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Post by Truly_An_Cat Fri Mar 13, 2015 4:57 pm

Posting mine here so I can use the tablet for D&D!
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Post by Truly_An_Cat Fri Mar 13, 2015 4:59 pm

Maggie, Female, Feyline, Ranger 1 / Warlock 2, Folk Hero,




Hit Dice: 1d10 2d8 + (CON) 10(rng1) + 5(war1) + 3(war2) + 6(con)
Max HP: 24 Total HP: 23
STRENGTH - 15 (+2)
Athletics

DEXTERITY - 19 (+4)
Acrobatics
Slight of Hand
Stealth

CONSTITUTION - 15 (+2)

INTELLIGENCE - 14 (+2)
Arcana
History
Investigation
Nature
Religion

WISDOM - 16 (+3)
Animal Handling
Insight
Medicine
Perception
Survival

CHARISMA - 18 (+4)
Deception
Intimidation
Performance
Persuasion
Proficiency Bonus +2
XP (L3 = 900) (Current = 2682) (L4 = 2700)

Armour Class: 15
Leather Armour (11) + Dexterity (+4)

Shortbow +6, (1d6+4) piercing
25 gp, 2 lb. Ammunition (range 80/320), two-handed

Eldritch Blast +6, (1d10) magic
(range 120)

Handaxe +4, (1d6+2) slashing
5 gp, 2 lb. Light, thrown (range 20/60)

Dagger +6, (1d4+4)  piercing
2 gp, 1 lb. Finesse, light, thrown (range 20/60)


Last edited by Truly_An_Cat on Fri Mar 13, 2015 7:10 pm; edited 1 time in total
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Post by Truly_An_Cat Fri Mar 13, 2015 4:59 pm

EQUIPTMENT
Starting Gear:
Leather armor, a handaxe, a long hunting knife, an explorer’s pack, a shortbow, and a quiver of 20 arrows. -2 Arrows
A set of artisan’s tools (Fletcher's tools), a shovel, an iron pot, a set of common clothes, and a belt pouch containing 98.5 E.

PROFICIENCIES  
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Fletcher's Tools, vehicles (land)
Saving Throws: Strength, Dexterity
Skills: Acrobatics, Animal Handling, Athletics, Nature, Stealth, Survival

TRAITS AND FEATURES

Rustic Hospitality (PDF 123)
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Nine Lives
If you roll a 1 on a d20, you may reroll it, though you must retake the second result.

Fey Presence
Starting at 1st level, your patron bestows upon you the ability to project beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.

Favoured Enemy: Beasts
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. You have advantage on Wisdom (Survival) checks to track your favoured enemies, as well as on Intelligence checks to recall information about them.

Natural Explorer: Mountain
You are particularly familiar with one type of natural environment and are adept at traveling and suvivng in such regions. When you make an Intelligence or Wisdom check related to your favoured terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.

While traveling for an hour or more in your favoured terrain, you gain the following benefits:
• Difficult terrain doesn’t slow your group’s travel.
• Your group can’t become lost except by magical means.
• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
• If you are traveling alone, you can move stealthily at a normal pace.
• When you forage, you find twice as much food as you normally would.
• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Otherworldly Patron
At 1st level, you struck a bargain with the Archfey.

Archfey Expanded Spell List
The Archfey lets you choose from an expanded list of spells whe you learn a new warlock spell. The following spells are added to the warlock spell list for you.
1 – Faerie Fire (PDF 219), Sleep
2 – Calm Emotions, Phantasmal Force
3 – Blink, Plant Growth
4 – Dominate Beast, Greater Invisibility
5 – Dominate Person, Seeming


Pact Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with spells.


Last edited by Truly_An_Cat on Fri Apr 10, 2015 5:10 pm; edited 1 time in total
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Post by Truly_An_Cat Fri Mar 13, 2015 5:01 pm

SPELLS KNOWN
Spells Known Lvl-0: 2 Lvl-1: 3
Spell Slots: Lvl-0: 2 Lvl-1: 2
2 1st-level slots (PDF 100)
Spell Known


Spell save DC = 8 + your proficiency bonus + your Charisma modifier = 14
Spell attack modifier = your proficiency bonus + your Charisma modifier = +6



Cantrips
Eldritch Blast (PDF 217)
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S,
Duration: Instantaneous
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Minor Illusion (PDF 239)
Illusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Spells Known of 1st Level and Higher
Armor of Agathys (PDF 196)
1st-level Abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (a cup of water)
Duration: 1 hour
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear.
You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above first.
Expedious Retreat (PDF 218)
1st-level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
This spell allows you to move at an incredible pace.

When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Hex (PDF 230)
1st-level Enchantment
Casting Time: 1 bonus action
Range: 90 feet
Components: V, S, M (the petrified eye of a newt)
Duration: Concentration, up to 1 hour
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before the spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

A remove curse cast on the target ends this spell early.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making and attack bonus roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use an arcane focus (found in chapter 5) as a spellcasting focus for your warlock spells.

Eldritch Invocations
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

Devil's Sight (see in darkness),
Eldritch Spear (300ft range EB)
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Post by Truly_An_Cat Fri Mar 13, 2015 5:02 pm

Character Details:
Background: Folk Hero (PBH 131)
You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.

Skill Proficiencies: Animal Handling, Survival
Tool Proficiencies: One type of artisan’s tools, vehicles (land)
Equipment: A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set o f common clothes, and a belt pouch containing 10 gp.

Personality Trait:
If someone is in trouble, I’m always ready to lend help.
Ideal:
Greater Good. I was blessed with these gifts so I could help others. That is my duty, until people can help themselves.
Bonds:
I protect those who cannot protect themselves. I wish I had left with that handsome traveller; I suspect he's my True Love.
Flaws:
I was raised among good, honest folk , and give my trust easily and blindly. I'm ashamed of my warlock powers and worry about what my family and friends would think if they ever found out.

Locale:
Kaijeten is not so much in the foothills of the Draugh as it is in the Draugh entirely. Its capital, Hegresh, is a city of odd engineering, a place where eccentric machinists gather to mix magic and ingenuity into new technology. Hegresh is where the airships of Aragna were first developed and its many airdocks and ports show that. Hegresh is Aragna's gate to the west, with some travelers by both foot and air coming from as far away as Dokhar proper.


Warlock Backstory:
Maggie was rewarded with a gift from the Fey, specifically a mountain nymph who saw her unselfish ways. “As long as you continue to protect this special place,” the fairy cooed, “you will become the slightest of hunters, and your family, the mountainfolk, will thrive!”

Character Backstory:
A troupe of performers travelled to the small settlement one day. Such things hardly ever occur, the place being so remote and isolated. The whole town was thrown into uproar, and a holiday was declared. Maggie caught the eye of one of the entertainers, a handsome felid juggler with a tawny coat, and they spent two long evenings together on the banks of the Stillness. On the third day, he asked her to leave the village and join him on a life of adventure, but Maggie declined him. The next day though, after some thought and talking it over with her friends, she decided to leave in pursuit of the caravan, and potentially, true love.
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Post by Truly_An_Cat Fri Mar 13, 2015 5:02 pm

FELID
The felids are a diverse species crafted from the many feline species of Horundul. They are small and often stout, usually described as “bouncy”--they are a race that derives fun and wonder from merely existing. With large eyes and ears, thin limbs ending in short-fingered paws, soft fur, and ever-moving tails, felids are considered by many other races to be naturally “cute,” which many in multi-race societies despise being called. They come in a variety of colors based on which lineage they descend from, be it the ghost-like felids of the north or the sand-colored folk of the Zeresh desert. Their natural dexterity and quick wit make them excellent craftsmen, storytellers, merchants, and even politicians.
Racial statistics: Rare, often in traveling caravans or small family groups. Small size, 3 to 4.5 feet tall. Felids reach maturity at around the age of 15 and live about as long as humans. They are often good and sometimes chaotic, kindhearted but prone to getting caught up in happenings and ignoring common courtesy. Their feline nature grants them +2 to dexterity and +1 to charisma. They have seemingly supernatural luck, being able to reroll 1s on a d20, though they must take the second result if they do so. Speed 25ft. Proficiency in Acrobatics.

TL;DR
Small.
Adult 15,
Often CG,
+2 Dex, +1 Cha,
Felid Luck: Reroll results of 1 on d20 rolls,
Speed 25,
Proficiency: Acrobatics.
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Post by Truly_An_Cat Fri Mar 13, 2015 5:02 pm

RANGER
Class Features
As a ranger, you gain the following class features.
Hit Points
Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per ranger level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling,
Athletics, Insight, Investigation, Nature, Perception,
Stealth, and Survival
Equipment
You start with the following equipment, in addition to
the equipment granted by your background:
• (a) scale mail or (b) leather armor
• (a) two shortswords or (b) two simple melee weapons
• (a) a dungeoneer’s pack or (b) an explorer’s pack
• A longbow and a quiver of 20 arrows

Favoured Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favoured enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favoured enemies.
You have advantage on Wisom (Survival) checks to track your favoured enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favoured enemies, if they speak one at all.
You choose one additional favoured enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Natural Explorer
You are particularly familiar with one type of natureal environment and are adept at traveling and suvivng in such regions. Choose one type of favoured terrain: arctic, coast, deesert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favoured terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.
While traveling for an hour or more in your favoured terrain, you gain the following benefits:
• Difficult terrain doesn’t slow your group’s travel.
• Your group can’t become lost except by m agical means.
• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you rem ain alert to danger.
• If you are traveling alone, you can move stealthily at a normal pace.
• When you forage, you find twice as much food as you normally would.
• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional favored terrain types at 6th and 10th level.
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Post by Truly_An_Cat Fri Mar 13, 2015 5:02 pm

WARLOCK
Hit Dice: 1d8 per warlock level
Hit Points at 1st Level: 8 + your Constitution m odifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st

Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Equipment
You start w ith the following equipment, in addition to the equipment granted by your background:
• (a) a light crossbow and 20 bolts or (b) any simple weapon
• (a) a component pouch or (b) an arcane focus
• (a) a scholar’s pack or (b) a dungeoneer’s pack
• Leather armor, any simple weapon, and two daggers

Otherworldly Patron
At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Archfey Expanded Spell List
The Archfey lets you choose from an expanded list of spells whe you learn a new warlock spell. The following spells are added to the warlock spell list for you.
1 – Faerie Fire (PDF 219), Sleep
2 – Calm Emotions, Phantasmal Force
3 – Blink, Plant Growth
4 – Dominate Beast, Greater Invisibility
5 – Dominate Person, Seeming

Fey Presence
Starting at 1st level, your patron bestows upon you the ability to project beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.

Pact Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.

Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Know column of the warlock table.

Spell Slots
The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for eample, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose on of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making and attack bonus roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier


Spellcasting Focus
You can use an arcane focus (found in chapter 5) as a spellcasting focus for your warlock spells.

Eldritch Invocations
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
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Post by Truly_An_Cat Fri Mar 13, 2015 5:03 pm

Terence - Geil, a well-off magic user and friend to djinn (Human)
Eli - Travelling ecologist and druid in training. (Human)
Dorian - Dagaz , a traveling nomad bard. (Caprus)
Wyatt - Fasellus, an old goat (Caprus)

Mesmin & Norn

Artifacts form the Broken Age (found in Notbad Goods): Bowl with gems (but missing gems), tarnished mirror, various statues.

King Herus, controlled people, supposedly conquered death.

Cor Gideon - Marcus' old acquaintance,
Dare-mog

Nina Pergotta - Caprus librarian's assistant,
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