Talon Sheet Only
Talon
1 Level (0/300 XP for level-up) Urban Bounty Hunter Background Archivist (Fire-Heart) Race / Species / Heritage Elements: Fire, Air & Void Alignment
Rogue
Level 1
Hit Dice: 1/1
1d8+0 Class 1
Level 1
Hit Dice: 1/1
1d8+0 Class 1
STR
10
10
+0
DEX
16
16
+3
CON
10
10
+0
INT
12
12
+1
WIS
14
14
+2
CHA
14
14
+2
8
Hit Points
Hit Points
+3
Initiative (DEX)
Initiative (DEX)
15
Armor Class (AC)
Armor Class (AC)
+2
Prof. Bonus
Prof. Bonus
30ft
Speed (walk/run/fly)
Speed (walk/run/fly)
13 /
Touch AC
Touch AC
17 /
Flow AC
Flow AC
15 /
Flow Touch AC
Flow Touch AC
+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+0 | Strength | |
+5 | Dexterity | |
+0 | Constitution | |
+3 | Intelligence | |
+2 | Wisdom | |
+2 | Charisma |
+5 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+0 | Athletics | STR | |
+4 | Deception | CHA | |
+1 | History | INT | |
+4 | Insight | WIS | |
+2 | Intimidation | CHA | |
+1 | Investigation | INT |
+2 | Medicine | WIS | |
+1 | Nature | INT | |
+6 | Perception | WIS | |
+2 | Performance | CHA | |
+2 | Persuasion | CHA | |
+1 | Religion | INT | |
+5 | Sleight of Hand | DEX | |
+7 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Dagger (x2) | +5 | DEX | 1d4+3 | P/S | |
Finesse, Light, Thrown (rage 20/60) | |||||
Rapier | +5 | DEX | 1d8+3 | P | |
Finesse | |||||
Shortbow | +3 | DEX | 1d6+3 | P | |
20 Arrows |
FEATURE: ADAPTABLE
Air-aligned characters like to keep their options open so they can adapt to rapidly changing situations. Whenever you have advantage or disadvantage on a roll, you may reroll one of the dice once. You must use the new roll. After using this feature, you cannot use it again until you finish a long rest.
You have resistance to cold damage.
Action: start or end a flow or ebb state
Flow State
You have a +2 bonus to your Armor Class if you are not wearing medium or heavy armor and not using a shield, and a +1 bonus otherwise.
You may take two reactions every round in combat.
Whenever you take damage, you must succeed on a Constitution saving throw (DC 10 or half the damage you take, whichever is greater) to maintain concentration or gain a level of exhaustion and automatically leave the flow state.
Whenever you are knocked unconscious, you gain a level of exhaustion and automatically leave the flow state.
You require an extra day’s worth of food if you spend more than 1 minute total in the flow state per day.
Your base walking speed is 40 feet.
Ebb State
Levels of exhaustion do not affect your ability checks or speed.
You have resistance to poison damage.
You have advantage on Constitution saving throws against the effects of poison.
Whenever you take damage, you must succeed on a Constitution saving throw (DC 5 or half the damage you take, whichever is greater) to maintain concentration or automatically leave the ebb state.
You require only half as much food and water per day, and only require 4 hours of sleep.
Your base walking speed is 25 feet.
From the ebb state, you can bring yourself in and out of a sleep so deep that it resembles death. It takes 10 minutes to enter this state fully, and it can be maintained for up to 1 week. You have enough awareness of your surroundings that you are capable of waking at a time of your choosing, when a creature touches you, or if you hear your name or distressing sounds.
You require no food or water while in this hibernation, and you are not affected by cold weather conditions. If you are under the ongoing effects of a disease, poison, or drug, its effects are slowed to a standstill until you wake.
When you wake from hibernation, you enter the ebb state and can’t leave it until at least 10 minutes have passed. During those 10 minutes, your Strength and Dexterity scores drop to 5, if they aren’t 5 or lower already.
You may automatically succeed on an attack, as long as it is possible to do so. You must decide before making the attack roll. After using this feature, you cannot use it again until you finish a long rest.
Air-aligned characters like to keep their options open so they can adapt to rapidly changing situations. Whenever you have advantage or disadvantage on a roll, you may reroll one of the dice once. You must use the new roll. After using this feature, you cannot use it again until you finish a long rest.
ADAPTED FOR ICE
MASTERY OF THE SELF
Flow State
Ebb State
DEEP HIBERNATION
From the ebb state, you can bring yourself in and out of a sleep so deep that it resembles death. It takes 10 minutes to enter this state fully, and it can be maintained for up to 1 week. You have enough awareness of your surroundings that you are capable of waking at a time of your choosing, when a creature touches you, or if you hear your name or distressing sounds.
You require no food or water while in this hibernation, and you are not affected by cold weather conditions. If you are under the ongoing effects of a disease, poison, or drug, its effects are slowed to a standstill until you wake.
When you wake from hibernation, you enter the ebb state and can’t leave it until at least 10 minutes have passed. During those 10 minutes, your Strength and Dexterity scores drop to 5, if they aren’t 5 or lower already.
FIRE SYNTHESIS – INSPIRED STRIKE
You may automatically succeed on an attack, as long as it is possible to do so. You must decide before making the attack roll. After using this feature, you cannot use it again until you finish a long rest.
Sneak Attack
Thieve's Cant
Clever Words
Features & Traits
Armor: Hardened Leather Armor
Weapons: Rapier, 2 Daggers,
Ranged Weapons: Shortbow, 20 arrows
Gear: Common Cloths, Explorers Pack
Tools: Thieve's Tools, Flute, Dice
Mount: Riding Animal (Medium), Bit & Bridle, Riding Saddle, Saddle Bags
Weapons: Rapier, 2 Daggers,
Ranged Weapons: Shortbow, 20 arrows
Gear: Common Cloths, Explorers Pack
Tools: Thieve's Tools, Flute, Dice
Mount: Riding Animal (Medium), Bit & Bridle, Riding Saddle, Saddle Bags
Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages (background)
Proficiencies (class)
Languages & Proficiencies
Virtues
Fire Virtue: I love to travel and explore new places and new ways of living.
Air Virtue: I am very flexible and can adjust to unforeseen circumstances and new challenges quickly.
Void Virtue: I am independent and have control over my own destiny. I don’t let anyone else determine who I am or what I should become.
Personality Traits
Vice
Fire Vice: I overindulge in pleasures and find it difficult to delay gratification.
Flaws
Skill Origins
Bounty Hunter
Rogue / Thief-Taker
Rogue Expertise
Ability Scores
Notes
™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.
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