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Rogue (3) / Ranger (3) Duelist

CLASS & LEVEL BACKGROUND PLAYER NAME

Human
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I always believe I can win every fight
17 +6 30
-1 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
I never back down from a fight, no
matter the consecuences
8 PERSONALITY TRAITS

Hit Point Maximum


-1 Strength
DEXTERITY ● +6 Dexterity Skill: Each duel I fight makes
me better
+3 0 Constitution
CURRENT HIT POINTS IDEALS
● +2 Intelligence
16 +2 Wisdom
+3 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
0
● +8 Acrobatics (Dex) Total 3d8 / 3d10 SUCCESSES I have little respect for anyone who isn't as
10 +2 Animal Handling (Wis) accomplished at swordplay as myself.
FAILURES

-1 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE ● +2 Athletics (Str)

-1 ● +6 Deception (Cha)
-1 History (Int)
NAME ATK BONUS DAMAGE/TYPE

Rapier x2 +6 1d8 + 3 piercing -------- Sneak Attack. --------


8 ● +5 Insight (Wis)
2d6 extra damage on attack
● +6 Intimidation (Cha) Silver Shortsword +6 1d6 + 3 piercing
where you have advantage or
WISDOM -1 Investigation (Int)
+2 Medicine (Wis)
Shortbow +6 1d6 + 3 piercing another enemy of creature is
+2 -1 Nature (Int)
within 5 ft. (use once/turn).
● +7 Perception (Wis)
14 --------Colossus Slayer. --------
+3 Performance (Cha)
● +6 Persuasion (Cha)
Your tenacity can wear down
CHARISMA
-1 Religion (Int)
the most potent foes. When
+3 +3 Sleight of Hand (Dex)
you hit a creature with a
● +6 Stealth (Dex)
weapon attack, the creature
16
+2 Survival (Wis)
takes an extra 1d8 damage if
it’s below its hit point
SKILLS ATTACKS & SPELLCASTING
maximum. You can deal this
extra damage only once per
17 PASSIVE WISDOM (PERCEPTION)
CP turn.

SP
Tool Proficiencies: Playing Card Set;
Thieves' Tools
EP

Weapon Proficiencies: Martial; Simple


GP
Armor Proficiencies: Light; Medium;
Shields
PP

Language Proficiencies: Common;


Elvish; Infernal

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

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

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

----------Bonus Actions----------
Cunning Action. Dash, Disengage or Hide (use once/turn).

-------- Dual Wielder. --------


You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even when the onehanded melee weapons you are wielding aren't light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

-------- Fancy Footwork.--------


During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks
against you for the rest ofyour turn.

-------- Favored Enemy. --------


You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you
have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to
recall information about them.

You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This
grants you the following benefits:
• You ignore difficult terrain.
• You have advantage on initiative rolls.
• On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour
or more:
• Difficult terrain doesn’t slow your group’s travel.
• Your group can’t become lost except by magical means.
• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you
remain alert to danger.
• If you are traveling alone, you can move stealthily at a normal pace.
• When you forage, you find twice as much food as you normally would.
• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed
through the area.

-------- Rakish Audacity. --------

Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls
equal to your Charisma modifier.
You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your
Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you
don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

-------- Primeval Awareness. --------


You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds
and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent.
You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or
safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature
that you have attacked within the past 10 minutes. Additionally, you can attune your senses to determine if any of
your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were
concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you.
This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction
and distance (in miles) from you.
If there are multiple groups of your favored enemies within range, you learn this information for each group.

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