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Heroes of Baldur's Gate Alternative character sheets

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  CoranMedium Humanoid (Elf), Rogue 7/Fighter 1; Chaotic Good------------------------------------------------------Armor Class: 16 (studded leather)Hit Points: 52 (7d8+1d10+8)Speed: 30 ft------------------------------------------------------Str 12 (+1), Dex 18 (+4), Con 12 (+1), Int 14 (+2), Wis 8 (-1), Cha 14 (+2)------------------------------------------------------Saving Throws: Dex +7, Int +5Skills: Acrobatics +10, Athletics +4, Deception +5, Perception +2, Persuasion +8, Stealth +10, Survival +5Senses: Darkvision 60 Feet., passive Perception 12Language: Common, Elven, Draconic, Orc, Thieves' CantChallenge: 7 (2.900 XP)------------------------------------------------------Cunning Action: On each of his turns, Coran can use a bonus action to take the Dash, Disengage, or Hide action.Evasion: If Coran is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Coran instead takes no damage if he succeedson the saving throw, and only half damage if he fails.Fey Ancestry. Coran has advantage on saving throws against being charmed, and magiccant put Coran to sleep. � Skirmisher: Coran can move up to half his speed as a reaction when an enemy ends its turn within 5 feet of him. This movement doesnt provoke opportunity attacks. � Uncanny Dodge: When an attacker that Coran can see hits him, with an attack, he canuse his reaction to halve the attack's damage against him.Second Wind: Once per day, as a bonus action, Coran can regain 6 (1d10+1) hit points.Sneak Attack (1/Turn): Coran deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of Coran that isnt incapacitated and Coran doesnt have � � disadvantage on the attack roll.Cantrip (At Will): Coran can cast Prestidigitation. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). Actions------------------------------------------------------Longsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) piercing damage.Longbow +1: Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 9(1d8+5) piercing damage.========================================================================EdwinMedium Humanoid (Human), Wizard 12; Neutral Evil------------------------------------------------------Armor Class: 15 (mage armor)Hit Points: 86 (12d6+36)Speed: 30 ft  ------------------------------------------------------Str 11 (+0), Dex 14 (+2), Con 16 (+3), Int 18 (+4), Wis 9 (-1), Cha 11 (+0)------------------------------------------------------Saving Throws: Int +8, Wis +3Skills: Arcana +8, History +8, Insight +3, Investigation +8Senses: Passive Perception 9Language: Common, Elven, Draconic, InfernalChallenge: 7 (2.900 XP)------------------------------------------------------Benign Transportation: Edwin can use his action to teleport up to 30 feet to an unoccupied space that he can see. Alternatively, he can choose a space within rangethat is occupied by a Small or Medium creature. If that creature is willing, both teleport, swapping places. Once Edwin use this feature, he can't use it again untilhe finish a long rest or he cast a conjuration spell of 1st levei or higher.Focused Conjuration. While Edwin is concentrating on a conjuration spell, his concentration cannot be broken as a result of taking damage.Minor Conjuration: Edwin can use his action to conjure up an inanimate object in his hand or on the ground in an unoccupied space that he can see within 10 feet of him. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that he have seen. The object is visibly magical, radiating dim light out to 5 feet. The object disappearsafter 1 hour, when he use this feature again, or if it takes any damage.Spellcasting: Edwin is a 12th-level spellcaster. His spellcasting ability is Intelligence (save DC 16, +8 to hit with spell attacks). Edwin has the following wizard spells prepared:Cantrips (at will): acid splash, mage hand, poison spray1st level (4 slots): mage armor, shield, unseen servant2nd level (3 slots): cloud of daggers, misty step, web3rd level (3 slots): counterspell, stinking cloud4th level (3 slots): conjure minor elementals, evards black tentacles � 5th level (2 slots): cloudkill, conjure elemental6th level (1 slot): arcane gate, contingencyWar Caster: Edwin have advantage on Constitution Saving Throws to mantain concentration, can still cast while have weapons or shield on his hands and, as a reaction, can use a spell with a casting time of 1 on a hostile creature that triggered an opportunity attack as a consequence of the creature's movement.Actions------------------------------------------------------Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.Summon Hell Hounds (1/Day): Edwin magically summons three hell hounds. The summonedhell hounds appear in an unoccupied space within 60 feet of their summoner, and actas allies of their summoner. They remains for 10 minutes, until they or their summoner dies, or until their summoner dismisses them as an action.========================================================================FaldornMedium Humanoid (Human), Druid 10; Neutral Evil------------------------------------------------------Armor Class: 16 (barskin)Hit Points: 63 (10d8+10)Speed: 30 ft  ------------------------------------------------------Str 12 (+1), Dex 14 (+2), Con 12 (+1), Int 11 (+0), Wis 18 (+4), Cha 14 (+2)------------------------------------------------------Saving Throws: Int +4, Wis +8Skills: Animal Handling +8, Athletics +5, Nature +8, Perception +8, Survival +8Senses: Passive Perception 18Language: Common, Druidic, Elven, Sylvan, PrimordialChallenge: 7 (2.900 XP)------------------------------------------------------Staff of the Woodlands: The staff has 10 charges. It regains 1d6 + 4 expended charges daily at dawn. Faldorn can use an action to expend 1 or more of the staffs � charges to cast one of the following spells from it, with a spell save DC of 14: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges). Faldorn can use an action to cast the passwithout trace spell without using any charges.Wildshape: Twice per day, Faldorn can use a bonus action to change into a beast with a CR of 3 or lower. Faldorns statistics are replaced by the statistics of the � beast, but Faldorn retains her alignment, personality, and Intelligence, Wisdom, and Charisma scores. When Faldorn transforms, she assumes the beasts hit points � and Hit Dice, can use a spell slot to regain 1d8 hp per spell slot level as a bonusaction while wild shaped and her attacks in wild shape form ignore resistance and immunity to nonmagical attack and damage. When Faldorn reverts to her normal form, she returns to the number of hit points she had before she transformed. However, ifFaldorn reverts as a result of dropping to 0 hit points, any excess damage carries over to the normal form. In beast form Faldorn cant cast spells, but this doesnt � � break concentration on a spell already cast.Spellcasting. Faldorn is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). Faldorn has the following druid spells prepared:Cantrips (at will): druidcraft, mending, poison spray, produceflame1st level (4 slots): cure wounds, entangle, fairie fire2nd level (3 slots): beast sense, hold person3rd level (3 slots): conjure animals, water breathing4th level (2 slots): stone skin, wall of fire5th level (2 slots): mass cure wounds, tree strideActions------------------------------------------------------Staff of the Woodlands. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.========================================================================ImoenMedium Humanoid (Human, Clone), Rogue 7/Wizard 1; Neutral Good------------------------------------------------------Armor Class: 16 (studded leather)Hit Points: 58 (7d8+1d6+16)Speed: 30 ft------------------------------------------------------Str 9 (-1), Dex 18 (+4), Con 14 (+2), Int 15 (+2), Wis 10 (+0), Cha 14 (+2)------------------------------------------------------Saving Throws: Dex +7, Int +5Skills: Acrobatics +7, Arcana +8, Athletics +5, Insight +3, Sleight of Hand +7, Stealth +10  Senses: Passive Perception 10Language: Common, Draconic, Thieves' CantChallenge: 7 (2.900 XP)------------------------------------------------------Cunning Action: On each of his turns, Coran can use a bonus action to take the Dash, Disengage, or Hide action.Evasion: If Imoen is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, Imoen instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.Fast Hands: Imoen can use the bonus action granted by her Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or opena lock, or take the Use an Object action.Uncanny Dodge: When an attacker that Imoen can see hits her, with an attack, she can use her reaction to halve the attack's damage against her.Second-Story Work: Imoen can climb faster than normal and does not cost extra movement. Also when Imoen make a running jump, the distance she cover increases by 4 feets.Sneak Attack (1/Turn): Imoen deals an extra 14 (4d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of Imoen that isnt incapacitated and Imoen doesnt have � � disadvantage on the attack roll.Spellcasting. Imoen is a 1st-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13, +3 to hit with spell attacks). Imoen has following wizard spells prepared:Cantrips (at will): firebolt, mending, prestidigitation1st level (2 slots): burning hands, disguise self, shieldActions------------------------------------------------------Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4)piercing damage.

4232-10781-1-SM

Sep 10, 2019

Dual Del Simplex

Sep 10, 2019
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