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5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
[+]
Generate Character
[+]
Campaign Manager
Crystal
Character Name
Sorcerer 1/Cleric 1
Class & Level
Urban Bounty Hunter
Background
Swiftstride Shifter
Race
Lawful Neutral
Alignment
300
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
-1
8
8
+
0
(Race)
DEXTERITY
+2
15
14
+
1
(Race)
CONSTITUTION
+2
15
15
+
0
(Race)
INTELLIGENCE
+1
12
12
+
0
(Race)
WISDOM
+2
14
14
+
0
(Race)
CHARISMA
+4
19
17
+
2
(Race)
ARMOR CLASS
14
INITIATIVE
+
2
PROFICIENCY
+
2
2
+
PERCEPTION
1212
+
SPEED
30 ft
HIT POINTS
Max:
8
8
TEMP HP
POINT BUY
No (8-15)
Picture URL:
Token URL:
-1 -1
+
Strength
+
Dexterity
+
2
Constitution
+
Intelligence
+
Wisdom
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
+
2
Arcana (Int)
-1 -1
+
Athletics (Str)
+
Deception (Cha)
+
History (Int)
+
2
Insight (Wis)
+
Intimidation (Cha)
+
Investigation (Int)
+
Medicine (Wis)
+
Nature (Int)
+
Perception (Wis)
+
Performance (Cha)
+
Persuasion (Cha)
+
2
Religion (Int)
+
Sleight of Hand (Dex)
+
* Stealth (Dex)
+
Survival (Wis)
+
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Dagger41d4 piercing5 ft (thrown: 20/60)
Shortbow41d6 piercing80/320
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
2
KNOWN
14
DC
Cast Mod
7
Cantrip:
/
3
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
SPELLCASTING
[+instructions]
[u]Class[/u]
Sorcerer
Sorcerer's Origin:
- Wind Speaker
- Tempestuous Magic
- as a bonus action, you can cause
whirling gusts of elemental air
to swirl around you, immediately
before or after casting a spell
of 1st level or higher. Doing so
allows you to fly up to 10 ft
without provoking opportunity
attacks
Cleric:
- Tempest Domain:
- Domain Spells:
- 1st: Fog Cloud, Thunderwave; 3rd: Gust of Wind, Shatter; 5th: Call Lightning, Sleet Storm; 7th: Control Water, Ice Storm; 9th: Destructive Wave, Insect Plague
- Thunderous Rebuke

- Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Background
- Ear to the Ground:
- You are in frequent contact with
people in the segment of society
that your chosen quarries move
through. These people might be
associated with the criminal
underworld, the rough-and-tumble
folk of the streets, or members of
high society. This connection
comes in the form of a contact in
any city you visit, a person who
provides information about the
people and places of the local
area.
[b][u]Class[/u][/b]
Sorcerer
Sorcerer's Origin:
- Wind Speaker
- Tempestuous Magic
- as a bonus action, you can cause
whirling gusts of elemental air
to swirl around you, immediately
before or after casting a spell
of 1st level or higher. Doing so
allows you to fly up to 10 ft
without provoking opportunity
attacks
Cleric:
- Tempest Domain:
- Domain Spells:
- 1st: Fog Cloud, Thunderwave; 3rd: Gust of Wind, Shatter; 5th: Call Lightning, Sleet Storm; 7th: Control Water, Ice Storm; 9th: Destructive Wave, Insect Plague
- Thunderous Rebuke
- Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes [2d8] lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
[b]Background[/b]
- Ear to the Ground:
- You are in frequent contact with
people in the segment of society
that your chosen quarries move
through. These people might be
associated with the criminal
underworld, the rough-and-tumble
folk of the streets, or members of
high society. This connection
comes in the form of a contact in
any city you visit, a person who
provides information about the
people and places of the local
area.
FEATURES & TRAITS
d8
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
1
Common Clothes
3
2
Dagger
2
1
Shortbow
2
1
Arrows (20)
1
1
Arcane Focus
0
1
Explorer
59
1
Holy Symbol
0
1
Studded Leather Armor [12+Dex]
13
Total: 82.4 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
20
PP
0
WEALTH
Proficiencies: daggers, slings, quarterstaffs, light crossbows, martial weapons, light armor, medium armor, heavy armor, shields
Languages: Common, Quori, Elvish
Tools: theine's tools, jeweler's tools
PROFICIENCIES & LANGUAGES
I always have a plan for when things go wrong.
I would rather make a new friend than a new enemy.
PERSONALITY TRAITS
People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
IDEALS
My ill-gotten gains go to support my family.
BONDS
An innocent person is in prison for a crime that I committed. I'm okay with that.
FLAWS
 
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