Alana
Alana
STEALTH DISADVANTAGE
ARMOR Darkvision. You can see in dim light within 60 feet of you as if it were
STRENGTH Studded Leather +2 20 bright light, and in darkness as if it were dim light.
PROFICIENCY BONUS +5 Elven Accuracy. Whenever you have advantage on an attack roll using
8
SHIELD Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the
AC dice once.
Cloak of Protection (1) Sharpshooter. Attacking at long range doesn’t impose disadvantage on
N
CIE C
your ranged weapon attack rolls.Your ranged weapon attacks ignore half
+5 Strength
Y
PROFI
✘
-1 cover and three-quarters cover.Before you make an attack with a ranged
weapon that you are proficient with, you can choose to take a - 5
+6 Dexterity penalty to the attack roll. If the attack hits, you add +10 to the attack’s
damage.
✘ +7 Constitution ARMOR CLASS
DEXTERITY Alert. You can’t be surprised while you are conscious.Other creatures
+0 Intelligence don’t gain advantage on attack rolls against you as a result of being
MAXIMUM HIT DICE TEMPORARY
20
unseen by you.
+4 Wisdom
95 6d10/9d8 Skulker. You can try to hide when you are lightly obscured from the
+2 Charisma creature from which you are hiding.When you are hidden from a
CONDITIONAL
creature and miss it with a ranged weapon attack, making the attack
doesn’t reveal your position.Dim light doesn’t impose disadvantage on
+5 your Perception checks relying on sight.
Fighting Style.
CURRENT HIT POINTS Archery. You gain a +2 bonus to attack rolls you make with ranged
weapons.
CONSTITUTION DEATH SAVING THROWS
SAVING THROWS
Second Wind (Bonus Action—1/Short Rest). You regain 1d10+6 hp.
12 N
CIE C
EX E
P
+3 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION Sharpshooter. The Sharpshooter is a master of ranged combat. An
+1 -1 Arcana (Int) Darkvision
excellent sniper and eagle-eyed scout, this fighter is a perilous foe who
can defeat an entire war band so long as they are kept at range.
✘ +4 Athletics (Str) Extra Attack. You can attack twice, instead of once, whenever you take
the Attack action on your turn
INTELLIGENCE +1 Deception (Cha)
Steady Aim (Bonus Action—3/Short Rest). Your ranged attacks ignore
8
half and three-quarters cover, and deal an additional 5 points of
-1 History (Int) damage.
✘✘ +13 Insight (Wis) Sneak Attack. Once per turn, you can deal an extra 5d6 damage to one
creature you hit with an attack if you have advantage on the attack roll.
+1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS The attack must use a finesse or a ranged weapon.You don’t need
-1 -1 Investigation (Int)
advantage on the attack roll if another enemy of the target is within 5
feet of it, that enemy isn’t incapacitated, and you don’t have
disadvantage on the attack roll.
+3 Medicine (Wis) Fey Ancestry. Advantage on saving throws against
WISDOM
being charmed, and magic can’t put you to sleep. Thieves’ Cant. A secret mix of dialect, jargon, and code that allows you
-1 Nature (Int) to hide messages in seemingly normal conversation. Only another
creature that knows thieves’ cant understands such messages. It takes
16 ✘✘ +13 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they four times longer to convey such a message than it does to speak the
meditate deeply, remaining semiconscious, for 4 same idea plainly.In addition, you understand a set of secret signs and
+1 Performance (Cha) hours a day. symbols used to convey short, simple messages, such as whether an
area is dangerous or the territory of a thieves’ guild, whether loot is
+1 Persuasion (Cha) nearby, or whether the people in an area are easy marks or will provide
+3 -1 Religion (Int)
Mask of the Wild. You can attempt to hide even a safe house for thieves on the run.
when you are only lightly obscured. Cunning Action. You can take a bonus action on each of your turns in
+5 Sleight of Hand (Dex) combat. This action can be used only to take the Dash, Disengage, or
Hide action.
CHARISMA ✘✘ +15 Stealth (Dex) Uncanny Dodge (Reaction). When an attacker that you can see hits you
12
with an attack, you can halve the attack’s damage against you.
+3 Survival (Wis)
SKILLS Evasion. When you are subjected to an effect that allows you to make a
Dexterity saving throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only half damage if you
fail.
+1 23 PASSIVE PERCEPTION
Assassinate. You have advantage on attack rolls against any creature
that hasn’t taken a turn in the combat yet. In addition, any hit you score
against a creature that is surprised is a critical hit.
ADVANTAGE
Infiltration Expertise. You can unfailingly create false identities for
INITIATIVE +10 2 Attacks / Attack Action RACIAL TRAITS
yourself. You must spend seven days and 25 gp to establish the history,
profession, and affiliations for an identity. You can’t establish an identity
that belongs to someone else.
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have
one thing in common: they live out their lives without ever traveling more than a few miles from where they were born.
You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances
are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a
few outrageous stories. You have come to this part of Faerûn for your own reasons, which you might or might not
choose to share.
PERSONALITY TRAITS
Although you will undoubtedly find some of this land’s ways to be strange and discomfiting, you can also be sure that
some things its people take for granted will be to you new wonders that you've never laid eyes on before. By the same
token, you're a person of interest, for good or ill, to those around you almost anywhere you go.
IDEAL
BOND
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Cloak of Protection. You gain a +1 bonus to AC and
[Chakram +2] 1 2 saving throws while you wear this cloak.
[Chakram +2] 1 2
[Studded Leather +2] 1 13 Chakram +2. You have a +2 bonus to attack and damage
[Cloak of Protection] 1 — rolls made with this magic weapon.
0 0 0 0 0
17 lb / 120 lb 240 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Cloak of Protection Chakram +2 Chakram +2
Wondrous Items Weapons Weapons
You gain a +1 bonus to AC and saving throws while you You have a +2 bonus to attack and damage rolls made with You have a +2 bonus to attack and damage rolls made with
wear this cloak. this magic weapon. this magic weapon.
0 lb. Dungeon Master’s Guide 2 lb. Dungeon Master’s Guide 2 lb. Dungeon Master’s Guide
Studded Leather +2
Armor