witchycharacter-sheets
witchycharacter-sheets
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witchycharacter-sheets · 4 years ago
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Diablo (Dia)
Canine Folk (Dog) Barbarian 3 (Mercenary)
Armor Class 12
Hit Points 26/26
Intiative +2
Speed 25 ft.
Abilities Str 17, Dex 14, Con 11, Int 10, Wis 9, Cha 12
Saving Throws Strength +5, Constitution +2
Athletics +0, Intimidation +0, Investigation +0, Nature +0, Perception +0
Senses passive Perception 11
Equipment Battleaxe, Bedroll, Common Clothes, Mess Kit, Playing Card Set, 10 Rations (1 day), Hempen Rope (50 feet), Tinderbox, Waterskin, 10 Torch, 2 Handaxe, 4 Javelin, 100 Gold (gp)
Attacks
Battleaxe: 5 to hit, 1d10+3 damage
Handaxe: 5 to hit, 1d6+3 damage
Handaxe: 5 to hit, 1d6+3 damage, range 20/60 ft.
Javelin: 5 to hit, 1d6+3 damage
Javelin: 5 to hit, 1d6+3 damage, range 30/120 ft.
Dog's Bite: +5 to hit, 1d4 + 3 piercing damage
Racial Traits
Keen Hearing and Smell. Your advantage on Wisdom (Perception) checks that rely on hearing and smell
Dog's Bite. Because of your fierce bite, your teeth are natural weapons which you can use to make unarmed strikes. If you hit with them you deal piercing damage equal to 1d4 + your strength modifier, instead of bludgeoning damage normal for an unarmed strike. Additionally, once per round when you use your bite attack, you can attempt to prone a creature. The target must be a creature of size Medium or smaller and must succeed on a strength saving throw or be knocked prone. The DC for this saving throw is equal to eight + your Strength modifier + your proficiency bonus
Quick Learner. The time it takes to learn a new language, tool, or skill proficiency is reduced by half.
Using Your Nose. You have proficiency in the investigation skill. Additionally, when you make an Intelligence (Investigation) check to find creatures, you have advantage if you have something belonging to that creature in your possession
Barbarian Features
Proficiencies:
Armor: light armor, medium armor, shields Weapons: simple weapons, martial weapons Tools: Vehicles (Land), playing cards
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Starting Equipment. You start with the following items, plus anything provided by your background. • (a) a greataxe or (b) any martial melee weapon • (a) two handaxes or (b) any simple weapon • An explorer's pack, and four javelins Alternatively, you may start with 2d4 x 10 gp to buy your own equipment.
Rage. In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: • You have advantage on Strength checks and Strength saving throws. • When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level. • You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.
Unarmored Defense. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Danger Sense. At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
Reckless Attack. Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Increased Rages. You may now rage 3 times before a long rest.
Primal Path. At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
Primal Path: Path of the Totem Warrior. The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage. Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.
Path of the Totem Warrior: Spirit Seeker. Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10.
Path of the Totem Warrior: Totem Spirit. At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object- an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
Totem Spirit (Bear). While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
Background Traits
Hired Blade. You are a soldier of fortune, a fighter who sells his or her services to the highest bidder. You roam towns and cities in search of a place where your unique set of talents are useful; whether for a lord hunting a group of bandits, or a local barkeep tired of the goblin infestation in his cellar, you can always find some work if you look hard enough. The job itself should not matter much for a person like you, at least that is what others believe. Therefore, other less admirable and shunned upon jobs sometimes arrives at your lap, giving you the choice and the problem of figuring a way to compromise between your ethics and your job.
Tool Proficiencies. Vehicles (Land), Playing Cards
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witchycharacter-sheets · 5 years ago
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Ren
Half-Elf Warlock 3 (Revenant)
Alignment: Neutral
Armor Class 12
Hit Points 18/18
Intiative +1
Speed 30 ft.
Ht: 4ft 6in
Abilities Str 7, Dex 13, Con 10, Int 11, Wis 15, Cha 20
Saving Throws:
Wisdom +4, Charisma +7, Deception +0, History +0, Intimidation +0, Investigation +0, Medicine +0, Perception +0, Persuasion +0, Stealth +0, Survival +0
Senses passive Perception 14
Proficient Skills: Deception, Persuasion, Intimidation, Perception, Medicine, Stealth, History, Investigation, Survival
Proficient Other: Light armor, Simple weapons, Flute
Equipment Leather Armor, Light Crossbow, Crossbow Bolts (20), Staff, 2 Dagger, Herbalism Kit, ? Gold (gp), Club
Attacks
Light Crossbow: 3 to hit, 1d8+1 damage, range 80/320 ft.
Dagger: 3 to hit, 1d4+1 damage
Dagger: 3 to hit, 1d4+1 damage, range 20/60 ft.
Club: 0 to hit, 1d4-2 damage
Spells
Cantrips: Sacred Flame, Light, Eldritch Blast, Vicious Mockery, Spare the dying, Shillelagh
Lvl 1: Hellish Rebuke, Protection from evil and good
Lvl 2: Invisibility, Silence
Racial Traits
Ability Score Increase. Two different ability scores of your choice increase by 1.
Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet 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.
Skill Versatility. You gain proficiency in two skills of your choice.
Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.
Warlock Features
Starting Proficiencies. You are proficient with the following items, in addition to any proficiencies provided by your race or background. Armor: light armor Weapons: simple weapons Tools: none Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
Starting Equipment. You start with the following items, plus anything provided 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 Alternatively, you may start with 4d4 x 10 gp to buy your own equipment.
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.
Otherworldly Patron: The Undying. Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize - like all power - comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus. In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther. Expanded Spell List: The Undying lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. 1st - false life, ray of sickness 2nd - blindness/deafness, silence 3rd - feign death, speak with dead 4th - aura of life, death ward 5th - contagion, legend lore
The Undying: Among the Dead. Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease. Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a succesful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.
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 Known 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. You learn a new warlock spell every time you gain a level from 2 through 9, as well as at level 19. 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 example, 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 one 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 an attack roll with one. Spell save DC: 8 + Proficiency bonus + Charisma modifier Spell attack modifier: Proficiency bonus + Charisma modifier Spellcasting Focus You can use an arcane focus (found in chapter 5) as a spellcasting focus for your warlock spells.
The Undying Light: Radiant Soul. Starting at 1st level, your link to the Positive Plane allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant damage or fire damage, you add your Charisma modifier to that damage. Additionally, you know the sacred flame and light cantrips and can cast them at will. They don't count against your number of cantrips known.
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. 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. A level prerequisite in an invocation refers to warlock level, not character level.
Eldritch Invocation: Agonizing Blast. Prerequisite: eldritch blast cantrip When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
Eldritch Invocation: Fiendish Vigor. You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
Pact Boon: Pact of the Tome. 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 cantrips do not need to be from the same spell 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. Any cantrip you cast with this feature is considered a warlock cantrip 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.
Background Traits
Call Of The Grave. Your demeanor can suggest that something unnatural happened to you. When you want to, you can exude an air that subtly hints at your formerly deceased status. When this is in effect, normal people naturally tend to avert their gaze and consciously avoid acknowledging you. While you are in groups or public places, unless they are directly affected by your conduct or they have some duty to engage with you, most people prefer to let others deal with you. This might mean they fail to report (or claim they "didn't notice") minor criminal acts you commit to the city guard, or fail to challenge you when you are in a place they know you ought not to be. Unless it affects them directly or it's their job to deal with such things, they hope someone else takes care of it. The effect is quite opposite on clerics of deities who deal with the dead, necromancers, and sentient undead. While others are inclined to look away, the attention of those comfortable with death is immediately drawn by your close connection to the grave. This feature need not always be in effect, and you can choose to put on a mask of seeming normalcy and let your natural charisma shine through. On a deeper level, though, perhaps this unnaturalness is the "real" you.
Languages. Any one language of your choice, which can be exotic.
Tool Proficiencies. You are proficient with either (A) any one gaming set, though Death prefers to play Dragonchess, or (B) one musical instrument, set of artisan's tools or the herbalism kit if you used either of them in your prior life.
Equipment. A trinket of your past (a ring, brooch, a yellowed and faded love letter, lock of a loved one's hair, etc.), a set of travelers clothes (either of an archaic design or otherwise dated in their fashion sense), the gaming set or tool with which you are proficient, a pair of gloves, and a belt pouch containing 30 gp.
Inventory:
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Necklace:
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Ren had an...pretty good life. His relationship with his parents was okay, if a bit distant. He was doing well studying to become a doctor, and had his beautiful fiance Vyeran. He liked to experiment with necromancy, hoping to find a way to lengthen life, prevent death, or some way to automatically revive the fallen, even if just once. It probably wasn't what most thought of with necromancy, incorporating it into the medical field, but it was his dream. A future where he discovered a way to help people, married to the love of his life.
And then the pandemic happened. Him and Vyeran eventually had to grab what they could and leave because of the looters. It was a few weeks when Vyeran got bit. They knew what happened once you got bit, it was common knowledge you would turn. Vyeran looked him in the eye and asked Ren to kill him. He didn't want to become undead. But Ren didn't want to shoot Vyeran. He didn't want to watch the light fade out of his beloved's eyes. In their arguing however others found them, and Ren's world went dark as him and Vyeran were killed.
When Ren woke up the smell of rot filled his nose and he moved, coughing as he looked around. The supplies were gone, the killers were gone....
Vyeran was gone.
Ren sobbed over the corpse of his fiance. He couldn't even bury him, and simply took the matching necklace his fiance had to remember him by. He found a water source to wash in, and that's when he saw it, a nasty scar right where his heart was. He had died, but instead of becoming undead or going to the afterlife, he was back. Was it his patron? Was it some effect of this pandemic? Whatever it was, Ren decided he would keep it to himself. When the undead destroy everything, best not let everyone know your practically one of them.
It was harder without Vyeran, in more ways than one. No one to keep you company, no one to watch your back, no one to keep watch while you slept. No one to hold you when things became too much....
It was a blessing to find Splendora. People, actual people to live with that wouldn't try to kill him. A place to live instead of moving around every night.
He wishes Vyeran could have seen it.
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witchycharacter-sheets · 5 years ago
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Zarria the Dragonborn
Armor:
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Norm wear:
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Le D R E S S:
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