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Rogue 1 Indigo Pirate

CLASS & LEVEL BACKGROUND PLAYER NAME


Flint
G'mayun (Nighteyes)
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
13 +2 30
10 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

+0 PERSONALITY TRAITS

Hit Point Maximum 10


● +0 Strength
DEXTERITY ● +4 Dexterity

15 ●
+2

+1
Constitution
Intelligence
CURRENT HIT POINTS IDEALS

+2 +1 Wisdom
+2 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

14
● +4 Acrobatics (Dex) Total 1d8 SUCCESSES
+2 +1 Animal Handling (Wis) FAILURES
-1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +0 Athletics (Str)

8 ●


+4

+1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Damage Resistance: You have resistance to
Insight (Wis)
Shortsword +4 1d6+2 p thunder damage.
-1 +1

● +4 Intimidation (Cha) Shortbow +4 1d6+2 p Expertise: You add double your proficiency
bonus to Stealth and thieves' tools.
WISDOM -1 Investigation (Int)
+1 Medicine (Wis)
Dagger +4 1d4+2 p Pirate Lore: You've heard every story a
13 -1 Nature (Int)
typical pirate would be familiar with, though
you may not know how much truth lies
● +3 Perception (Wis) behind any such legend. Most of what you've
+1 learned is either legend or hopelessly out of
+2 Performance (Cha) date, but if you spend an hour or two
● +4 Persuasion (Cha) wandering the docks or drinking at the local
CHARISMA watering holes, you inevitably catch wind of
-1 Religion (Int) more current, reliable news.
15 +2 Sleight of Hand (Dex)
Sneak Attack: Once per turn, you can deal
● +6 Stealth (Dex) an extra 1d6 damage to one creature you hit
+2 +1 Survival (Wis) with an attack if you have advantage on the
attack roll. The attack must use a finesse or
SKILLS ATTACKS & SPELLCASTING 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
13 PASSIVE WISDOM (PERCEPTION) Shortsword incapacitated, and you don't have
CP disadvantage on the attack roll.
Shortbow
Quiver of arrows (20) Truecolor Sight: You have advantage on
Tool proficiencies: dice set, SP Daggers (2) Perception checks that rely on sight. You can
Club see colors of the visual spectrum that most
thieves' tools, woodcarver's creatures can't even fathom, distinguishing
EP Leather armor between similar hues with ease and even
tools Thieves' tools picking up colors beyond red and violet.
Explorer's pack
Vehicle proficiency: water GP 5 Fancy hat worth 25 gp Truecolor Darkvision: You can see in dim
light within 60 feet of you as if it were bright
Fishing tackle light, and in darkness as if it were dim light.
Languages: Common, Auran,
PP Dice set Unlike most creatures with darkvision, your
50' silk rope truecolor sight allows you to discern color in
Thieves' Cant Grappling hook darkness.
Common clothes
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Flint
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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