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Kiljarah 145658789

The document outlines the character sheet for a Halfling Fighter 11 / Rogue 9 named Mereshi, detailing their abilities, skills, equipment, and features. Key attributes include high Dexterity and Constitution, with various combat maneuvers and proficiency in multiple weapons. The character also possesses unique traits from their Charlatan background and Rogue subclass, enhancing their stealth and deception capabilities.

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0% found this document useful (0 votes)
9 views8 pages

Kiljarah 145658789

The document outlines the character sheet for a Halfling Fighter 11 / Rogue 9 named Mereshi, detailing their abilities, skills, equipment, and features. Key attributes include high Dexterity and Constitution, with various combat maneuvers and proficiency in multiple weapons. The character also possesses unique traits from their Charlatan background and Rogue subclass, enhancing their stealth and deception capabilities.

Uploaded by

simon.a.valere
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 11 / Rogue 9 Kiljarah

CLASS & LEVEL PLAYER NAME


Mereshi
Halfling Charlatan (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

• +7 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +5 Dexterity
• +9 Constitution +5 17 175 --
12 +3 Intelligence
CLASS
+0 Wisdom INITIATIVE HIT POINTS
+1
+3 Charisma
Total
11d10 + 9d8 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES
Advantage to avoid or end the
Frightened condition
20 Advantage on CON while you
have a soul trinket
DEFENSES HIT DICE DEATH SAVES

+5 SAVING THROWS HEROIC INSPIRATION


=== ARMOR ===
Heavy Armor, Light Armor, Medium Armor,
CONSTITUTION +5 Acrobatics DEX Shields
+6 PROFICIENCY BONUS
16 P

P
+6

+9
Animal Handling WIS
Arcana INT
=== WEAPONS ===
Martial Weapons, Simple Weapons

+3 +1 Athletics STR === TOOLS ===


ABILITY SAVE DC Forgery Kit, Thieves' Tools, Tinker's Tools
E +15 Deception CHA
P +9 History INT === LANGUAGES ===
INTELLIGENCE
P +6 Insight WIS Common, Common Sign Language,
30 ft. (Walking) Gnomish, Orc, Thieves’ Cant
16 +3 Intimidation CHA
E +15 Investigation INT
+3 +0 Medicine WIS SPEED

+3 Nature INT PROFICIENCIES & TRAINING

WISDOM P +6 Perception WIS


+3 Performance CHA === ACTIONS ===
11 E +15 Persuasion CHA
Standard Actions
Attack, Magic, Dash, Disengage, Dodge, Help,
=== BONUS ACTIONS ===
Cunning Action
Hide, Ready, Search, Utilize, Opportunity Attack, On your turn, you can take one of the following
+3 Religion INT
+0 Grapple, Shove, Improvise, Two-Weapon Fighting, actions as a Bonus Actions: Dash, Disengage, or
P +11 Sleight of Hand DEX Interact with an Object, Study, Influence Hide.

E +17 Stealth DEX Superiority Dice • 5 / Short Rest Know Your Enemy • 1 / Long Rest
CHARISMA You learn maneuvers that are fueled by special You can discern the Immunities, Resistances, and
+0 Survival WIS
dice called Superiority Dice. Many maneuvers Vulnerabilities of a creature you can see within 30 ft.
of you.
16 enhance an attack in some way. You can use only one
maneuver per attack.
You can use this once per Long Rest, and can restore
You have 5d10 Superiority Dice, which are expended a use of it by expending one Superiority Die (no action
+3 when used. You regain any expended Superiority Die required).
when you finish a Short or Long Rest.
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

16 PASSIVE PERCEPTION
Longbow +13 1d8+5 Piercing Martial, Ammunition, Heavy, Range, Two-Handed, Slow, Range (150/600)

Musket (Exandria) +7 1d12+5 Piercing Firearms, Two-Handed, Reload, Misfire, Range (120/480)
16 PASSIVE INSIGHT

Pistol (Exandria) +7 1d10+5 Piercing Firearms, Reload, Misfire, Range (60/240)

25 PASSIVE INVESTIGATION
Unarmed Strike +7 2 Bludgeoning

SENSES WEAPON ATTACKS & CANTRIPS

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Fighter 11 / Rogue 9 Kiljarah
CLASS & LEVEL PLAYER NAME
Mereshi
Halfling Charlatan (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

=== FIGHTER FEATURES === | Battle Master


Roll the Superiority Die. Until the start of your next
* Core Fighter Traits • PHB-2024 91 * Combat Superiority • PHB-2024 93 turn, you or the other creature (your choice) gains a
You learn maneuvers that are fueled by special dice bonus to AC equal to the number rolled.
* Fighting Style • PHB-2024 91 called Superiority Dice. Many maneuvers enhance an
You gain a Fighting Style feat of your choice, and attack in some way. You can use only one maneuver | Maneuver: Bait and Switch: Special
whenever you gain a Fighter level, you can replace the per attack.
feat you chose with a different Fighting Style feat. | Disarming Attack •
You have 5d10 Superiority Dice, which are expended When you hit a creature with an attack roll, you can
* Second Wind • PHB-2024 91 when used. You regain any expended Superiority Die expend one Superiority Die and add the die to the
As a Bonus Action, you can draw upon a limited well of when you finish a Short or Long Rest. attack’s damage roll. The target must succeed on a
physical and mental stamina and regain 1d10+11 HP. Str. saving throw or drop one object of your choice that
| Superiority Dice: 5 / Short Rest • 1 Action it’s holding, which lands in its space.
You can use this 4 times per Long Rest, and can
regain one expended use when you finish a Short * Student of War • PHB-2024 94 | Maneuver: Disarming Attack (Dex.): 1 Action
Rest. You gain proficiency with one type of Artisan’s Tools of
your choice, and in one skill of your choice from the | Maneuver: Disarming Attack (Str.): 1 Action
| 4 / Long Rest • 1 Bonus Action skills available to Fighters at level 1.
| Parry •
* Weapon Mastery • PHB-2024 91 * Maneuver Options • PHB-2024 94 When another creature damages you with a melee
You know 7 maneuvers of your choice - many of which attack, you can take a Reaction to expend one
* Action Surge • PHB-2024 91 enhance an attack in some way. You can only use one Superiority die to reduce the damage by the number
On your turn you can take one additional action, maneuver per attack. rolled plus your Str. or Dex. modifier (your choice.)
except the Magic action.
If a maneuver requires a saving throw, the DC equals | Maneuver: Parry (Dex.): 1 Reaction
You can use this feature 1 time(s) until you finish a 8 + Strength/Dexterity modifier (your choice) +
Short or Long Rest. Proficiency Bonus. | Maneuver: Parry (Str.): 1 Reaction

| 1 / Short Rest • Special | Ambush • | Precision Attack •


When you make a Dex. (Stealth) check or roll Initiative, When you miss with an attack roll, you can expend
* Tactical Mind • PHB-2024 91 you can expend one Superiority Die and add the die to one Superiority Die and add the die to the attack roll.
When you fail an ability check, you can expend a use the roll, unless you have the Incapacitated condition.
of Second Wind, and instead of regaining HP, you roll | Maneuver: Precision Attack: 1 Action
1d10 and add the result to the ability check. If the | Maneuver: Ambush: Special
check still fails, this use of Second Wind isn’t | Tactical Assessment •
expended. | Bait and Switch • When you make an Int. (History or Investigation) or
When you’re within 5 ft. of a creature on your turn, you Wis. (Insight) check, you can expend and roll one
| Special can expend one Superiority Die and switch places with Superiority Die and add the die to the ability check.
the creature without provoke Opportunity Attacks,
* Fighter Subclass • PHB-2024 92 provided that the creature is willing, and doesn’t have | Maneuver: Tactical Assessment: Special
the Incapacitated condition.

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Studded Leather 1 13 lb. Rope 1 5 lb.

Shortsword 1 2 lb. Tinderbox 1 1 lb.

SP 0 Shortsword 1 2 lb. Torch 10 10 lb.

Longbow 1 2 lb. Waterskin 1 5 lb.


EP 0 Pistol 1 3 lb. Caltrops 20 2 lb.

Palm Pistol (Exandria) 1 1 lb. Crowbar 1 5 lb.


GP 122 Pistol (Exandria) 1 3 lb. Oil 2 2 lb.

Musket (Exandria) 1 10 lb. Rations 10 20 lb.


PP 0 Musket (Exandria) Bullets 20 -- Rope 1 5 lb.

Backpack 1 5 lb. Tinderbox 1 1 lb.


WEIGHT CARRIED

148 lb. Backpack 1 5 lb. Torch 10 10 lb.

ENCUMBERED Quiver 1 1 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

180 lb. Quiver 1 1 lb.

PUSH/DRAG/LIFT Oil 2 2 lb.

360 lb. Rations 10 20 lb.

EQUIPMENT

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Fighter 11 / Rogue 9 Kiljarah
CLASS & LEVEL PLAYER NAME
Mereshi
Halfling Charlatan (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

| Trip Attack • * Tactical Master • PHB-2024 92 You don’t need Advantage on the attack if at least one
When you hit a creature with an attack using a weapon When you attack with a weapon whose mastery of your allies is within 5 ft. of the target, the ally doesn’t
or Unarmed Strike, you can expend one Superiority property you can use, you can replace that property have the Incapacitated condition, and you don’t have
Die and add the die to the attack’s damage roll. If the with the Push, Sap, or Slow property for that attack. Disadvantage on the attack roll.
target is Large or smaller, it must succeed on a Str.
saving throw or have the Prone condition. | Tactical Master: Push: 1 Action | 1 Action

| Maneuver: Trip Attack (Str.): 1 Action | Tactical Master: Sap: 1 Action * Thieves’ Cant • PHB-2024 129
You know Thieves’ Cant and one other language of
| Maneuver: Trip Attack (Dex.): 1 Action | Tactical Master: Slow: 1 Action your choice.

* 4: Weapon Mastery • PHB-2024 91 | 1 Action * Weapon Mastery • PHB-2024 129

* Ability Score Improvement • PHB-2024 92 * Indomitable • PHB-2024 92 * Cunning Action • PHB-2024 130
If you fail a saving throw, you can reroll it with a +11 On your turn, you can take one of the following actions
* Extra Attack • PHB-2024 92 bonus. You must use the new roll. as a Bonus Actions: Dash, Disengage, or Hide.
You can attack 3 times instead of once whenever you
take the Attack action on your turn. You can use this feature 1 time(s) per Long Rest. | 1 Bonus Action

* Tactical Shift • PHB-2024 92 | 1 / Long Rest • Special * Rogue Subclass • PHB-2024 130
Whenever you activate your Second Wind with a
Bonus Action, you can move up to half your Speed * 10: Weapon Mastery • PHB-2024 91 | Phantom (TCoE)
without provoking Opportunity Attacks.
* Improved Combat Superiority • PHB-2024 94 * Steady Aim • PHB-2024 130
| Second Wind: Tactical Shift: 1 Bonus Action Your Superiority Die becomes a d10. As a Bonus Action, you give yourself Advantage on
your next attack roll on the current turn, provided that
* 6: Ability Score Improvement • PHB-2024 92 === ROGUE FEATURES === you haven’t moved during this turn. After you use it,
your Speed is 0 until the end of the current turn.
* Know Your Enemy • PHB-2024 94 * Core Rogue Traits • PHB-2024 129
As a Bonus Action, you can discern the Immunities, | 1 Bonus Action
Resistances, and Vulnerabilities of a creature you can * Expertise • PHB-2024 129
see within 30 ft. of you. You gain Expertise in two of your skill proficiencies of * Whispers of the Dead • TCoE
your choice. Whenever you finish a short or long rest, you can
You can use this once per Long Rest, and can restore choose one skill or tool proficiency that you lack and
a use of it by expending one Superiority Die (no action * Sneak Attack • PHB-2024 129 gain it, as a ghostly presence shares its knowledge
required). Once per turn you can deal an extra 5d6 damage to with you. You lose this proficiency when you use this
one creature you hit with an attack if you have feature to choose a different proficiency that you lack.
| 1 / Long Rest • 1 Bonus Action Advantage on the roll and the attack uses a Finesse or
Ranged weapon. The extra damage’s type is the same * Wails from the Grave • TCoE
* 8: Ability Score Improvement • PHB-2024 92 as the weapon’s type. Immediately after you deal your Sneak Attack damage
to a creature on your turn, you can target a 2nd

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

Waterskin 1 5 lb.

Caltrops 20 2 lb.

Crowbar 1 5 lb.

ADDITIONAL EQUIPMENT

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Fighter 11 / Rogue 9 Kiljarah
CLASS & LEVEL PLAYER NAME
Mereshi
Halfling Charlatan (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

creature that you can see within 30 ft. of the 1st you can take a Reaction to halve the attack’s damage you can ask the spirit associated with the trinket one
creature and it takes 3d6 necrotic damage. [17th] You against you (round down). question. The spirit appears to you and answers in a
also deal this necrotic damage to the first creature. language it knew in life. It’s under no obligation to be
You can use this feature a number of times equal to | 1 Reaction truthful, and it answers as concisely as possible, eager
your proficiency bonus, and you regain all expended to be free. The spirit knows only what it knew in life, as
uses when you finish a long rest. * 6: Expertise • PHB-2024 129 determined by the DM.
You gain Expertise in two more of your skill
| 6 / Long Rest • Special proficiencies of your choice. | Tokens of the Departed: Create Soul Trinket: 6 /
Other • 1 Reaction
* Ability Score Improvement • PHB-2024 130 * Evasion • PHB-2024 131
When you’re subjected to an effect that allows you to | Tokens of the Departed: Sneak Attack: Special
* Cunning Strike • PHB-2024 130 make a Dex. saving throw to take only half damage,
When you deal Sneak Attack damage you can add you instead take no damage if you succeed on the | Tokens of the Departed: Question Spirit: 1 Action
one of the following Cunning Strike effects. Each effect saving throw and only half damage if you fail. You
has a die cost, which is the number of Sneak Attack can’t use this feature if you have the Incapacitated
damage dice you must forgo to add the effect. You condition. === HALFLING SPECIES TRAITS ===
remove the die before rolling, and the effect occurs
immediately after the attack’s damage is dealt. * Reliable Talent • PHB-2024 131 * Creature Type • PHB-2024 193
Whenever you make an ability check that uses one of You are Humanoid.
• Poison (Cost: 1d6). You add a toxin to your strike, your skill or tool proficiencies, you can treat a d20 roll
forcing the target to make a DC 19 Con. saving throw. of 9 or lower as a 10. * Size • PHB-2024 193
On a failed save, the target has the Poisoned condition Your Size is Small.
for 1 minute, and at the end of each of its turns, the * 8: Ability Score Improvement • PHB-2024 130
Poisoned target repeats the save, ending the effect on * Speed • PHB-2024 193
itself on a success. You must have a Poisoner’s Kit on * Tokens of the Departed • TCoE Your Speed is 30 ft.
your person to use this effect. As a reaction when a creature you can see dies within
• Trip (Cost: 1d6). If the target is Large or smaller, it 30 feet of you, you can open your free hand and cause * Brave • PHB-2024 193
must succeed on a DC 19 Dex. saving throw or have a Tiny trinket to appear there, a soul trinket. You have Advantage on saving throws you make to
the Prone condition. You can have a maximum of 6 soul trinkets, and you avoid or end the Frightened condition.
• Withdraw (Cost: 1d6). Immediately after the attack, can’t create one while at your maximum. You can use
you move up to half your Speed without provoking soul trinkets in the following ways: * Halfling Nimbleness • PHB-2024 193
Opportunity Attacks. - While a soul trinket is on your person, you have You can move through the space of any creature that
advantage on death saving throws and Constitution is a size larger than you, but you can’t stop in the
| Sneak Attack: Poison (Cost: 1d6): 1 Action saving throws, for your vitality is enhanced by the life same space.
essence within the object.
| Sneak Attack: Trip (Cost: 1d6): 1 Action - When you deal Sneak Attack damage on your turn, * Luck • PHB-2024 193
you can destroy one of your soul trinkets that’s on your When you roll a 1 on the d20 of a D20 Test, you can
| Sneak Attack: Withdraw (Cost: 1d6): 1 Action person and then immediately use Wails from the reroll the die, and you must use the new roll.
Grave, without expending a use of that feature.
* Uncanny Dodge • PHB-2024 131 - As an action, you can destroy one of your soul * Naturally Stealthy • PHB-2024 193
When an attacker you can see hits you with an attack, trinkets, no matter where it’s located. When you do so, You can take the Hide action even when you are

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Fighter 11 / Rogue 9 Kiljarah
CLASS & LEVEL PLAYER NAME
Mereshi
Halfling Charlatan (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

obscured only by a creature that is at least one size new roll.


larger than you. | Shortsword (Vex) •
Enhanced Critical. When you score a Critical Hit that Vex. If you hit a creature with a Shortsword and deal
deals Piercing damage to a creature, you can roll one damage to it, you have Advantage on your next attack
=== FEATS === additional damage die when determining the extra roll against that creature before the end of your next
Piercing damage the target takes. turn.
* Archery • PHB-2024 209
You gain a +2 bonus to attack rolls with Ranged * Charlatan Ability Score Improvements • PHB-2024 | Vex (Shortsword): 1 Action
weapons. 179
* 10: Weapon Mastery • PHB-2024 91
* Sharpshooter • PHB 170 | Increase two scores (+2 / +1) •
Attacking at long range doesn't impose disadvantage | Longbow (Slow) •
on your ranged weapon attack rolls and your ranged * Weapon Mastery • PHB-2024 91 Slow. If you hit a creature with a Longbow and deal
weapon attacks ignore half cover and three-quarters damage to the creature, you can reduce its Speed by
cover. Before you make an attack with a ranged | Automatic Rifle (Slow) • 10 ft. until the start of your next turn. If the creature is
weapon that you are proficient with, you can choose to Slow. If you hit a creature with a Automatic Rifle and hit more than once with this property, the Speed
take a -5 penalty to the attack roll to add +10 to the deal damage to the creature, you can reduce its Speed reduction doesn’t exceed 10 ft.
attack's damage. by 10 ft. until the start of your next turn. If the creature
is hit more than once with this property, the Speed | Slow (Longbow): 1 Action
* Ability Score Improvement • PHB-2024 202 reduction doesn’t exceed 10 ft.
Increase one ability score by 2 or two ability scores by * Skilled • PHB-2024 201
1. | Musket (Slow) • You gain proficiency in any combination of three skills
Slow. If you hit a creature with a Musket and deal or tools of your choice.
* Ability Score Improvement • PHB-2024 202 damage to the creature, you can reduce its Speed by
10 ft. until the start of your next turn. If the creature is Repeatable. You can take this feat more than once.
* Inspiring Leader • PHB-2024 204 hit more than once with this property, the Speed
Ability Score Increase. Wisdom or Charisma increased reduction doesn’t exceed 10 ft. * Weapon Mastery • PHB-2024 129
by 1.
| Pistol (Vex) • | Dagger (Nick) •
Bolstering Performance. After a Short or Long Rest, Vex. If you hit a creature with a Pistol and deal Nick. When you make the extra attack of the Light
give a performance. When you do, up to six allies damage to it, you have Advantage on your next attack property, you can make it as part of the Attack action
(which can include yourself) within 30 ft. of yourself roll against that creature before the end of your next instead of as a Bonus Action. This extra attack can
gain Temporary HP equal to your character level plus turn. only be made once per turn.
the modifier of the ability you increased with this feat.
| Slow (Automatic Rifle): Special | Rapier (Vex) •
* Piercer • PHB-2024 206 Vex. If you hit a creature with a Rapier and deal
Ability Score Increase. Increase your Str. or Dex. by 1. | Vex (Pistol): 1 Action damage to it, you have Advantage on your next attack
roll against that creature before the end of your next
Puncture. Once per turn, when you hit a creature with | Slow (Musket): 1 Action turn.
an attack that deals Piercing damage, you can reroll
one of the attack's damage dice, and you must use the * 4: Weapon Mastery • PHB-2024 91 | Nick (Dagger): 1 Action

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Fighter 11 / Rogue 9 Kiljarah
CLASS & LEVEL PLAYER NAME
Mereshi
Halfling Charlatan (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

| Vex (Rapier): 1 Action

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Small
GENDER AGE SIZE HEIGHT WEIGHT
Mereshi
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

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SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES

SPELLS

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