Dar Trian: Advantage Against Being Charmed
Dar Trian: Advantage Against Being Charmed
• +3 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +3 Dexterity
• +4 Constitution +3 14 12 --
+1 +0 Intelligence
CLASS
+1 Wisdom INITIATIVE HIT POINTS
13
-1 Charisma
Total 1d10 SUCCESSES
Saving Throw Modifiers
Immunities - Magical Sleep
DEXTERITY FAILURES
Advantage against
+3 being charmed DEFENSES HIT DICE DEATH SAVES
+0
Animal Handling WIS
Arcana INT
=== WEAPONS ===
Martial Weapons, Simple Weapons
Longbow +7 1d8+3 Piercing Martial, Ammunition, Heavy, Range, Two-Handed, Range (150/600)
Darkvision 60 ft.
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Fighter 1 saikyouneko122
CLASS & LEVEL PLAYER NAME
Dar Trian
Wood Elf Folk Hero (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS
=== FIGHTER FEATURES === You have proficiency with the longsword, shortsword,
shortbow, and longbow.
* Hit Points • PHB 71
* Fleet of Foot • BR 24
* Proficiencies • PHB 71 Your base walking speed increases to 35 feet.
* Darkvision • BR 23
You can see in darkness (shades of gray) up to 60 ft.
* Keen Senses • BR 23
You have proficiency in the Perception skill.
* Fey Ancestry • BR 23
You have advantage on saves against being charmed,
and magic can’t put you to sleep.
* Trance • BR 23
You don't need to sleep, but meditate semiconsciously
for 4 hours a day. While meditating, you can dream
after a fashion; such dreams are actually mental
exercises that have become reflexive through years of
practice. After resting in this way, you gain the same
benefit that a human does from 8 hours of sleep.
Greatsword 1 6 lb.
SP 0 Longbow 1 2 lb.
Backpack 1 5 lb.
EP 0 Bedroll 1 7 lb.
Arrows 20 1 lb.
PP 0 Mess Kit 1 1 lb.
ENCUMBERED Rope, Hempen (50 feet) 1 10 lb. ATTUNED MAGIC ITEMS QTY WEIGHT
EQUIPMENT
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Medium
GENDER AGE SIZE HEIGHT WEIGHT
Dar Trian Neutral Good
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR
PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
Your parents lived in the prosperous village of Personal Goal: Determine Your Destiny. In the
Thundertree, east of the city of Neverwinter and at remote cloister of Dragon’s Rest lives an old sage
the edge of the Neverwinter Wood. But when who is supposed to possess great wisdom—or
nearby Mount Hotenow erupted thirty years ago, possibly supernatural insight. The cloister holds a
your parents fled, perhaps carrying you in your temple to the dragon god Bahamut, who is a patron
infancy (depending on how old you are). Your of heroes and a champion of justice. Maybe Elder
family drifted from village to village around the Runara can help you determine exactly what your
region, finding work as laborers where they heroic destiny is and set you on the right path to fulfill
could. it, so you can become the hero you know you’re
meant to be.
You’ve spent the last few years in Neverwinter as
a carpenter working at the city’s bustling docks.
But it’s clear to you and everyone around you that
you are destined for much more. You stood up to
an abusive ship captain once, so other
dockworkers look up to you. Someday, you’ll
come into your own. You’ll be a hero.
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SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
SPELLS
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