Armor Class
10
or Whatever Armor of choice.
Hit Points
9
(1d8 + 1)
Speed
30 ft.
STR
12
(+1)
DEX
11
(+0)
CON
12
(+1)
INT
10
(+0)
WIS
11
(+0)
CHA
12
(+1)
Saving Throws
STR +3, CON +3, WIS +2
Skills
Athletics +3, Investigation +3, Religion +3, Stealth +2
Damage Vulnerabilities
Psychic
Senses
Passive Perception 11
Languages
Common, Telepathy With Self Any one language (usually Common)
Challenge
1/8 (25 XP)
Proficiency Bonus
+2
Traits
Hit Dice: The Adventurer has 1 Hit Dice to regain 1d8 HP during a short rest.
The Hit Dice is only regain by taking a long rest.
Actions
Weapon Attack. Melee Weapon Attack:
Use the stat for whatever Melee weapon
(EX: Shortsword)
To hit, 1d20 + 3
1d6 + 1 piercing damage..
"Dash/Disengage/Dodge Action"
Description
Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.
But this is a Common Adventurer, so basically a the Nerds, Jocks, Acting club guys, and Religion/Cult edgebois.
Comments