Cormyr · Land of the Purple Dragon saved ·

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· · · · Level · Prof +2 ·

Abilities click the dot to toggle save proficiency

Skills

Senses & Tongues

Passive Perception14
Passive Investigation10
Languages
Tools

Purse

GP
SP
CP

Gear

Vitals

Hit Points
/
Temp
Armor Class
14
Speed
Initiative
Attackers
act first
house rule —
no DEX rolls
Turn
swift = act early, no move
Hit Dice
Death Saves
save
fail

Attacks click a number to roll it

d4

Dice

Boon0
Bane0
    E5E: boons/banes are ±1d4 (max 3) instead of advantage. They cancel each other out.

    Playbook

    Your combat turn
    1. Quarry marked? If not → bonus mark the biggest threat (unlocks the Quarry die). Lasts 1 hour, so usually round 1 only.
    2. Need the edge? If you're not already shooting with advantage → bonus Sharpshooter. Only one bonus action: Quarry or Sharpshooter.
    3. Shoot. Add the Quarry die to your first hit each turn.
    4. Swift or slow? Default swift. Take slow only to reposition or retreat.
    Opening a fight
    1. Stay hidden — an unseen shot has advantage, and whoever starts the fight acts first, so the whole party goes before the enemy.
    2. bonus mark Quarry on the deadliest enemy.
    3. Shoot from hiding. Skip Sharpshooter — you already have advantage.
    4. Stay put, keep range. Melee foes waste 2–4 rounds reaching you.
    Ambushed / losing
    1. Take a slow turn — movement beats speed now.
    2. Break away from melee. Eat one opportunity attack rather than shooting at a bane every round.
    3. Bloodied → stop trading, get to cover. Crits and hitting 0 can cause lasting injuries.
    4. Absorb Elements reaction if the hit is elemental. Invisibility potion if you get isolated — drink and relocate.
    5. Healing Surge — action + 2 hit dice.
    House rules that bite
    • Gritty rests: short rest = 8 hours. Long rest = 3 short rests in the field, or one night in a safe haven. Spell slots are precious.
    • Injuries: crits, being bloodied, or dropping to 0 can inflict lasting injuries (CON save, d12 location).
    • Potions: action = full value, bonus action = rolled. Drinking provokes.
    • Inspiration capped at proficiency bonus, spent on cinematic stunts.
    • Arrows aren't tracked. Enemy HP is described: fresh / bloodied / very bloodied.
    • Advantage doesn't stack — if you already have it, save the bonus action.

    Spellcasting

    Save DC12
    Spell atk+4
    Prepared0/3
    Slots only come back on a long rest — three days in the field. Never burn one on damage; the bow is free.

    Features & Knacks

    Conditions & Injuries

    Lasting injuries

    Notes & Threads