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CPL Gryx

The document outlines the character sheet for Corporal Gryx, a Goblin Rogue at level 17 with a lawful neutral alignment. Key attributes include high strength and constitution, along with various skills and traits such as Sneak Attack and Nimble Escape. The character has a hit point maximum of 104 and possesses a range of weapons and equipment, reflecting their role as a scout and ambusher in combat.

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orlandoamo
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0% found this document useful (0 votes)
3 views5 pages

CPL Gryx

The document outlines the character sheet for Corporal Gryx, a Goblin Rogue at level 17 with a lawful neutral alignment. Key attributes include high strength and constitution, along with various skills and traits such as Sneak Attack and Nimble Escape. The character has a hit point maximum of 104 and possesses a range of weapons and equipment, reflecting their role as a scout and ambusher in combat.

Uploaded by

orlandoamo
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

Rogue 17 Soldier

CLASS & LEVEL BACKGROUND PLAYER NAME


Corporal Gryx
Goblin Lawful Neutral
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION

I’m always polite and respectful. I’ve lost


STRENGTH 15 4 30
too many friends, and I’m slow to make new

3 6 PROFICIENCY BONUS ones.

17 PERSONALITY TRAITS
Hit Point Maximum 104
3 Strength
DEXTERITY 10 Dexterity
Responsibility. I do what I must and obey

4
3 Constitution CURRENT HIT POINTS
just authority.
9 Intelligence
2 Wisdom
18 IDEALS
2 Charisma
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS

3
I would still lay down my life for the people I
17
served with.
10 Acrobatics (Dex)

17 2 Animal Handling (…
3 Arcana (Int) BONDS

INTELLIGENCE 9 Athletics (Str)

3
2 Deception (Cha) NAME ATK DAMAGE/TYPE
I obey the law, even if the law causes
3 History (Int)
Shortsword +10 1d6+4 Piercing misery.
2 Insight (Wis)
17
2 Intimidation (Cha) Crossbow +10 1d8+4 Piercing
FLAWS
3 Investigation (Int)
WISDOM
2 Medicine (Wis) Dagger +10 1d4+4 Piercing

2 9
8
Nature (Int)

Perception (Wis)
Daggers +9 1D4+3 Slashing Sneak Attack

14 2 Performance (Cha)
Ability Score Increase
ATTACKS & SPELLCASTING
Darkvision
2 Persuasion (Cha)
CHARISMA Fury of the Small
3 Religion (Int)
10
2 4 Sleight of Hand (D…
10 Stealth (Dex)
CP SP EP GP PP
Nimble Escape

Languages
14 8 Survival (Wis) 1 Shortsword Specialty
1 Crossbow Cunning Action
SKILLS
1 Quiver Scout Archetype
40 Bolts
Skirmisher
18 PASSIVE WISDOM (PERCEPTION)
1 Explorer's Pack
Survivalist
1 Leather Armor
Uncanny Dodge
TOOL: Dice Set, Land Vehicles, Thieves' Tools 2 Dagger
Evasion
LANGUAGE: Thieves' Cant EQUIPMENT
Superior Mobility
ARMOR: Light Armor
Reliable Talent
WEAPON: Hand Crossbow, Longsword, Rapier,
Shortsword, Simple weapons Ambush Master

Blindsense
OTHER PROFICIENCIES & LANGUAGES
Slippery Mind

Sudden Strike

FEATURES & TRAITS


NAME ATK DAMAGE/TYPE Total: Total:
CP SP EP GP PP
40
BOLTS
1 Thieves' Tools
1 Backpack
1 Bedroll Total: Total:
1 Mess Kit
1 Tinderbox
ATTACKS & SPELLCASTING
10 Torch
10 Rations Total: Total:
1 Waterskin
1 Hempen Rope
2 Daggers
1 Cloak of the Bat

EQUIPMENT
NONE 0 0

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0

4 0 7 0
1 0

5 0 8 0
2 0

9 0
FEATURES & TRAITS
Sneak Attack Superior Mobility
Beginning at 1st level, you know how to strike Specialty At 9th level, your walking speed increases by 10
subtly and exploit a foe’s distraction. Once per Scout feet. If you have a climbing or swimming speed,
turn, you can deal an extra 1d6 damage to one this increase applies to that speed as well.
Cunning Action
creature you hit with an attack if you have
Starting at 2nd level, your quick thinking and Reliable Talent
advantage on the attack roll. The attack must use a
agility allow you to move and act quickly. You can By 11th level, you have refined your chosen skills
finesse or a ranged weapon. You don’t need
take a bonus action on each of your turns in until they approach perfection. Whenever you
advantage on the attack roll if another enemy of the
combat. This action can be used only to take the make an ability check that lets you add your
target is within 5 feet of it, that enemy isn’t
Dash, Disengage, or Hide action. proficiency bonus, you can treat a d20 roll of 9 or
incapacitated, and you don’t have disadvantage on
the attack roll. The amount of the extra damage lower as a 10.
Scout Archetype
increases as you gain levels in this class, as shown Rogue: Scout You are skilled in stealth and Ambush Master
in the Sneak Attack column of the Rogue table. surviving far from the streets of a city, allowing Starting at 13th level, you excel at leading
you to scout ahead of your companions during ambushes and acting first in a fight. You have
Ability Score Increase
expeditions. Rogues who embrace this archetype advantage on initiative rolls. In addition, the first
When determining your character’s ability scores,
are at home in the wilderness and among creature you hit during the first round of a combat
increase one score by 2 and increase a different
barbarians and rangers, and many Scouts serve as becomes easier for you and others to strike; attack
score by 1, or increase three different scores by 1.
the eyes and ears of war bands. Ambusher, spy, rolls against that target have advantage until the
You can't raise any of your scores above 20.
bounty hunter – these are just a few of the roles start of your next turn.
Darkvision that Scouts assume as they range the world.

You can see in dim light within 60 feet of you as if Blindsense


Skirmisher Starting at 14th level, if you are able to hear, you
it were bright light and in darkness as if it were dim
Starting at 3rd level, you are difficult to pin down are aware of the location of any hidden or invisible
light. You discern colors in that darkness only as
during a fight. You can move up to half your speed creature within 10 feet of you.
shades of gray.
as a reaction when an enemy ends its turn within 5
Fury of the Small feet of you. This movement doesn’t provoke Slippery Mind
When you damage a creature with an attack or a opportunity attacks. By 15th level, you have acquired greater mental
spell and the creature’s size is larger than yours, strength. You gain proficiency in Wisdom saving
Survivalist throws.
you can cause the attack or spell to deal extra
damage to the creature. The extra damage equals Uncanny Dodge Sudden Strike
your proficiency bonus. You can use this trait a Starting at 5th level, when an attacker that you can Starting at 17th level, you can strike with deadly
number of times equal to your proficiency bonus, see hits you with an attack, you can use your speed. If you take the Attack action on your turn,
regaining all expended uses when you finish a long reaction to halve the attack's damage against you. you can make one additional attack as a bonus
rest, and you can use it no more than once per turn.
action. This attack can benefit from your Sneak
Evasion
Nimble Escape Attack even if you have already used it this turn,
Beginning at 7th level, you can nimbly dodge out
You can take the Disengage or Hide action as a but you can't use your Sneak Attack against the
of the way of certain area effects, such as a red
bonus action on each of your turns same target more than once in a turn.
dragon's fiery breath or an Ice Storm spell. When
you are subjected to an effect that allows you to
Languages
make a Dexterity saving throw to take only half
Your character can speak, read, and write Common
damage, you instead take no damage if you
and one other language that you and your DM
succeed on the saving throw, and only half damage
agree is appropriate for the character. The Player’s
if you fail.
Handbook offers a list of languages to choose from.
The DM is free to modify that list for a campaign.
SPELLS

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