Stats
Audery
Audery Treloar
4 Level (0/6500 XP for level-up) Background Human Race / Species / Heritage Neutral Good AlignmentLevel 4
Hit Dice: 4/4
1d10+2 Class 1
13
18
14
11
15
9
Hit Points
Initiative (DEX)
Armor Class (AC)
Prof. Bonus
Speed (walk/run/fly)
+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+4 | Strength | |
+9 | Dexterity | |
+4 | Constitution | |
+0 | Intelligence | |
+4 | Wisdom | |
-2 | Charisma |
+7 | Acrobatics | DEX | |
+8 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+2 | Athletics | STR | |
-2 | Deception | CHA | |
+0 | History | INT | |
+4 | Insight | WIS | |
-2 | Intimidation | CHA | |
+0 | Investigation | INT |
+4 | Medicine | WIS | |
+0 | Nature | INT | |
+4 | Perception | WIS | |
-2 | Performance | CHA | |
-2 | Persuasion | CHA | |
+0 | Religion | INT | |
+7 | Sleight of Hand | DEX | |
+11 | Stealth | DEX | |
+8 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Longbow | +11 | DEX | 1d8+4 | Piercing | |
Shortsword | +11 | DEX | 1d6+4 | Slashing |
Spell Book
-Longbow
-20 arrows
-longsword
-backpack
-potions
Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Healing hands
-Common
-Faerie
Proficiencies
Armor: light/medium armor
Weapons: Simple weapons, martial weapons
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.
Emrys
Emrys Mildenhall
4 Level (0/6500 XP for level-up) Background Human Race / Species / Heritage True Neutral AlignmentLevel 4
Hit Dice: 4/4
1d10+3 Class 1
19
17
17
14
10
10
Hit Points
Initiative (DEX)
Armor Class (AC)
Prof. Bonus
Speed (walk/run/fly)
+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+9 | Strength | |
+6 | Dexterity | |
+8 | Constitution | |
+4 | Intelligence | |
+0 | Wisdom | |
+0 | Charisma |
+10 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
+4 | Arcana | INT | |
+11 | Athletics | STR | |
+0 | Deception | CHA | |
+4 | History | INT | |
+0 | Insight | WIS | |
+4 | Intimidation | CHA | |
+2 | Investigation | INT |
+0 | Medicine | WIS | |
+4 | Nature | INT | |
+4 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+4 | Religion | INT | |
+6 | Sleight of Hand | DEX | |
+6 | Stealth | DEX | |
+3 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Greatswords | +6 | STR | 2d6+str+4 | Slashing | |
Dagger | +6 | STR | 1d4+4 | Piercing | |
Dagger | +6 | STR | 1d4+4 | Piercing |
Second Wind: Bonus to regain d10+lvl usable once/rest
Action Surge: On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Features & Traits
Great sword
Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 400, Platinum: 1000 Money
All armor/shields, simple/martial weapons
Languages:
Common
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.
Terence
Terence Mildenhall
3 Level (0/2700 XP for level-up) Background Human Race / Species / Heritage True Neutral AlignmentLevel 3
Hit Dice: 3/3
1d10+3 Class 1
17
17
17
14
10
10
Hit Points
Initiative (DEX)
Armor Class (AC)
Prof. Bonus
Speed (walk/run/fly)
+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+8 | Strength | |
+6 | Dexterity | |
+8 | Constitution | |
+4 | Intelligence | |
+0 | Wisdom | |
+0 | Charisma |
+10 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
+4 | Arcana | INT | |
+10 | Athletics | STR | |
+0 | Deception | CHA | |
+4 | History | INT | |
+0 | Insight | WIS | |
+4 | Intimidation | CHA | |
+2 | Investigation | INT |
+0 | Medicine | WIS | |
+4 | Nature | INT | |
+4 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+4 | Religion | INT | |
+6 | Sleight of Hand | DEX | |
+6 | Stealth | DEX | |
+3 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Greatsword | +5 | STR | 2d6+STR+3 | Slashing |
Spell Book
Second Wind: Bonus to regain d10+lvl usable once/rest
Action Surge: On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Features & Traits
Great sword
Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 600, Platinum: 2000 Money
All armor/shields, simple/martial weapons
Languages:
Common
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.
Nobles
Noble CR: 1/8
STR
11 +0
DEX
12 +1
CON
11 +0
INT
12 +1
WIS
14 +2
CHA
16 +3
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d8 + 1) piercing damage.
Bonus Actions
Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.
Assassins
Assassins
STR
11 +0
DEX
16 +3
CON
14 +2
INT
13 +1
WIS
11 +0
CHA
10 +0
Actions
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 3) piercing damage plus (7d6)poison damage. The target must make a DC 15 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.
Bonus Actions
Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Sneak Attack (1/Turn). The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
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