Noble
class & Level
character name
Background
Human
Lawful neutral
race
Alignment
Inspiration
Strength
+3
17
+2
Armor
Class
Proficiency bonus
16
Hit Point Maximum
+5 Strength −1 Dexterity +4 Constitution
−1
9
+0 Intelligence
+1 Wisdom
+2 Charisma
constitution
Initiative
Speed
My flattery makes those I talk to feel wonderful and important. Also, I don’t like to get dirty, and I won’t be caught dead in unsuitable accommodations.
15
Current hit points
Temporary hit points
Total
+1 Animal Handling (Wis) +0 Arcana (Int)
+5 Athletics (Str)
+0
+2 Deception (Cha)
11 wisdom +1
13
charisma
+2
1d10
Successes
Failures
Hit Dice
Name
+2 History (Int) +1 Insight (Wis) +2 Intimidation (Cha)
+0 Investigation (Int) +1 Medicine (Wis) +0 Nature (Int)
Death saves
Atk Bonus Damage/type
Greataxe
+5
1d12 + 3 slashing
Javelin*
+5
1d6 + 3 piercing
+3 Perception (Wis)
+2 Performance (Cha)
+4 Persuasion (Cha)
*You can throw a javelin 30 feet, or up to 120 feet with disadvantage on the attack roll.
+0 Religion (Int) −1 Sleight of Hand (Dex)
−1* Stealth (Dex)
+1 Survival (Wis)
*See your equipment.
Attacks & Spellcasting
SKILLS
CP
sP
eP
gP
Bonds
I have a hard time resisting the allure of wealth, especially gold. Wealth can help me restore my legacy.
Flaws
Second Wind. You have a limited well of stamina you can draw on to protect yourself from harm. You can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. Fighting Style (Defense). While you are wearing armor, you gain a +1 bonus to AC. This bonus is already included in your AC. Position of Privilege. Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
Chain mail,* greataxe, 3 javelins, backpack, blanket, tinderbox, 2 days of rations, waterskin, set of fine clothes, signet ring, scroll of pedigree
Passive wisdom (Perception)
Proficiencies. All armor, shields, simple weapons, martial weapons, playing cards Languages. Common, Draconic, Dwarvish
Ideals
My greataxe is a family heirloom, and it’s by far my most precious possession.
−1 Acrobatics (Dex)
intelligence
12
Responsibility. It’s the duty of a noble to protect the common people, not bully them.
saving throws
+2
13
30 feet
Experience Points
Personality Traits
dexterity
14
−1
Player Name
25
*While wearing this armor, you have disadvantage on Dexterity
(Stealth) checks.
pP
Other proficiencies & languages
Human fighter (noble), page 1 of 2
Equipment
Features & Traits
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Human
Humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. But they are the innovators, the achievers, and the pioneers of the world, the most adaptable and ambitious people among the common races. When humans settle somewhere, they stay. They build cities to last for the ages and great kingdoms that can persist for centuries. They live fully in the present—making them well suited to the adventuring life—but also plan for the future, striving to leave a lasting legacy. Human culture varies by region. In the Forgotten Realms, the clothing, architecture, cuisine, music, and literature in the northwestern lands of Neverwinter are different from their counterparts in distant Turmish or Impiltur to the east. Human physical characteristics