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Feitan 304

This document provides character details for an NPC named Feitan. Feitan is a warforged fighter of chaotic neutral alignment with proficiencies in martial weapons, heavy armor, light armor, medium armor, shields, Common, and Elvish. Feitan has features including damage resistance to poison, a bonus action to regain hit points, and an archery fighting style.

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Tiago Almeida
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0% found this document useful (0 votes)
61 views3 pages

Feitan 304

This document provides character details for an NPC named Feitan. Feitan is a warforged fighter of chaotic neutral alignment with proficiencies in martial weapons, heavy armor, light armor, medium armor, shields, Common, and Elvish. Feitan has features including damage resistance to poison, a bonus action to regain hit points, and an archery fighting style.

Uploaded by

Tiago Almeida
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Fighter (1) Criminal Thairony

CLASS & LEVEL BACKGROUND PLAYER NAME


Feitan Warforged/Warforged (DEX) Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
16 +3 30
-1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

8 PERSONALITY TRAITS

Hit Point Maximum 13



+1 Strength
DEXTERITY
+3 Dexterity

+3 ●
+5 Constitution
0 Intelligence
CURRENT HIT POINTS IDEALS

16 +2 Wisdom
0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+3 ●
+5 Acrobatics (Dex) SUCCESSES

16 1x(1d10+3)
+2 Animal Handling (Wis) FAILURES

0 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE Athletics (Str)
-1

0 ●
+2 Deception (Cha)
0 History (Int)
NAME ATK BONUS DAMAGE/TYPE

10 +2 Insight (Wis)
+7
Crossbow, light 1d8+3 piercing
Arrow x20
WISDOM

+2 Intimidation (Cha)
0 Investigation (Int)
Longbow +7 1d8+3 piercing
Backpack
+2 Medicine (Wis) Longsword +5 1d8+3 slashing
Clothes, common
+2 0 Nature (Int)
Crossbow bolt

+4 Perception (Wis) Number of
14
0 Performance (Cha)
Attacks: 1 x20
CHARISMA
0
0
Persuasion (Cha)
Religion (Int)
Crowbar
0 +3 Sleight of Hand (Dex) Hammer
10

+5 Stealth (Dex) Leather
+2 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING


Piton x10
Pouch
14 PASSIVE WISDOM (PERCEPTION)
CP Rations (1 day)
SP
x10
Tool Proficiencies: Playing Card
Set; Thieves' Tools Rope, hempen
Weapon Proficiencies: Martial;
EP
Shield
Simple GP
15 Tinderbox
Armor Proficiencies: Heavy;
Light; Medium; Shields PP
Torch x10
Waterskin
Language Proficiencies:
Common; Elvish
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
25
AGE HEIGHT WEIGHT
Feitan
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

Damage Resistances: poison

----------Bonus Actions----------
Second Wind. Regain 1d10 +1 HPs (use once/rest).

-----------Other Traits------------
Archery Fighting Style. You gain a +2 bonus to attack rolls you make with
ranged weapons.

Constructed Resilience. You were created to have remarkable fortitude,


represented by the following benefits:
• You have advantage on saving throws against being poisoned, and you
have resistance to poison damage.
• You don't need to eat, drink, or breathe.
• You are immune to disease.
• You don't need to sleep, and magic can't put you to sleep.

Criminal Contact. You have a reliable and trustworthy contact who acts as
your liaison to a network of other criminals. You know how to get messages
to and from your contact, even over great distances; specifically, you know
the local messengers, corrupt caravan masters, and seedy sailors who can
deliver messages for you. .

Integrated Protection. Your body has built-in defensive layers, which can be
enhanced with armor:
• You gain a +1 bonus to Armor Class. Enter this manually as a custom
item that grants +1 AC.
• You can don only armor with which you have proficiency. To don armor,
you must incorporate it into your body over the course of 1 hour, during
which you remain in contact with the armor. To doff armor, you must spend
1 hour removing it. You can rest while donning or doffing armor in this way.
• While you live, your armor can't be removed from your body against
your will.

Sentry's Rest. When you take a long rest, you must spend at least six
hours in an inactive, motionless state, rather than sleeping. In this state,
you appear inert, but it doesn't render you unconscious, and you can see
and hear as normal.

Specialized Design. You gain one skill proficiency and one tool proficiency
of your choice. Enter the tool proficiency manually.

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