Gregor Character Sheet .pdf

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Fighter (7) / Rogue (3)
CLASS & LEVEL

Gregor Devaux

Half-Orc

Arcel

PLAYER NAME

Neutral Good

ALIGNMENT

RACE

CHARACTER NAME

Noble

BACKGROUND

EXPERIENCE POINTS

INSPIRATION

STRENGTH

20

17
+4

+4

ARMOR
CLASS

PROFICIENCY BONUS

INITIATIVE

+5


+9 Strength



CURRENT HIT POINTS

0 Wisdom
+1 Charisma

Family (including his
human half-siblings)

SAVING THROWS

TEMPORARY HIT POINTS

Total 7d10 / 3d8

+4 Acrobatics (Dex)
+4 Animal Handling (Wis)
+4 Arcana (Int)




SUCCESSES
FAILURES

HIT DICE

BONDS

Eclectic

DEATH SAVES

FLAWS

+7 Athletics (Str)
+1 Deception (Cha)






NAME

+8 History (Int)
+4 Insight (Wis)
+5 Intimidation (Cha)

WISDOM

+4 Investigation (Int)

10



0 Medicine (Wis)
+4 Nature (Int)
0 Perception (Wis)

0

ATK BONUS DAMAGE/TYPE

Longbow

+6

1d8 + 2 piercing

Dagger

+9

1d4 + 5 piercing

Shortsword

+9

1d6 + 5 piercing

- Mace. +9, 1d6 + 5 bludgeoning
- Greatsword +1. +10, 2d6 + 6 slashing

+1 Performance (Cha)


CHARISMA

+5 Persuasion (Cha)
+4 Sleight of Hand (Dex)



+10 Stealth (Dex)


0 Survival (Wis)
SKILLS

ATTACKS & SPELLCASTING

PASSIVE WISDOM (PERCEPTION)
CP

Tool Proficiencies: Playing Card
Set; Thieves' Tools

SP

EP

Weapon Proficiencies: Martial;
Simple
Armor Proficiencies: Heavy;
Light; Medium; Shields

Darkvision: 60 ft.
Number of Attacks: 2
Critical Hits: 19-20
----------Bonus Actions---------Cunning Action. Dash,
Disengage or Hide (use
once/turn, see PHB 96).
Fast Hands. Use your
Cunning Action to make
Sleight of Hand checks, use
thieves' tools, or take Use and
Object action (see PHB 96).

+4 Religion (Int)

12
+1

IDEALS



INTELLIGENCE

10

81
Finding knowledge, helping people,
making good business deals

+4 Intelligence

14

+4

Bookish

+6 Constitution

CONSTITUTION

19

Hit Point Maximum

+2 Dexterity

+2

+2

SPEED

Foppish
PERSONALITY TRAITS

DEXTERITY

14

30

GP

PP

10000

Arrow (20); headband
of intellect (1);
Breastplate +1 (1);
Quiver (1); Signet ring
(1); Thieves' Tools (1);
Scroll of Pedigree (1);
Playing Card Set (1);
Clothes, fine (1);
Tinker's Tools (1);
Calligrapher's Supplies
(1); Explorer's Pack (1);
Purse (1)

Second Wind. Regain 1d10 +
7 HPs (use once/rest, see
PHB 72).
---------------Actions-------------Action Surge. Take an extra
action (use once/rest, see
PHB 72).
(additional features & traits on
page 2)

Language Proficiencies:
Common; Dwarvish; Orc
OTHER PROFICIENCIES & LANGUAGES

EQUIPMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

FEATURES & TRAITS

22

Gregor Devaux
CHARACTER NAME

AGE

Orange
EYES

6 Feet

220 Lbs

HEIGHT

WEIGHT

Greyish-Brown
SKIN

Black
HAIR

NAME

SYMBOL

CHARACTER APPEARANCE

ALLIES & ORGANIZATIONS

The bastard son of a
shady nobleman, who
got drunk at a celebration
with some allies including
a tribe of Orcs, evil
wizards, and some
mercenaries, and
accidentally impregnated
an Orcish woman.
Gregor is the result of
this union, and was
raised in secret alongside
his mother in a hidden
and obscure part of his
father's lands. Raised
more human than Orc,
he grew up to be rather
foppish, and has an
interest in fine clothing
and book studies.
CHARACTER BACKSTORY

Great Weapon Fighting Style. When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with two hands, you can reroll the die
and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the
two-handed or versatile property for you to gain this benefit. (see PHB 72).
Relentless Endurance. Drop to 1 hp instead of being reduced to 0. (see PHB 41).
Remarkable Athlete. +2 to STR, DEX, or CON checks that don't already include prof
bonus; running long jump increases by 5 ft. (see PHB 72).
Retainers. You have 3 commoner retainers (see PHB 136).
Savage Attacks. On critical hit, add additional damage dice roll (see PHB 41).
Second-Story Work. Climbing costs no extra movement, your running jump distance
increases by 2 ft. (see PHB 97).
Sneak Attack. 2d6 extra damage on attack where you have advantage or another
enemy of creature is within 5 ft. (use once/turn, see PHB 96).
Thieves' Cant. Convey secret messages hidden in normal conversation (see PHB 96).
ADDITIONAL FEATURES & TRAITS

Shield (1)

TREASURE
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.


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