TEXT: EQUIPMENT
  ATTACKS & SPELLCASTING
  FEATURES & TRAITS
  CP
  EP
  GP
  SP
  PP
  NAME
  ATK BONUS
  DAMAGE/TYPE
  IDEALS
  BONDS
  FLAWS
  PERSONALITY TRAITS
  ARMOR
  CLASS
  CURRENT HIT POINTS
  TEMPORARY HIT POINTS
  INITIATIVE
  SPEED
  DEATH SAVES
  HIT DICE
  Hit Point Maximum
  Total
  SUCCESSES
  FAILURES
  RACE
  CLASS & LEVEL
  PLAYER NAME
  FACTION
  CHARACTER NAME
  BACKGROUND
  EXPERIENCE POINTS
  DCI NUMBER
  ALIGNMENT
  Strength
  Dexterity
  Constitution
  Intelligence
  Wisdom
  Charisma
  PASSIVE WISDOM (PERCEPTION)  
  OTHER PROFICIENCIES & LANGUAGES
  PROFICIENCY BONUS
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  SAVING THROWS
  INSPIRATION
  Acrobatics (Dex)
  Animal Handling (Wis)
  Arcana (Int)
  Athletics (Str)
  Deception (Cha)
  History (Int)
  Insight (Wis)
  Intimidation (Cha)
  Investigation (Int)
  Medicine (Wis)
  Nature (Int)
  Perception (Wis)
  Performance (Cha)
  Persuasion (Cha)
  Religion (Int)
  Sleight of Hand (Dex)
  Stealth (Dex)
  Survival (Wis)
  SKILLS
  TM & © 2014 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670B11828001
  Fighter 1
  Elf, Dark (Drow)
  Trade Sherrif
  True Neutral
  +0
  10
  +3
  16
  +2
  14
  +1
  12
  +0
  10
  +2
  14
  +2
  G
  +2
  +3
  G
  +4
  +1
  0
  +2
  +3
  0
  +1
  0
  +2
  +1
  0
  G
  +4
  G
  +3
  0
  +1
  G
  +2
  +2
  G
  +4
  +1
  +3
  +3
  G
  +2
  12
  Languages:  Common, Elvish, Undercommon 
    
  Tools:  Thieves Kit 
    
  Weapons:  Simple weapons, martial weapons 
    
  Armor:  All armor, shields
  16
  +3
  30'
  12
  1d10
  Rapier
  +5
  1d8+3 piercing
  Longbow
  +5
  1d8+3 piercing
  Dagger
  +5
  1d4+3 piercing
    
  ** When attacking with a single melee weapon held in 
  one hand, you can add +2 to the damage. 
    
  ** Attacking with the longbow necessitates doffing your 
  shield, reducing your AC by -2.
  29
  On person:  Leather armor, rapier, 
  shield, longbow with 20 arrows, 
  dagger, thieves kit, gray cloak, 
  Sherrif's insignia, set of fine clothes 
    
  In backpack: Crowbar, hammer, 10 
  pitons, 10 torches, tinderbox, 10 days 
  of rations, waterskin, 50' of hempen 
  rope, half of the floorplan for a military 
  structure that used to be in Szith 
  Morcane
  I am always polite and respectful. 
    
  I can be very persuasive and am able to ask 
  questions where others might not be able to.
  My people, the drow refugees of Szith Morcane, 
  are all that matter.
  Underdark Refugee.  The fire giants chased my 
  family out of Maerimydra nearly 120 years ago.  
  Now, they've chased me out of Szith Morcane.  I 
  seek to create a safe home on the surface.
  I have little respect for the svirfneblin.  They are 
  of low intelligence, after all.
  Superior Darkvision.  You can see in dim light within 
  120' of you as if it were bright light, and in darkness as 
  if it were dim light.  You can't discern color in darkness, 
  only shades of gray. 
    
  Fey Ancestry.  You have advantage on saving throws 
  against being charmed, and magic can't put you to 
  sleep. 
    
  Trance.  You don't need to sleep.  Instead, you 
  meditate deeply, remaining semiconscious, for 4 hours 
  a day.  After resting in this way, you gain the same 
  benefit that a human does from 8 hours of sleep. 
    
  Sunlight Sensitivity.  You have disadvantage on attack 
  rolls and on Wisdom (Perception) checks that rely on 
  sight when you, the target of your attack, or whatever 
  you are trying to perceive is in direct sunlight. 
    
  Drow Magic.  You know the "dancing lights" cantrip.  
  When you reach 3rd level, you can cast the "faerie fire" 
  spell once per day.  When you reach 5th level, you can 
  also cast the "darkness" spell once per day.  Charisma 
  is your spellcasting ability for these spells.  
    
  Background Feature - Investigative Services.  You are 
  part of a small force outside of Hillsfar.  You have a 
  special way of communicating with others and they 
  seem to be at ease around you.  You can invoke your 
  rank to allow you access to a crime scene or to 
  requisition equipment or horses on a temporary basis.  
  When you enter a town or village around Hillsfar, you 
  can identify a contact who will give you information on 
  the local rumors and would help you simply because of 
  your desire to get answers and information for anyone 
  wanting to disrupt trade. 
    
  Fighting Style - Dueling.  When you are wielding a 
  melee weapon in one hand and no other weapons, you 
  gain a +2 bonus to damage rolls with that weapon. 
    
  Second Wind.  On your turn, 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.
  
  EYES
  AGE
  WEIGHT
  CHARACTER NAME
  HEIGHT
  HAIR
  SKIN
  TOTAL NON-CONSUMABLE MAGIC ITEMS
  FACTION
  TREASURE
  CHARACTER BACKSTORY
  CHARACTER APPEARANCE
  ADDITIONAL FEATURES & TRAITS
  ALLIES & ORGANIZATIONS
  Faction Rank
  TM & © 2014 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670B11828001
  Created by Jonathan Conner Self 
  Your family is a survivor of the destruction of Szith 
  Morcane.  Forced to eek out a life on the surface, 
  blinded by the sun and hated by the surface dwellers 
  for your Drow heritage, your family barely managed 
  to create a home with relative safety.  Knowing your 
  lives were in danger from an early age, your parents 
  taught you the art of Drow swordcraft and surviving in 
  the dark. 
    
  Not satisfied just scraping by, you wanted something 
  better for your family and your people.  You found 
  that opportunity in protecting the Great Law of Trade. 
  The humans of Hillsfar didn't see your heritage as a 
  particular detriment (as they dislike all non-humans 
  equally).  Your skills with swordplay and tracking, as 
  well as your comfort in the darker places around 
  Hillsfar, made you invaluable if uncommon to the 
  organization. 
    
  Your time spent working with other surface dwellers 
  taught you far more tolerance of those different from 
  you than your benefactors in Hillsfar, a particular 
  irony given the situation.  However, you still have no 
  love for the deep gnomes, a bias passed down by 
  your parents.  You haven't even met a svirfneblin that 
  you can recall. 
    
  For now, you continue to enforce the Great Law of 
  Trade of Hillsfar, providing money and protection 
  back to your family.  However, should you or your 
  family's situation change, you have at least three 
  back-up plans and the will to do whatever it takes to 
  help your family and your people thrive in their new 
  home.
  Sample Names: 
    
  Drow naming convention includes a name, surname, 
  and oftentimes a house afiiliation.  When shortening the 
  name, it is often the surname that is that left out. 
    
  Male:  Bhintel, Caelkoth, Ghaundar, Jevan, Pharius 
    
  Female:  Dhaunae, Ghilanna, Lledrith, Menzoberra, 
  Ulitree, Xune 
    
  Surname:  Dhunnyl, Hunzrin, Illykur, Olonrae, Ssambra, 
  Telenna 
    
  House Names:  Argith, Claddath, Do'Urden, Phaundal, 
  Tuin'Tarl
    
  *** Created by Connor Self, Adventurers League Local 
  Coordinator for North Central Illinois.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S03 - Rage of Demons/RoD - Fighter Drow.pdf