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Dar Trian: Advantage Against Being Charmed

This document summarizes a Wood Elf Folk Hero Fighter character. It provides the character's name (Dar Trian), race, class, background, ability scores, proficiencies, equipment, and special features including Second Wind which allows regaining 1d10+1 hit points once per short rest. The character's fighting style is Archery which grants a +2 bonus to attack rolls with ranged weapons.

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0% found this document useful (0 votes)
42 views4 pages

Dar Trian: Advantage Against Being Charmed

This document summarizes a Wood Elf Folk Hero Fighter character. It provides the character's name (Dar Trian), race, class, background, ability scores, proficiencies, equipment, and special features including Second Wind which allows regaining 1d10+1 hit points once per short rest. The character's fighting style is Archery which grants a +2 bonus to attack rolls with ranged weapons.

Uploaded by

saikyouneko122
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Fighter 1 saikyouneko122

CLASS & LEVEL PLAYER NAME


Dar Trian
Wood Elf Folk Hero (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

• +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

17 SAVING THROWS INSPIRATION


=== ARMOR ===
Heavy Armor, Light Armor, Medium Armor,
CONSTITUTION P +5 Acrobatics DEX Shields
+2 PROFICIENCY BONUS
+2 P +3

+0
Animal Handling WIS
Arcana INT
=== WEAPONS ===
Martial Weapons, Simple Weapons

14 +1 Athletics STR === TOOLS ===


ABILITY SAVE DC Carpenter's Tools, Vehicles (Land)
-1 Deception CHA
P +2 History INT === LANGUAGES ===
INTELLIGENCE
+1 Insight WIS Common, Dwarvish, Elvish, Halfling
35 ft. (Walking)
+0 -1 Intimidation CHA
+0 Investigation INT
10 +1 Medicine WIS SPEED

+0 Nature INT PROFICIENCIES & LANGUAGES

WISDOM P +3 Perception WIS


-1 Performance CHA === ACTIONS ===
+1 -1 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
Help, Hide, Ready, Search, Use an Object,
+0 Religion INT
13 Opportunity Attack, Grapple, Shove, Improvise,
+3 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object

+3 Stealth DEX === BONUS ACTIONS ===


CHARISMA Second Wind • 1 / Short Rest
P +3 Survival WIS
Once per short rest, you can use a bonus action to

-1 regain 1d10 + 1 HP.

=== SPECIAL ===


Mask of the Wild
8 You can attempt to hide even when you are only
lightly obscured.
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

13 PASSIVE WISDOM (PERCEPTION)


Greatsword +3 2d6+1 Slashing Martial, Heavy, Two-Handed

Longbow +7 1d8+3 Piercing Martial, Ammunition, Heavy, Range, Two-Handed, Range (150/600)

11 PASSIVE WISDOM (INSIGHT)

Unarmed Strike +3 2 Bludgeoning


10 PASSIVE INTELLIGENCE (INVESTIGATION)

Darkvision 60 ft.

SENSES WEAPON ATTACKS & CANTRIPS

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
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.

* Fighting Style • PHB 72 * Mask of the Wild • BR 24


You adopt a fighting style specialty. You can attempt to hide even when you are only lightly
obscured.
| Archery • PHB
You gain a +2 bonus to attack rolls you make with | Special
ranged weapons.

* Second Wind • PHB 72


Once per short rest, you can use a bonus action to
regain 1d10 + 1 HP.

| 1 / Short Rest • 1 Bonus Action

=== WOOD ELF RACIAL TRAITS ===

* 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.

* Elf Weapon Training • BR 24

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Leather 1 10 lb. Waterskin 1 5 lb.

Greatsword 1 6 lb.

SP 0 Longbow 1 2 lb.

Backpack 1 5 lb.
EP 0 Bedroll 1 7 lb.

Clothes, Common 1 3 lb.


GP 10 Pouch 1 1 lb.

Arrows 20 1 lb.
PP 0 Mess Kit 1 1 lb.

Pot, Iron 1 10 lb.


WEIGHT CARRIED

97.2 lb. Rations (1 day) 10 20 lb.

ENCUMBERED Rope, Hempen (50 feet) 1 10 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

195 lb. Shovel 1 5 lb.

PUSH/DRAG/LIFT Tinderbox 1 1 lb.

390 lb. Torch 10 10 lb.

EQUIPMENT

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
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.

CHARACTER BACKSTORY ADDITIONAL NOTES

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES

SPELLS

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.

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