Gerrick Goldbrew

Captain Gerrick Goldbrew- Merrybelly

Mental characteristics

Failures & Embarrassments

Every single pirate expedition

Personality Characteristics

Motivation

To make money in order to spend money on rum and pipeweed.

Savvies & Ineptitudes

Cannot swim.
Species
Ethnicity
Currently Held Titles
Children
Gender
Man

Gerrick Goldbrew

5 Level (0/14000 XP for level-up) Geftan Background Hill Dwarf Race / Species / Heritage Alignment
Rogue
Level 4
Hit Dice: 4/4
1d8+1 Class 1
Wizard
Level 1
Hit Dice: 1/1
1d6+1 Class 2

STR
8
-1
DEX
15
+2
CON
13
+1
INT
11
+0
WIS
6
-2
CHA
17
+3
22
Hit Points
+3
Initiative (DEX)
13
Armor Class (AC)
+3
Prof. Bonus
25/50/-
Speed (walk/run/fly)
Spellcasting ...
+3 Attack mod
INT Ability
+0 Abi Mod
11 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+5 Dexterity
+1 Constitution
+3 Intelligence
-2 Wisdom
+3 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
-1 Athletics STR
+6 Deception CHA
+0 History INT
-2 Insight WIS
+3 Intimidation CHA
+0 Investigation INT
skills
-2 Medicine WIS
+0 Nature INT
-2 Perception WIS
+6 Performance CHA
+6 Persuasion CHA
+0 Religion INT
+5 Sleight of Hand DEX
+2 Stealth DEX
-2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Shortsword -1 STR 1d8-1 piercing
 finesse, light
Rapier -1 STR 1d8-1 piercing
 finesse
Dagger +2 STR 1d4-1 piercing
 finesse, light, thrown (20/60)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Minor Illusion +3 1 action 30 ft 1 minute SM
Vicious Mockery +3 1 action 60 ft Instantaneous 1d4 V
Eldritch Legerdemain +3 1 action 20 ft Up to 1 hour S

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #

Hill Dwarf


Dwarven Resilience
Dwarven Resilience

You have advantage on saving throws against poison, and you have resistance against poison damage.



Woodcunning
Woodcunning

You have advantage on saving throws against poison, and you have resistance against poison damage.



Rogue


Sneak Attack
Sneak Attack

You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.


You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.


The amount of the extra damage increases as you gain levels in this class, as show in in the Sneak Attack column of the Rogue table.



Thieves' Cant
Thieves' Cant

During your rogue training you learned thieves' cant, a secret mix of dialect jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.


In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in the area are easy marks or will provide a safe house for thieves on the run.



Cunning Action
Cunning Action

Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage or Hide action.



Subclass Options


Fast Hands
Fast Hands

Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage or Hide action.



Second Story Work
Second Story Work

You gain the ability to climb faster than normal; climbing no longer costs you extra movement.


In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.



Wizard


Arcane Recovery
Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.


For example, if you’re a 4th level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd level spell slot or two 1st level spell slots.


Features & Traits
-15 teeth for 50g
+5 health potion for 10g
-9 health (13)
-1 health potion to Riva
+1 hotel room key

Equipment Copper: 0, Silver: 2, Electrum: 0, Gold: 34, Platinum: 0 Money

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell).

Spellcasting

Languages


Common, Dwarven



Weapon Proficiencies


Handaxe, Battleaxe, Throwing Hammer, Warhammer, Dagger, Light Crossbow, Tiger Fork, Hand Crossbow, Longbow, Quarterstaff



Armour Proficiencies


Light Armour, Medium Armour



Tool Expertise


Thieves' Tools, Brewers' Supplies


Languages & Proficiencies


™ & © 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.

Comments

Please Login in order to comment!