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Franklin Charles

Franklin Charles is a Level 4 Aarakocra Rogue with a background as an Acolyte, possessing skills in stealth and combat. He has various abilities including Sneak Attack, Cunning Action, and proficiency with light armor and simple weapons. His alignment is chaotic, and he idolizes a hero of his faith while seeking revenge on a corrupt temple hierarchy.

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

Franklin Charles

Franklin Charles is a Level 4 Aarakocra Rogue with a background as an Acolyte, possessing skills in stealth and combat. He has various abilities including Sneak Attack, Cunning Action, and proficiency with light armor and simple weapons. His alignment is chaotic, and he idolizes a hero of his faith while seeking revenge on a corrupt temple hierarchy.

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natyhfrasson
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Level 4 Aarakocra Rogue, Coinmonger 2700

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Franklin Charles
Acolyte Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Fighting Initiate. Your martial training has helped you


STRENGTH Studded Leather 16 develop a particular style of fighting. When you gain
Ability Score Improvement feature, you can replace this
PROFICIENCY BONUS +2
9
SHIELD feat’s fighting style with another one.
AC
Two-Weapon Fighting. When you engage in two-
weapon fighting, you can add your ability modifier to the
N
CIE C damage of the second attack.
-1 Strength
Y
PROFI

-1 Sneak Attack. Once per turn, you can deal an extra 2d6
✘ +6 Dexterity
damage to one creature you hit with an attack if you have
-2 Constitution ARMOR CLASS advantage on the attack roll. The attack must use a
DEXTERITY finesse or a ranged weapon.You don’t need advantage on
✘ +2 Intelligence the attack roll if another enemy of the target is within 5
MAXIMUM HIT DICE TEMPORARY

19 +3 Wisdom

+3 Charisma
18 4d8
feet of it, that enemy isn’t incapacitated, and you don’t
have disadvantage on the attack roll.
CONDITIONAL Thieves’ Cant. A secret mix of dialect, jargon, and code
+4 that allows you to hide messages in seemingly normal
conversation. Only another creature that knows thieves’
cant understands such messages. It takes four times
CURRENT HIT POINTS
longer to convey such a message than it does to speak
CONSTITUTION DEATH SAVING THROWS
the same idea plainly.In addition, you understand a set of
SAVING THROWS
secret signs and symbols used to convey short, simple

7 N
CIE C

+4 Acrobatics (Dex)
SPEED
25ft.
FLY
50ft.
CLIMB
0ft.
SWIM
0ft.
messages, such as whether an area is dangerous or the
territory of a thieves’ guild, whether loot is nearby, or
Y
PROFI

whether the people in an area are easy marks or will


RT

EXPE

+3 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION provide a safe house for thieves on the run.
-2 +0 Arcana (Int) Cunning Action. You can take a bonus action on each of
-1 Athletics (Str)
your turns in combat. This action can be used only to take
the Dash, Disengage, or Hide action.
INTELLIGENCE +3 Deception (Cha)
Devil’s Tongue. Whenever you roll a Persuasion or
10 ✘
+0 History (Int)

+5 Insight (Wis)
Deception check, roll 1d6 and add it to the result.

Otherworldly Wealth (Bonus Action). You have 7


✘✘ +7 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Syranian coins. They disappear and are replaced by a new
+0 +0 Investigation (Int)
set of coins when you finish a long rest.You can grab a
number of these coins that you are carrying and spend
+3 Medicine (Wis) Flight. You have a flying speed of 50 feet. To use them. The coins vanish, and you gain a benefit of your
this speed, you can’t be wearing medium or heavy choice from the list below. Each effect has a minimum
WISDOM +0 Nature (Int) cost listed that you must spend to choose that
armor.
effect.Syranian Stipend (1+). Each Syranian coin you
16 ✘✘ +7 Perception (Wis)

+3 Performance (Cha)
Talons. You are proficient with your unarmed
strikes, which deal 1d4 slashing damage on a hit.
spend for this feature becomes a nonmagical gold
piece.Market’s Guiding Hand (1). The first time you hit
with a weapon attack in the next minute, you can deal
+3 Persuasion (Cha) sneak attack damage even if you would not otherwise be
+3 ✘ +2 Religion (Int)
able to.Gold-Weighted Strike (1). Your sneak attack
damage increases by 1d6. This increase lasts until you
✘ +6 Sleight of Hand (Dex) next use your sneak attack or you finish a long rest.Aura
of Regulation (1). Until the start of your next turn, any
CHARISMA ✘ +6 Stealth (Dex) creature that attacks you or any friendly creatures within
5 feet of you must roll 1d6 and subtracts the result from
16 +3 Survival (Wis)
SKILLS
its attack roll.Premium Services (2). Before the end of
your turn, you can use your action to cast one of the
following spells of your choice, without material
components: alarm, bless, charm person, cure wounds,
+3 17 PASSIVE PERCEPTION
false life, find familiar, or unseen servant. Charisma is
your spellcasting ability for these spells, as you purchase
this magic directly from the spirits of Syrania.
ADVANTAGE

INITIATIVE +4 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Hand Mortar 30/60 +4 vs AC 2d8+4 fire
Explosive, Misfire 3, Reload 1
FEATURES & TRAITS
Hand Mortar 30/60 +4 vs AC 2d8+4 fire
Explosive, Misfire 3, Reload 1
Armor Proficiencies. Light Armor

Weapon Proficiencies. Simple Weapons, Crossbow,


Hand, Longsword, Rapier, Shortsword

Tool Proficiencies. Thieves’ tools

Languages. Common, Aarakocra, Auran, Halfling,


Infernal, Thieves’ Cant

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 28 1,62 87 kg
GENDER AGE HEIGHT WEIGHT
Franklin Charles Red Furry Black
CHARACTER NAME EYES SKIN HAIR

NAME

Anjos Sem Céu

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary
between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct
worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same
I idolize a particular hero of my faith, and constantly thing as channeling divine power.
refer to that person’s deeds and example.
I idolize a particular hero of my faith, and constantly Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of
refer to that person’s deeds and example.
your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred
rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were
the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish
PERSONALITY TRAITS
master that you now deny.

Change. We must help bring about the changes the


gods are constantly working in the world. (Chaotic)

IDEAL

I will someday get revenge on the corrupt temple


hierarchy who branded me a heretic.

BOND

I am inflexible in my thinking.

FLAW BACKGROUND STORY

Shelter of the Faithful


As an acolyte, you command the respect of those who share your
faith, and you can perform the religious ceremonies of your deity.
You and your adventuring companions can expect to receive free
healing and care at a temple, shrine, or other established presence
of your faith, though you must provide any material components
needed for spells. Those who share your religion will support you
(but only you) at a modest lifestyle.You might also have ties to a
specific temple dedicated to your chosen deity or pantheon, and
you have a residence there. This could be the temple where you
used to serve, if you remain on good terms with it, or a temple
where you have found a new home. While near your temple, you
can call upon the priests for assistance, provided the assistance you
ask for is not hazardous and you remain in good standing with your
temple.

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
[Hand Mortar] 1 10
[Studded Leather] 1 13
[Hand Mortar] 1 10

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

33 lb / 135 lb 270 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Hand Mortar Studded Leather Hand Mortar
Weapons Armor Weapons

Made from tough but flexible leather, studded leather is


reinforced with close-set rivets or spikes.

10 lb. Critical Role 13 lb. Player’s Handbook 10 lb. Critical Role

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