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Alan Reeves

4 Level (0/6500 XP for level-up) spy Background Human Race / Species / Heritage Alignment
Special Forces
Level 4
Hit Dice: 4/4
1d10+1 Class 1

STR
11
+0
DEX
16
+3
CON
13
+1
INT
15
+2
WIS
16
+3
CHA
11
+0
49
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
15
Passive Perception
3 / 3
Training Points
+4 Expertise Bonus
+2 Proficiency Bonus
+4 Strength
+10 Dexterity
+2 Constitution
+4 Intelligence
+8 Wisdom
+0 Charisma
saving throws
+6 Acrobatics DEX
+6 Animal Handling WIS
+4 Arcana INT
+3 Athletics STR
+0 Deception CHA
+4 History INT
+10 Insight WIS
+0 Intimidation CHA
+4 Investigation INT
skills
+8 Medicine WIS
+4 Nature INT
+10 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+4 Religion INT
+10 Sleight of Hand DEX
+10 Stealth DEX
+9 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Plasma Rifle +8 DEX 2d10+3+3 Energy
Laser Pisol +8 DEX 1d8+3+3 Energy
Dagger +8 DEX 1d4+3+3 Slashing
Attacks
Basic Tactics
Starting at 1st level, you have been trained in special combat tactics. You gain the following benefits:

You roll a d6, instead of the normal damage for your unarmed strikes.
Once in each of your turns when you take the Attack using a light weapon or unarmed strike, you can make another attack as part of the same action. This attack doesn't add your ability modifier however after using this you can't attack again with a bonus action.

Infiltration
You know to read, write and speak in one additional language and gain proficiency in Stealth and Deception. If you are already proficient in this skill, your proficiency bonus is doubled. In addition, at 2nd level you can use the Infiltration special training.

Special Training
Starting at 2nd level, you undergo in a highly specialized training to hone your abilities. Your special training is represented by an amount of training points you have.

Tactical Assault
Starting at 2nd level, when you take the attack action, you can spend 1 training point to make a single additional attack or take the Dash action.

You can spend 2 training points at 5th level to take two of the tactical assault actions on your turn, 3 for three actions at 11th level and 4 for four actions at 17th level.


Infiltration Specialty
You know to read, write and speak in one additional language and gain proficiency in Stealth and Deception. If you are already proficient in this skill, your proficiency bonus is doubled. In addition, at 2nd level you can use the Infiltration special training.

The Training Points column on the Special Forces table show the amount of training points you have. In addition, it shows the maximum of training points you can spend in any given turn. Once you spend a training point, it is unavailable to you until you finish a short or a long rest.

You can spend your training points to fuel special training features. You start by knowing three of such features: Evasion, Restraining and Accuracy.

In addition, your chosen Specialty also grants you specific special training features. These are features, listed in the homonymous section down below.

Some special training features require a saving throw or an attack to hit. You calculate these as follows:

Specialty Save DC = 8 + Your specialty ability + your Proficiency bonus.
Specialty Attack Bonus = Your specialty ability + your Proficiency bonus.

Evasion
You can spend 1 training point as a reaction to evade an attack. When you do so, the damage you would take from the attack is reduced by 1d10 + your Dexterity modifier + your Special Forces level.

Restraining
When you hit a creature with a weapon attack, you can spend 1 training point to force the target to make a Strength saving throw. On a failed save the target is grappled.

Accuracy
When you make an attack against a creature with a weapon attack, you can spend 1 training point to ignore cover, except total cover.

Infiltration Combat Style
You can take the Hide action as a bonus action on your turn. If you already can do it, you can make it as a reaction. In addition, when you miss an attack while hidden, you don't reveal your position, drawing or stowing a light weapon doesn't require an object interaction.

Tactical Focus
Starting at 3rd level, you choose a Tactical Focus, that define your field of expertise. Your choice grants you features at 3rd level, and again at 6th, 10th, 14th and 18th levels.


Infiltration Improvement 1
When you hit a creature with an attack, you can spend 2 training points to force the target to make a Constitution saving throw, or be stunned until the end of your next turn.

Features & Traits
Medium Armor, Plasma Rifle, Laser Pistol, Dagger, Rations

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Thieves Tools, Forgery Kit, Tinkering Tools

Languages & Proficiencies
Alan was born on alaria the former capital of the deneb confederacy in 2698, the son of a prestigious admiral by the name Thomas Reeves of the DCS Navy and a top government official within the confederate unitary council by the name of Isabel Reeves.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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