Character Sheets.   Posted by Dungeon Master.Group: 0
Dungeon Master
 GM, 5 posts
Wed 7 Jun 2017
at 02:21
Character Sheets
Name:
[Race] [Class] [Lvl]
[Alignment]
[Size]

AC:
Hit Points:
Hit Dice:
Proficiency Bonus:
Speed:
Racial Languages:
Intelligence Languages:
Background Languages:

ABILITY SCORES
Strength # (+#)
Dexterity # (+#)
Constitution # (+#)
Intelligence # (+#)
Wisdom # (+#)
Charisma # (+#)

ATTACKS
Melee:
Ranged:

SKILLS
[Skill] +#

EQUIPMENT
[Stuff]
#gp, #sp, #cp

MAGIC
Spell Save DC:

CANTRIPS
[Cantrips]

SPELLBOOK
Level # (# per day): [Spells]

PREPARED SPELLS (#)
[Spells]

RACIAL TRAITS

BACKGROUND: [Background]

Personality:
Personality:
Ideals:
Bonds:
Flaw:

CLASS FEATURES

[SUBCLASS] FEATURES

This message was last edited by the GM at 06:26, Fri 09 June 2017.

Naeris Rein
 Half-Elf Druid, 13 posts
Wed 7 Jun 2017
at 18:29
Character Sheets
Name : Naeris Rein
Race : Half-Elf
Class: Druid 3
Align: Neutral
Size : Medium

AC   : 15 (11 +2 Dex +2 Shield)
HP   : 24/24
HD   : 3d8  [Used: 0/3]
Prof : +2
Speed: 30 ft

LANGUAGES
 Racial: Common, Elvish, Sylvan
 Class : Druidic
 Backgr: Goblin

ABILITY SCORES   *Save Prof
Str  8 (-1)   Skill Roll | Save Roll
Dex 14 (+2)   Skill Roll | Save Roll
Con 14 (+2)   Skill Roll | Save Roll
Int 12 (+1) * Skill Roll | Save Roll
Wis 16 (+3) * Skill Roll | Save Roll
Cha 12 (+1)   Skill Roll | Save Roll

ATTACKS  Melee: +1   Range: +3   Spell: +5   Save DC: 13
 Melee: Shillelagh    +5, 1d8+3 Magical Bludgeoning damage  - Shillelagh Attack
 Range: Produce Flame +5, 1d8 Fire damage, 30 ft range  - Flame Attack
 Melee: Scimitar      +3, 1d6+1 Slashing damage, Light, Finesse  - Scimitar Attack
 Melee: Quarterstaff  +1, 1d6-1 Bludgeoning damage, Versatile (1d8-1)  - Staff Attack
 AoE  : Thunderwave   Con DC 13, 2d8 Thunder damage, half on save, 10 ft Push  - Thunderwave
 Melee: Flame Blade   +5, 3d6 Fire damage  - Flame Blade
 Spell: Flame Sphere  Dex DC 13, 2d6 Fire, half on save, 30 ft movement  - Flame Sphere
 Range: Heat Metal    2d8 Fire damage, bonus action to repeat each turn  - Heat Metal
 Range: Moon Beam     Con DC 13, 2d10 Radiant damage, half on save, 120 ft range  - Moon Beam

SKILLS (R)ace, (C)lass, (B)ackground
 (C) Arcana     Roll
 (B) Athletics  Roll
 (C) Nature     Roll
 (R) Perception Roll
 (R) Stealth    Roll
 (B) Survival   Roll

 (B) Flute         Roll
 (C) Herbalism Kit Roll

EQUIPMENT
 Leather Armor: 11 AC, Light, 10 lbs
 Wooden Shield: +2 AC, 6 lbs
 Scimitar
 Quarterstaff
 Traveler's Clothes
 Belt Pouch
 Druidic Focus: Yew Wand, 1 lbs
 Explorer's Pack: 59 lbs
  - Backpack, bedroll, mess kit, tinderbox, waterskin
  - Torches x10, Rations x10, Rope 50 ft

 Hunting Trap
 Trophy ()

 10 gp, 0 sp, 0 cp

MAGIC
 Spell Save DC: 13

SPELLBOOK  {C}oncentration, {R}itual

 CANTRIPS (2)
 - Produce Flame, Shillelagh

 LEVEL 1     Used 0/4 spell slots per day
 - Animal Friendship, Charm Person, Create/Destroy Water, Cure Wounds,
 - Detect Magic{R,C}, Detect Poison/Disease{C}, Entangle{C}, Faerie Fire{C},
 - Fog Cloud{C}, Goodberry, Healing Word, Jump, Longstrider, Purify Food/Drink{R},
 - Speak with Animals{R}, Thunderwave

 LEVEL 2     Used 0/2 spell slots per day
 - Animal Messenger, Barkskin{C}, Beast Sense{R,C}, Darkvision, Enhance Ability{C},
 - Find Traps, Flame Blade{C}, Flaming Sphere{C}, Gust of Wind{C}, Heat Metal{C},
 - Hold Person{C}, Lesser Restoration, Locate Animals/Plants{R}, Locate Object{C},
 - Moonbeam{C}, Pass without Trace{C}, Protection vs Poison, Spike Growth

PREPARED SPELLS (6 = 3 Wis + 3 Druid Lv)
 0: Produce Flame, Shillelagh
 1: Cure Wounds, Detect Magic {R}, Faerie Fire
 2: Barkskin {C}, Darkvision, Pass Without Trace {C}

RACIAL TRAITS
 ASI: +2 Cha, +1 (Wis), +1 (Dex)
 Darvision: 60 ft
 Fey Ancestry: Immune to Sleep, Advantage vs. Charm
 Skill Versatility: Perception, Stealth

BACKGROUND: [Outlander - Forest]
 Skills: Athletics, Survival
 Tools: Instrument (Flute)
 Wanderer Feature (good with locations, great scavenging)

 Trait 1: I was, in fact, raised by wild animals.
 Trait 2: I care not for the rich or well mannered. Those will save you in the end.
 Ideal  : Glory - I must earn glory in battle, for myself and for my "clan".
 Bond   : Those who fight beside me are those worth dying for.
 Flaw   : Violence is my answer to almost any challenge.

CLASS FEATURES
 Armor: Light, Medium, Shields (non-metallic)
 Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
 Skills: Arcana, Nature
 Tools: Herbalism Kit
 Saves: Int, Wis
 Druidic Language
 Wild Shape (2/Rest, Bonus Action, Max CR 1, lasts 30 mins/level)

CIRCLE OF THE MOON
 Combat Wild Shape (now a Bonus Action, sacrifice spell slots to heal 1d8/lv)
 Circle Forms (increase to max CR 1)


KNOWN WILD SHAPES

Level 1: The animals that raised me.
BROWN BEAR
AC11HP34/34Speed40 ftClimb30CR1SizeLarge
STR19 (+4)DEX10 (+0)CON16 (+3)INT12 (+1)WIS16 (+3)CHA12 (+1)
http://www.5esrd.com/gamemaste...s/animal-bear-brown/
PerceptionPerception          
MultiattackMultiattack          

Level 2: Learned in a nearby forest/cave
GIANT SPIDER
AC14HP26/26Speed30 ftClimb30 ftCR1SizeLarge
STR14 (+2)DEX16 (+3)CON12 (+1)INT12 (+1)WIS16 (+3)CHA12 (+1)
http://www.5esrd.com/gamemaste...animal-spider-giant/
StealthStealthBlindsight10 ftDarkvision60 ft      
Spider ClimbClimb on difficult things, including upside down on ceilings.
Web SenseWhile on your web, you know where creatures on your web are.
Web WalkerNo move restrictions on webs
BiteBiteCon DC 11 vs the 2d8 Poison, half on save
Web ShotWebRechargeRechargeRange 30/60 ft, Action for Str DC 12 to break free

Level 3:
Dire Wolf
AC14HP37/37Speed50 ft  CR1SizeLarge
Str17 (+3)Dex15 (+2)Con15 (+2)Int12 (+1)WIS16 (+3)CHA12 (+1)
http://www.5esrd.com/gamemaste...lf/animal-wolf-dire/
PerceptionPerceptionStealthStealth      
Keen Hearing/SmellAdvantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack TacticsAdvantage on attack rolls against a creature if at least one of the your allies is within 5 feet of the target.
Bite AttackBite Attack and Str DC 13 vs Knocked Prone


BACKSTORY INFO
His father was the elf, his mother the human. Mom was killed by [orc raiders, a dragon, whatever fits in your story/world], and the father wanted nothing to do with him so he gave him up to the wilds. Naeris doesn't know where his father is, or even what his name is. He might recognize his father's signet if he ever ran into it. Maybe.

He knew the basics of common and elven from the first few years he had with his parents, enough for basic wants and needs. The first real language he learned was Sylvan, from the fey spirits of the forest where he grew up with the bears. As they grew to like him, they started to teach him druidic lore and traditions, and eventually guided him to a dwarven druid they called Old Wolf who trained him to become an actual druid, and with it the druidic language.

Goblins were a natural enemy, and he learned their language through tracking, watching, and capturing them. Occasionally one of the bears would bargain with some of the larger goblinoids, particularly bugbears, becoming a companion to them. Naeris was able to have...non-hostile communications with some of those bugbears when they came to seek such a companion, helping him to eventually become fluent.

After Naeris became a full time adventurer is when he ventured into civilization more. He's now fairly fluent in common, save for some of the larger words. His elven isn't great, he understands it far better than he speaks it. But, he knows that his father abandoned him in the wild, and he has no great desire to speak that tongue. He grows his beard as thick and large as he does specifically to show which side of him he favors and he keeps his head shaved to show off those pointy ears just to make it stand out all the more. It's his passive-aggressive way of telling the elves who would judge him for being a half-breed to shove it.

This message was last edited by the player at 19:54, Mon 02 Oct 2017.

Virion Venbalar
 Elf Wizard, 2 posts
Thu 8 Jun 2017
at 00:32
Character Sheets
Name : Virion Venbalar
Race : Elf
Class: Wizard 3
Align: CG
Size : M

AC:
Hit Points: 17
Hit Dice: 3d6
Proficiency Bonus: +2
Speed: 30
Racial Languages: Elvish, Common, Orc
Intelligence Languages:
Background Languages: Draconic, Goblin

ABILITY SCORES
 Strength       8 (-1)
 Dexterity     16 (+3)
 Constitution  13 (+1)
 Intelligence  16 (+3)
 Wisdom        12 (+1)
 Charisma      10 (+0)

ATTACKS
 Melee : Dagger +5, 1d4+3 piercing damage, Finesse, Light, Thrown 20/60
 Ranged: Dagger +5, 1d4+3 piercing damage, thrown 20/60
 Melee : Shocking Grasp +5, 1d10 lightning damage
 Ranged: Magic Missile, 1d4+1*3 force damage

SKILLS (R)ace, (C)lass, (B)ackground
 (B)Arcana +5
 (B)History +5
 (R)Perception +3
 (C)Insight +3
 (C)Investigation +5


EQUIPMENT
 Dagger
 Arcane focus - Wand
 Explorer's pack
 Spellbook
 bottle of black ink
 quill
 small knife
 a letter from a dead colleague posing a question you
 have not yet been able to answer
 set of common clothes
 belt pouch

COINS
10gp, #sp, #cp

MAGIC
Spell Save DC: 13

CANTRIPS
Cantrips - "Prestidigitation", "Minor Illusion"
Shocking Grasp, Mage Hand, Fire Bolt

SPELLBOOK
Level 1 (4 per day): Color Spray, Grease, Find Familiar,
Mage Armor, Detect Magic, Fog Cloud, Magic Missile,
Comprehend Languages
Level 2 (2 per day): Phantasmal Force, Web

PREPARED SPELLS (4,2)
Mage Armor, Color Spray, Grease, Fog Cloud
Phantasmal Force, Web




RACIAL TRAITS
Dexterity score increases by 2.
Size. Medium.
Speed.  30 feet.
Darkvision.
Keen Senses. Proficiency in the
Perception skill.
Fey Ancestry. You have advantage on saving throws
against being charmed, and magic can't put you to sleep
Intelligence score increases by 1.
Trance. Elves don't need to sleep. Instead, they
meditate deeply, remaining semiconscious, for 4
hours a day.
Languages. Speak, read, and write Common and Elvish.
Elf Weapon Training. Proficiency with
longsword, shortsword, shortbow, and longbow.
Cantrip. "Prestidigitation"
Extra Language. "Orc"


BACKGROUND: Sage
Skill Proficiencies : Arcana, History
Languages: Draconic, Goblin
FEATURE: RESEARCHER
When you attempt to learn or recall a piece of lore, if you
do not know that information, you often know where and
from whom you can obtain it. Usually, this information
comes from a library, scriptorium, university, or a sage
or other learned person or creature, Your DM might
rule that the knowledge you seek is secreted away in an
almost inaccessible place, or that it simply cannot be
found. Unearthing the deepest secrets of the multiverse
can require an adventure or even a whole campaign.

Personality: I've read every book in the world's greatest
libraries or I like to boast that I have.
Personality: I'm willing to listen to every side of an
argument before I make my own judgment.
Ideals: Knowledge. The path to power and self-improvement
is through knowledge.
Bonds: I work to preserve a library
Flaw: I am easily distracted by the promise of information.

CLASS FEATURES
Arcane Recovery
ARCANE TRADITION - Illusion
ILLUSION SAVANT
IMPROVED MINOR ILLUSION

This message was last edited by the player at 23:56, Mon 12 June 2017.

Tyr Ravensstroke
 Tiefling Roguelock, 2 posts
 Tiefling
 Rogue/Warlock
Thu 8 Jun 2017
at 04:31
Character Sheets
Name: Tyr Ravenstroke
Tiefling Rogue 2/Warlock 1
Chaotic Neutral
Medium

AC: 13
Hit Points: 18
Hit Dice: 3d8
Proficiency Bonus: +2
Speed: 30ft
Racial Languages: Common, Infernal
Class Languages: Thieves' Cant
Intelligence Languages:
Background Languages:

ABILITY SCORES             Saves
Strength       10 (+0)       +0
Dexterity      15 (+2)       +4
Constitution   10 (+0)       +2
Intelligence   12 (+1)       +3
Wisdom         10 (+0)       +2
Charisma       17 (+3)       +5

ATTACKS
Melee: Rapier +4, 1d8+2 piercing damage, Finesse
Melee: Dagger +4, 1d4+2 piercing damage, Finesse, Light
Melee: Off-hand Dagger +4, 1d4 piercing damage, Finesse, Light
Ranged: Shortbow +4, 1d6+2 piercing damage, Ammunition, range 80/320, Two-Handed
Ranged: Dagger +4, 1d4+2 piercing damage, range 20/60
Ranged: Eldritch Blast +5, 1d10 force damage, range 120

SKILLS (R)ace, (C)lass, (B)ackground  *Expertise
Deception (B)*
Sleight of Hand (B)
Stealth (C)*
Persuasion (C)
Insight (C)
Investigation (C)

Tools:
Thieves’ tool
Disguise kit
Forgery kit

EQUIPMENT
Rapier:  1d8 piercing
Short Bow: 1d6 piercing 20/20 arrows

Burglar’s pack: Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Leather armor: 11 + Dex modifier
2 daggers:  1d4 piercing
Thieves’ tools
Set of fine clothes
Disguise kit
Signet ring of an imaginary duke

15gp, 0sp, 0cp

MAGIC
Spell Save DC: 13

CANTRIPS: (Known: 2)
Thaumaturgy (race)
Eldritch Blast
Prestidigitation

SPELLBOOK (Known: 2) (Slots: 1) (Slot Level: 1st)
Lv1 Charm Person
Lv1 Arms of Hadar
Lv2 Hellish Rebuke 1/day (race)

RACIAL TRAITS
Darkvision
Hellish Resistance
Infernal Legacy

BACKGROUND: Charlatan
Skill Proficiencies: Deception, Sleight of Hand Tool
Proficiencies: Disguise kit, forgery kit

Feature: False Identity; You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

Scam:
I shave coins or forge documents

Personality Trait:
I lie about almost everything, even when there’s no good reason to.

Ideal:
Creativity. I never run the same con twice. (Chaotic)

Bond:
I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.

Flaw:
I can’t resist swindling people who are more powerful than me.


CLASS FEATURES:
Expertise
Thieves’ Cant
Sneak attack 1d6
Cunning Action
Otherworldly Parton (The Fiend)
Pact Magic

This message was last edited by the player at 21:54, Sat 10 June 2017.

Panji Harrington
 Human Ranger, 6 posts
Sat 10 Jun 2017
at 03:16
Character Sheets
Name: Panji Harrington
Human Ranger 3
Chaotic Good
Medium

AC: 17 (14 + 2 + 1)
Hit Points: 28
Hit Dice: 3d10
Proficiency Bonus: +2
Speed: 30ft
Racial Languages: Common, Dwarvish
Intelligence Languages:
Background Languages: Elvish
Favored Enemy Languages: Orc

ABILITY SCORES
Strength      16 (+3)
Dexterity     14 (+2)
Constitution  15 (+2)
Intelligence  10 (+0)
Wisdom        14 (+2)
Charisma       9 (-1)

ATTACKS
Melee: Halberd, 1d10+3 slashing, Reach, Two-Handed
Melee: Handaxe, 1d6+3, Light, Thrown (20/60)
Melee: Quarterstaff, 1d6+3, Versatile (1d8+3)
Ranged: Light Crossbow, 1d8+2

SKILLS
Survival +4
Athletics +5
Perception +4
Insight +4
Nature +2

TOOLS
Instrument (Drum) +2

EQUIPMENT
Scale Mail
Halberd
Handaxe
Light Crossbow
Case of 20 bolts
Drum
Fishing Tackle
Grappling Hook
Tent, two-person
Dungeoneer's Pack
Staff
Hunting Trap
Hunting Trophy
Set of traveler's clothes
18gp, #sp, #cp

MAGIC
Spell Save DC: 12 (8+2+2)

SPELLS
Level 1 (3 per day): Cure Wounds, Hunter's Mark, Hail of Thorns

RACIAL TRAITS
+1 all attributes

BACKGROUND: Outlander (Nomad)

Personality 1: I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
Personality 2: I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I’d do it again if I had to.
Ideals: Change. Life is like the seasons, in constant change, and we must change with it.
Bonds: I am the last of my tribe, and it is up to me to ensure their names enter legend.
Flaw: There's no room for caution in a life lived to the fullest.

CLASS FEATURES
Favored Enemy (Humanoids)
Natural Explorer
Fighting Style (Defense)
Spellcasting
Primeval Awareness

HUNTER FEATURES
Hunter's Prey (Colossus Slayer)
Krowlan Chainhand
 Dwarf Paladin, 7 posts
Sat 10 Jun 2017
at 08:45
Character Sheets
Name: Krowlan Chainhand
Mountain Dwarf Paladin 3
Lawful Good
Medium

AC: 18
Hit Points: 31
Hit Dice: 3d10
Proficiency Bonus: +2
Speed: 25
Racial Languages: Common, Dwarvish

ABILITY SCORES
Strength 17 (+3)
Dexterity 10 (+0)
Constitution 16 (+3)
Intelligence 8 (-1)
Wisdom 10 (+2)
Charisma 14 (+2)

ATTACKS
Melee: Longsword +5, 1d8+5 slashing damage, Versatile (1d10+3)
Melee: Javelin +5, 1d6+5 piercing damage, thrown 30/120
Ranged: Javelin +5, 1d6+3 piercing damage

Spell: +4

Spell DC: 12

SKILLS
0  Acrobatics (dex)
0  Animal handling (wis)
-1 Arcana (int)
5  Athletics (str)
2  Deception (cha)
-1 History (int)
2  Insight (wis)
4  Intimidation (cha)
-1 Investigation (int)
0  Medicine (wis)
-1 Nature (int)
0  Perception (wis)
2  Performance (cha)
4  Persuasion (cha)
-1 Religion (int)
0  Sleight of hand (dex)
0  Stealth (dex)
0  Survival (wis)

EQUIPMENT
Chainmail
Shield
Longsword
Javelin x5
Priests Pack
–Backpack
–Bedroll
–Blanket
-10 Candles
–Tinderbox
–Alms box
–Block of Incense x2
–A censer
–vestments
–Rations x2
-Waterskin
Holy Symbol
Rank Insignia
Trophy
Deck of Cards
Common clothes
Belt Pouch

10gp

MAGIC
Spell Save DC:12

CANTRIPS
[Cantrips]

PREPARED SPELLS (#)
[Spells]

RACIAL TRAITS
Darkvision
Advantage vs Poison
Weapon Proficiencies
Tool Proficiencies
Stonecunning

BACKGROUND: Soldier

Personality:
Personality:
Ideals:
Bonds:
Flaw:

CLASS FEATURES
Fighting Style – Dueling: +2 damage when wielding a single handed weapon
Gain immunity to Disease
Divine Sense
Lay on Hands
Divine Smite
Sacred Oath

OATH OF VENGEANCE FEATURES
Channel Divinity
-Abjure Enemy
-Vow of Enmity

This message was last edited by the GM at 20:32, Sat 10 June 2017.

Ammon Thellere
 Human Warlock, 12 posts
 Former professor
Sat 10 Jun 2017
at 18:23
Character Sheets
Ammon Thellere
Human Warlock Lvl 3
True Nuetral
Medium size

AC: 13
Hit Points: 27
Hit Dice: 3d8
Proficiency Bonus:+2
Speed:30 ft
Racial Languages:Common, Elven
Background Languages:Dwarven, Gnomish

ABILITY SCORES
Strength 10 (+0)
Dexterity 14 (+2) Roll Initiative
Constitution 16 (+3)
Intelligence 11 (+0)
Wisdom 10 (+0)
Charisma 16 (+3)

ATTACKS
Melee: Quarterstaff (one-handed) +2, 1d6 bludgeoning damage, Versatile (1d8)
Melee: Quarterstaff (two-handed) +2, 1d8 bludgeoning damage, Versatile (1d8)
Melee: Dagger +4, 1d4+2, Finesse, Light, Thrown 20/60
Ranged: Light crossbow +4, 1d8+2, Ammunition, Loading, Two-Handed, range 80/320
Melee: Shocking Grasp +5, 1d8 lightning damage
Ranged: Eldritch Blast +5, 1d10+3 force damage, range 120

SKILLS
Insight (+2)
Persuasion (+5)
Intimidation (+5)
Deception (+5)

EQUIPMENT
A mule
A cart
Light Crossbow and 20 bolts
Arcane focus
Backpack
Crowbar
Hammer
10 pitons
10 torches
Tinderbox
10 days of Rations
 Waterskin
50 feet of Hempen rope
Leather Armor
Quarterstaff
Dagger (X2)
A letter of introduction from my guild,
Set of traveler’s clothes,
Belt pouch
15 gp, #sp, #cp

MAGIC
Spell Save DC: 13
Spell Attack Modifier: +5

CANTRIPS
Eldritch Blast
Friends
Shillelagh
Shocking Grasp
Guidance

SPELLBOOK
*Note: All spells are cast at 2nd level*

Spell slots: 2 (recovered after a short or long rest)

SPELLS KNOWN (4)
Hellish Rebuke
Hex
Charm Person
Detect Thoughts

RACIAL TRAITS
+1 to all attributes

BACKGROUND: Guild Artisan (Guild Merchant variant)

Background Feature: Guild Membership

As an established and respected member of a guild, you can rely on certain benefits that membership provides.
Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed.
In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.
Guilds often wield tremendous political power.
If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable.
You can also gain access to powerful political figures through the guild, if you are a member in good standing.
Such connections might require the donation of money or magic items to the guild’s coffers.
You must pay dues of 5 gp per month to the guild.
If you miss payments, you must make up back dues to remain in the guild’s good graces.

Personality: I believe that anything worth doing is worth doing right. I can’t help it— I’m a perfectionist.

Personality: I’m rude to people who lack my commitment to hard work and fair play.

Ideals:People. I’m committed to the people I care about, not to ideals.

Bonds: I owe my guild a great debt for forging me into the person I am today

Flaw:I’m never satisfied with what I have— I always want more.

CLASS FEATURES
--Great Old One Patron--
Awakened Mind: Can communicate telepathically with any Creator within 30ft that understands at least one language.
--Invocations--
Agonizing Blast: Add your Charisma modifier to the damage dealt by Eldritch Blast.
Mask of Many Faces: you can cast Disguise Self at will without expending a spell slots.

PACT OF THE TOME FEATURES
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock Spells for you.

If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.

This message was last edited by the player at 04:47, Fri 30 June 2017.

Kithri Rosethorn
 Halfling Ranger, 2 posts
 Halfling Cook and ranger
Sun 6 Aug 2017
at 19:40
Character Sheets
Name: Kithri Rosethorn
Lightfoot Halfling Ranger 3
Neutral Good
Small

AC:                14
Hit Points:        25
Hit Dice:          3d10+3
Proficiency Bonus: +2
Speed:             25ft
Racial Languages:  Common, Halfling
Class Languages:   Elvish

ABILITY SCORES
Strength     12 (+1)   Save: +3
Dexterity    16 (+3)   Save: +5
Constitution 12 (+1)   Save: +1
Intelligence 12 (+1)   Save: +1
Wisdom       14 (+2)   Save: +2
Charisma     10 (+0)   Save: +0

ATTACKS
Melee:  Shortsword +5 (1d6+3), Shortsword +5 (1d6+3)
Ranged: Shortbow +5 (1d6+3)

SKILLS
Acrobatics      +3
Animal Handling +4 *
Arcana          +1
Athletics       +3 *
Deception       +0
History         +1
Insight         +2
Intimidation    +0
Investigation   +1
Medicine        +2
Nature          +3 *
Perception      +2
Performance     +0
Persuasion      +0
Religion        +1
Sleight of Hand +3
Stealth         +5 *
Survival        +4 *

EQUIPMENT
Leather armour, shortsword (2), Explorer's pack, shortbow, Arrows (20), Cook's tools, Shovel, Iron pot, Common clothes
10 gp, 0 sp, 0 cp

MAGIC
Spell Save DC:      12
Spell Attack Bonus: +4

SPELLBOOK
Level 1 (3 per day): Cure Wounds, Hunter's Mark, Speak With Animals

RACIAL TRAITS
* +2 Dex, +1 Cah
* Small size
* Can re-roll a 1 on an attack roll, ability check, or saving throw - but she must take the new result.
* Advantage on saves versus being frightened
* Can move through the space of any creature of a size category larger than her
* Can attempt to hide even if obscured only by a creature one size larger than her

BACKGROUND: Folk Hero

Personality: I'd rather prove myself by deeds than by words
Personality: I'm more than willing to lend a hand when it's needed
Ideals: Everyone deserves to be treated with dignity and courtesy, and to have their different needs met equally.
Bonds: Cooking is my pride and joy - I'll always keep them with me and take the time to learn new techniques and recipes.
Flaw: I don't think I'll ever be good enough; I have little confidence in myself.

CLASS FEATURES
Proficiencies: light armour, medium armour, shields; simple weapons, martial weapons; Athletics, Nature, Stealth
Favoured Enemy (Humanoids)
Natural Explorer
Fighting Style: Two-Weapon Fighting
Spellcasting: Ranger spells
Primeval Awareness

BEAST CONCLAVE FEATURES
Animal Companion - Snow Leopard (use Panther statistics)
Companion's Bond



Name: Aniseed
Snow Leopard Ranger Companion
Neutral Good
Medium

AC:                14
Hit Points:        18
Hit Dice:          3d8
Proficiency Bonus: +2
Speed:             50ft, climb 40ft

ABILITY SCORES
Strength     14 (+2)  Save: +4
Dexterity    15 (+2)  Save: +4
Constitution 10 (+0)  Save: +2
Intelligence  3 (-4)  Save: -2
Wisdom       14 (+2)  Save: +4
Charisma      7 (-2)  Save: +0

ATTACKS
Melee: Bite +4 (1d6+4 piercing); Claw +4 (1d4+4 slashing)

SKILLS
Acrobatics      +4 *
Animal Handling +2
Arcana          -4
Athletics       +3 *
Deception       -2
History         -4
Insight         +2
Intimidation    -2
Investigation   -4
Medicine        +2
Nature          -4
Perception      +4 *
Performance     -2
Persuasion      -2
Religion        -4
Sleight of Hand +2
Stealth         +6 *
Survival        +2

RACIAL TRAITS
Proficient with Perception and Stealth
+2 racial bonus to Stealth
Keen Smell
Pounce

BACKGROUND
Personality: Threaten my friends, threaten me.
Ideals: Everyone deserves to be treated with dignity and courtesy, and to have their different needs met equally.
Bonds: Kithri is a beloved companion for whom I would gladly give my life.
Flaw: I growl at strangers; everyone except Kithri is a stranger to me.

CLASS FEATURES
Favoured Enemy: Humanoids

This message was last edited by the player at 07:17, Mon 07 Aug 2017.