5th Edition Character Sheet
Skills
[+] | Name | Bonus | Damage / Type | Range |
---|---|---|---|---|
Rapier | [+6] | [1d8+6] piercing | %3% | |
Longbow | [+6] | [1d8+4] piercing | %3% | |
Dagger | [+6] | [1d4+6] piercing | %3% |
Darkvision 60ft
Fighting Style: Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon
Second Wind: Once per short rest, you can use a bonus action to regain 1d10+3 HP
Keen Senses: Proficiency in Perception
Fey Ancestry: Advantage against saves against being charmed and magic can't put you to sleep
Trance
CantripYou know one cantrip of your choice from the wizard spell list. INT is your spellcasting ability for it.
Booming Blade: As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
Fighting Style: Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a [+2] bonus to damage rolls with that weapon
Second Wind: Once per short rest, you can use a bonus action to regain [1d10+3] HP
Keen Senses: Proficiency in Perception
Fey Ancestry: Advantage against saves against being charmed and magic can't put you to sleep
Trance
Cantrip
You know one cantrip of your choice from the wizard spell list. INT is your spellcasting ability for it.
Booming Blade: As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes [1d8] thunder damage, and the spell ends.
This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra [1d8] thunder damage to the target, and the damage the target takes for moving increases to [2d8]. Both damage rolls increase by [1d8] at 11th level and 17th level.
Arrows 20
Dagger x2
Longbow
Rapier
Shield
Explorers pack
Playing card set
Damp tinder box
Damp matches
Languages: Common, Dwarvish, Elvish
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Their contribution stands as a beacon of hope for all adventurers!
