28 psychic damage (INT 18 save for half) in a 20’ radius (120’range). Failed save= -3 to all attacks/checks/concentration
(resave end of turn). 2 times per short rest.
 Eldritch Blast: two attacks at +10 to hit, 13 force damage (17 w/curse), 120’ range
 Rapier: two attacks at +10 to hit, 13 damage (17 w/curse)
Bonus Actions:
 Curse: +4 dmg, crit on 19-20, 50% chance to miss you (reaction), recover 14 HP if it dies. Once per short rest
 Starlight Step: teleport 6 squares, 4 times/day (teleporting next to a targeted enemy doesn’t count as a use)
Abilities:
 Specter: appears when you slay a humanoid. Lasts one day.1/day
o 12 AC 50 HP +9 to hit 10 damage Fly/incorporeal 50’ Immune: necro/poison/conditions, Vulnerable: force/psychic/radiant/magic weapons
 Armor of Agathys : +25 temp HP and while you have these, melee hits against you cause your attacker 25 cold damage. Lasts 1 hr. Once
per short rest.
 Elven Accuracy: roll thrice when you have advantage on attack rolls
 Cantrips: Mage Hand, Light, Prestidigitation
 Optional Utility Spells (in place of synaptic static): Fly, Tongues, Teleportation Circle, Invisibility, Dimension Door, ArmorAgathys, Shield
 Other (already added): Darkvision, proficiency +4, Luckstone (+1saves/skills), Hex (+3 dmg, cast before short rest), Agonizing Blast
(+Cha), Improved Pact Weapon (+1), Thirsting Blade (x2attack), Relentless Hex (tport), Wildspacer tough (2hp/lvl), Eldritch Mind
(concentration adv.)
Equipment: Rapier, +1 Shield, Rod of the Pact Keeper +1, Luckstone, Half Plate, adventurers backpack, poisoners kit
Notes: -
Name: Armor Class: 18 Hit Points: 74 Swim/Climb: 40 ft. (8 sq.) Race: Astral Elf Class: Ranger 10

STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA


+2 +6 +2 +1 +4 +0
Save +6 Save +10 Save Save Save Save
Athletics +6 Initiative Hitdice 10d10 Arcana Animal handling Deception
Acrobatics Hitpoints +1 per die History Insight +8 Intimidation
Sleight of Hand Investigation Medicine Performance
Stealth +10 Nature +5 Perception +12 Persuasion
Religion Survival +8
Abilities:
 Extra Attack: attack twice as an action using either of the below
o Ranged: +12 to hit with longbow for 15 damage. Range 150 ft. (or 600 ft. w/disadvantage)
o Melee: +9 to hit with shortsword for 9 damage.
 Starlight Step: teleport 30 ft. as a bonus action, 4 times/day
 Tireless: regain 8 Hit Points as an action, 4 times/day
 Goodberries: heal 1 HP per action, 90 times (if you cast no spells the previous day)
 Primal Awareness: once/day each: Speak w/Animals (10 min), Speak w/ Plants (10 min), see through an animal’s eyes (1 hr)
 2nd level Spells: three per day- Pass Without Trace (1 hr), Air Bubble (24 hr)
 3rd level Spells: two per day- Revivify, Lightning Arrow (18 damage to target and 6 damage to everyone within 10 ft. of them)
 Favored enemies: advantage on tracking and knowledge rolls against Elves and Dragons. You also speak/read Common, Elven,
Draconic, Giant and Undercommon
 Other (already added): Darkvision, proficiency +4, Archery fighting style (+2), Hunter/Colossus slayer (+2 dmg), Hunter’s Mark (+3 dmg),
Deft Explorer/canny(+4 perception)/roving(+5’ speed/swim/climb)/tireless, Luckstone (+1saves/skills),
Equipment: +1 Studded leather armor, shortsword, +1 longbow, 60 arrows, explorer’s kit, Luckstone
Notes: -
Name: Armor Class: 21 Hit Points: 94 Speed: 30 ft. (6 squares) Race: any Class: Fighter 10

STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA


+5 +0 +3 +1 +1 +2
Save +10 Save +1 Save +8 Save +2 Save +2 Save +3
Athletics +9 Initiative +2 Hitdice 10d10 Arcana Animal handling Deception
Long Jump: 25 ft. Acrobatics +2 Hitpoints +3 per die History +5 Insight Intimidation
Sleight of Hand +2 Investigation Medicine Performance
Stealth +2 (disad) Nature Perception +5 Persuasion +6
Religion Survival

Abilities:
 Extra Attack: attack twice as an action using either of the below. Double the damage on a roll of 19 or 20.
o Melee: +11 to hit with Greatsword for 16 damage
o Ranged: +9 to hit with Javelin for 8 damage. Range 30 ft. (or 120 ft. w/disadvantage)
 Second Wind: regain 15 Hit Points with a bonus action, once per short rest
 Action Surge: take an additional action, once per short rest
 Indomitable: reroll a failed save, once per day
 Other (already added): proficiency +4, Great Weapon Fighting (+2 dmg) and Defense (+1 AC), remarkable athlete (1/2 proficiency on dex
skills), Improved Critical (19-20)
Equipment: +2 Greatsword, +1 Plate (disad on stealth), +1 Cloak of protection, 5 javelins, dungeoneer’s pack, potion of healing (+7 hitpoints)
Notes:

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