Kerillian
Kerillian
INSPIRATION
STRENGTH
17 +10 35
0 +5 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
10 PERSONALITY TRAITS
+5 ●
-1 Constitution
+8 Intelligence
CURRENT HIT POINTS IDEALS
20 +3 Wisdom
-1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
-1 ●
+10 Acrobatics (Dex) Total 14d8 SUCCESSES
+3 -1 Deception (Cha)
+3 History (Int)
NAME ATK BONUS DAMAGE/TYPE
16 ●
+8 Insight (Wis) Darkvision: 60 ft.
WISDOM
-1 Intimidation (Cha)
+3 Investigation (Int)
Immunities:
+3 Medicine (Wis) magical-sleep
+3 ●
+13 Nature (Int)
●
+13 Perception (Wis)
16
-1 Performance (Cha) (additional
CHARISMA
-1 Persuasion (Cha)
+8 Religion (Int)
features & traits
on last page)
●
-1 ●
●
+10 Sleight of Hand (Dex)
+15 Stealth (Dex)
8 ●
+13 Survival (Wis)
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
old as balls ideal perfect
AGE HEIGHT WEIGHT
Kerillian african-american elf the best hair colour
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
----------Bonus Actions----------
Cunning Action. Dash, Disengage or Hide (use once/turn).
---------------Actions--------------
Cloak of Elvenkind. Pull hood up and gain advantage on Stealth and others have disadvantage on
Perception checks to see you.
-------------Reactions-------------
Uncanny Dodge. Halve the damage from an attacker you can see that hits you.
-----------Other Traits------------
Alert. You can’t be surprised while you are conscious.
Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from
you.
All Eyes on You. Your accent, mannerisms, figures of speech, and perhaps even your appearance
all mark you as foreign. Curious glances are directed your way wherever you go, which can be a
nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to
say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this
attention into access to people and places you might not otherwise have, for you and your traveling
companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in
hearing about your distant homeland and people. .
Ambush Master. Starting at 13th level, you excel at leading ambushes and acting first in a fight.
You have advantage on initiative rolls. In addition, the first creature you hit during the first round of
a combat becomes easier for you and others to strike; attack rolls against that target have
advantage until the start of your next turn.
Evasion. When you succeed on a DEX save to take half damage, you take none, if you fail, you
take half.
Mask of the Wild. You can try to hide when lightly obscured by foliage, heavy rain, falling snow,
mist, and other natural phenomena.
Reliable Talent. When you make an ability check with proficiency, treat a roll less than 10 as a 10.
Skirmisher. Starting at 3rd level, you are difficult to pin down during a fight. You can move up to
half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement
doesn’t provoke opportunity attacks.
Sneak Attack. 7d6 extra damage on attack where you have advantage or another enemy of
creature is within 5 ft. (use once/turn).
Superior Mobility. At 9th level, your walking speed increases by 10 feet. If you have a climbing or
swimming speed, this increase applies to that speed as well.
Survivalist. When you choose this archetype at 3rd level, you gain proficiency in the Nature and
Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check
you make that uses either of those proficiencies.