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Dwarf Rogue Stufe 1

This summary provides an overview of the key details about the Hill Dwarf Soldier Rogue character Nala Orith: 1) Nala Orith is a 108-year-old female Hill Dwarf Rogue with a Neutral Good alignment who helps others according to their needs. 2) She has military experience as a former griffon cavalry wash-out and now has the Soldier background. 3) As a 1st-level Hill Dwarf Rogue, she has proficiency with light armor, simple weapons, thieves' tools, and the Deception, Intimidation, Investigation, Sleight of Hand and Stealth skills.

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0% found this document useful (0 votes)
49 views2 pages

Dwarf Rogue Stufe 1

This summary provides an overview of the key details about the Hill Dwarf Soldier Rogue character Nala Orith: 1) Nala Orith is a 108-year-old female Hill Dwarf Rogue with a Neutral Good alignment who helps others according to their needs. 2) She has military experience as a former griffon cavalry wash-out and now has the Soldier background. 3) As a 1st-level Hill Dwarf Rogue, she has proficiency with light armor, simple weapons, thieves' tools, and the Deception, Intimidation, Investigation, Sleight of Hand and Stealth skills.

Uploaded by

Stefan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Nala Orith

Rogue 1 0
CLASS & LEVEL EXPERIENCE POINTS PLAYER NAME
Hill Dwarf Soldier
RACE/ANCESTRY/HERITAGE BACKGROUND CAMPAIGN or PLAYER ID

STR
+010 +2 PROFICIENCY
BONUS ARMOR
CLASS
(AC) INITIATIVE
SPEED FEATURES, TRAITS & MORE
Alignment: Neutral Good. I help others
according to their needs and
SAVING THROWS 13 +2 25 ft.
Armor Worn: leather armor
promote compassion above all else.
Soldier Background [PHB p. 140]
+0 Strength Saves  • Feature: Military Rank.
DEX
+2 +4 Dexterity Saves *
+2 Constitution Saves 
15 +3 Intelligence Saves *
-1 Wisdom Saves 
HIT POINTS
11
HIT DICE
1d8
• Traits: Griffon cavalry wash-out.
Forgiving heart.
• Ideal: Obey and be obeyed.
• Bond: Ex-lover joined the enemy.
+2 Charisma Saves  DEATH SAVES:   Success  O O O   Fail  O O O • Flaw: Lies about battle deeds.
* Prof. bonus added Hill Dwarf Traits [PHB p. 20]
CON
+215 -1  Animal
SKILLS
+2  Acrobatics (Dex)
Handling (Wis)
WEAPON & UNARMED ATTACKS
Basic Attack. One target per Attack action.
• Creature Type: Humanoid
• Age: 108 years old
• Medium Size (4' 1", 160 lbs.)
• Speed not reduced by heavy armor
+1  Arcana (Int) Rapier. Melee Weapon Attack: +4 to • Darkvision (60 feet)
+2  Athletics (Str) * hit, reach 5 ft. Hit: 1d8+2 piercing • Dwarven Resilience (versus poison)
damage. • Dwarven Combat Training (var.
INT +2  Deception (Cha)
+1
weapons)
+1  History (Int) Shortbow. Ranged Weapon Attack: +4 to • Tool Proficiency (mason's tools)
• Dwarven Toughness (extra hit points)
12 +1  Insight (Wis) *
+4  Intimidation (Cha) *
hit. Hit: 1d6+2 piercing damage.
(Normal range to 80 ft.; disadvantage
long range 81 to 320 ft. Must be used
• Stonecunning (stonework lore)
+3  Investigation (Int) * two-handed.) Rogue Class Features [PHB p. 94]
-1  Medicine (Wis) • Expertise (prof. noted with **)
WIS
-1 +1  Nature (Int) Dagger. Melee or Ranged Weapon Attack: • Sneak Attack (+1d6)
-1  Perception (Wis) +4 to hit, reach 5 ft. 1d4+2 piercing • Thieves' Cant (slang speak in code)
damage. (If thrown, normal range to 20
9 +2  Performance (Cha)
+2  Persuasion (Cha)
ft.; disadvantage long range 21 to 60 ft.)
+1  Religion (Int) MAGIC, FEATS & SPECIAL ATTACKS
CHA +6  Sleight of Hand Sneak Attack: Once per turn, deal +1d6
+214 -1  Survival
(Dex) **
+6  Stealth (Dex) **
extra damage to one creature hit if
attack with advantage using finesse or
ranged weapon. Don't need advantage
if an enemy of the target is within 5 feet
9 of it, enemy isn't incapacitated, and you
(Wis)
PASSIVE WISDOM don't have disadvantage on attack.
* Prof. bonus added
(PERCEPTION)
EQUIPMENT & TREASURE
PROFICIENCIES & LANGUAGES Carried Gear [PHB, p. 143]: leather armor
Armor: light armor (AC 11), rapier, two (2) daggers, shortbow
Weapons: simple weapons, battleaxe, and 20 arrows, gaming set (playing card
handaxe, hand crossbow, longsword, set), thieves' tools (lockpicks, small file and
rapier, shortsword, throwing hammer, pliers, tiny mirror), belt pouch, set of
warhammer common clothes, an insignia of rank, trophy
taken from fallen enemy. (This load is about
Tools: gaming set (dice set), mason's 30 lbs.; add 1 lb. per 50 coins carried.)
tools, thieves' tools, vehicles (land
craft) Coins & Gems:
11 gold pieces (gp);
32
Saving Throws: Dexterity, Intelligence silver pieces (sp);
31 copper pieces (cp);
4
Skills: Athletics, Insight, Intimidation, gems (worth 10 gp each)
Investigation, Sleight of Hand, Stealth
Languages: Common, Thieves' Cant,
Dwarvish
ENCUMBRANCE
Lifting & Carrying: 150 lbs. max.
carrying capacity; 300 lbs. pushing or
dragging (speed -5 ft.); 300 lbs. max. lift.

PLAYING THE GAME describing their characters' • For ability checks, saving throws, and
• The Dungeon Master (DM) describes responses. attack rolls, roll 1d20 + one ability
a scene and players take turns modifier + proficiency bonus (if
proficient in task). The higher the ACTIONS (1 per turn) MOVEMENTS (limited by Speed)
total, the better the effort. The DM • Attack: Roll to hit, melee or ranged. • Move: Distance equal to Speed.
tracks minimum totals needed for Some classes and creatures make • Crawl, Climb, Swim, Squeeze, Move
successful results. extra attacks at higher levels with Across Difficult Terrain or Move
• For initiative rolls, roll 1d20 + this action. While Grappling: "Half speed," uses
Initiative (Dex) modifier. Higher totals • Cast Spell: If casting time 1 action. up 10 ft. of Speed per 5 ft. distance.
act before lower totals in the same • Dash: Double Speed this turn. • Drop Prone: No cost to Speed.
6-second round. • Disengage: Avoiding all opportunity • Stand Up: From Prone
• During a turn, a character or creature attacks while moving; "defensive position/condition, costs half Speed
may do 1 movement, 1 action and up retreat." that turn.
to 1 bonus action. Between turns, do • Dodge: Give attackers disadvantage. • Take Cover: At end of move, half
up to 1 reaction. • Escape: Try to break free from cover gives +2 to Armor Class and
• Advantage: Roll two d20s and use grapple. Dexterity saving throws; three-
the higher result. Disadvantage: Roll • Grapple: Special melee attack. quarter cover gives +5 AC and Dex
two d20s and use the lower result. • Help: Give an ally advantage on one saves.
• On attack rolls only, a "natural 20" is ability check or attack roll. REACTIONS (1 between turns)
always a critical hit, while a "natural • Hide: Stealth allowed only if • Cast Spell: If casting time 1 reaction.
1" is always a miss. unobserved. • Opportunity Attack: May make one
• Saving throws are rolled as needed at • Ready: Plan to take action as attack if enemy moves out of reach.
any time due to attacks, spells, or reaction when trigger occurs. • Readied Action: After trigger occurs,
hazzards. • Search: Perception or Investigation else action wasted.
• A character may die if failing three check.
death saves while at 0 hit points, • Shove: Special melee attack. FREE ACTIONS
gaining 6 levels of exhaustion, or • Stabilze: DC 10 Medicine check to • Concentration (Maintain A Spell):
suffering certain deadly spells and aid 0 h.p. dying creature; automatic Ends if caster starts another
hazzards. success if using healer's kit. concentration spell, or the caster is
• Specific traits, features, spells, and • Use Object: Pick a lock, activate incapacitated, stunned, unconscious,
magic items may create exceptions magical item, cover a hooded or killed. If caster takes damage, a
to any rules. lantern, etc. Constitution saving throw is needed
• Use Potion: Drink or administer. to avoid immediately ending spell.
• Use Shield: Equip or drop a shield. DC is equal to 10 or half damage
BONUS ACTIONS (up to 1 per turn) taken, whichever is greater. Each hit
• Offhand Attack: If doing Attack as needs a separate saving throw
action, may make one attack this check.
turn if light weapon in other hand. • Interacting With An Object:
• Cast Spell: If casting time 1 bonus Generally part of another Movement
action. or Action. Examples: Draw one
weapon, drop a held object, or open
an unlocked door.

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Page number references...
[PHB] = Dungeons & Dragons Player's Handbook (5th edition) by Mike Mearls and Jeremy Crawford, published Aug. 19, 2014, by Wizards of the Coast (ISBN-10:
0786965606; ISBN-13: 978-0786965601).

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