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Rogue 1druid 2-monk 1 RayosOrigin

CLASS & LEVEL PLAYER NAME


Señor Zhan
Shadar-kai (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

-1 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • 5 Dexterity
+2 Constitution +3 16 31 --
-1 +1 Intelligence
CLASS
+3 Wisdom INITIATIVE HIT POINTS
8
• +0 Charisma
Total 1d8 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES

+3 DEFENSES HIT DICE DEATH SAVES

16 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor
CONSTITUTION P +5 Acrobatics DEX
+2 PROFICIENCY BONUS === WEAPONS ===
+2 +3

-1
Animal Handling WIS
Arcana INT
Rapier, shortsword, 10 darts

=== TOOLS ===


14 -1 Athletics STR
Tatto's tools
13 ABILITY SAVE DC
+1 Deception CHA
=== LANGUAGES ===
-1 History INT
INTELLIGENCE Common, elf
+3 Insight WIS
30 ft. (Walking)
-1 P +3 Intimidation CHA
P +1 Investigation INT
8 P +5 Medicine WIS SPEED

-1 Nature INT PROFICIENCIES & LANGUAGES

WISDOM P +5 Perception WIS


+1 Performance CHA surival custom background Darkvision. You can see in dim light within 60 feet of
+3 +1 Persuasion CHA
medicine: background you as if it were bright light, and in darkness as if it
were dim light. You discern colors in that darkness
-1 Religion INT percepcion: shadar-kai only as shades of gray.
16 investigation: rogue Necrotic Resistance. You have resistance to necrotic
P +5 Sleight of Hand DEX steatlh: rogue damage.
selight of hand: rogue Trance. You don’t need to sleep, and magic can’t put
P +5 Stealth DEX you to sleep. You can finish a long rest in 4 hours if
intimidation: rogue
CHARISMA P +5 Survival WIS you spend those hours in a trancelike meditation,
during which you retain consciousness.
+1 Whenever you finish this trance, you can gain two
proficiencies that you don’t have, each one with a
weapon or a tool of your choice selected from the
Player’s Handbook. You mystically acquire these
10
proficiencies by drawing them from shared elven mem

SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES


15 PASSIVE WISDOM (PERCEPTION)
Unarmed Strike +1 0 Bludgeoning

Rapier +5 1d8+3
13 PASSIVE WISDOM (INSIGHT)

quaterstaf +5 1d8+3 / 1d6+3


11 PASSIVE INTELLIGENCE (INVESTIGATION)
dagger +5 1d4+3

hand crossbow +5 1d6+3 30-120

Dragonhide Belt

SENSES WEAPON ATTACKS & CANTRIPS

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Bard 1 RayosOrigin
CLASS & LEVEL PLAYER NAME
Vilnerian
Half-Elf (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== BARD FEATURES === SLOTS LVL 1:


3
* Hit Points • PHB 52 Fey Ancestry. You have advantage on saving throws CANTRIPS: 2
against being charmed, and magic can't put you to
* Proficiencies • PHB 52 sleep.

* Spellcasting • PHB 52 Blessing of the Raven Queen. As a bonus action, you


You can cast known bard spells using CHA as your can magically teleport up to 30 feet to an unoccupied
spellcasting modifier (Spell DC 13, Spell Attack +5) space you can see. Once you use this trait, you can't
and known bard spells as rituals if they have the ritual do so again until you finish a long rest. Starting at 3rd
tag. You can use a musical instrument as a level, you also gain resistance to all damage when you
spellcasting focus. teleport using this trait. The resistance lasts until the
start of your next turn. During that time, you appear
* Bardic Inspiration • PHB 53 ghostly and translucent.
As a bonus action, a creature (other than you) within
60 ft. that can hear you gains an inspiration die (1d6). Druidic
For 10 minutes, the creature can add it to one ability You know Druidic, the secret language of druids. You
check, attack roll, or saving throw. This can be added can speak the language and use it to leave hidden
after seeing the roll, but before knowing the outcome. messages. You and others who know this language
automatically spot such a message. Others spot the
| 3 / Long Rest • 1 Bonus Action message's presence with a successful DC 15 Wisdom
(Perception) check but can't decipher it without magic.

=== HALF-ELF RACIAL TRAITS === PREPARAR


Puedo preparar cada dia mi wisdom + druidlvl como
* Ability Score Increase • BR 39 hechizos que conozco.
wisdom = +3 + lvl 1 = 4.
* Darkvision • BR 39 Slot lvl 1: 2
You can see in darkness (shades of gray) up to 60 ft.
DC = WISDOM ´PROFI +8
* Fey Ancestry • BR 39 3+2+8 = 13
You have advantage on saving throws against being
charmed, and magic can’t put you to sleep.

* Skill Versatility • BR 39
You gain proficiency in two skills of your choice.

* Languages • BR 39

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Backpack 1 5 lb.

Bedroll 1 7 lb.

SP 0 Clothes, Costume 2 8 lb.

Candle 5 --
EP 0 Rations (1 day) 5 10 lb.

Waterskin 1 5 lb.
GP 0 Disguise Kit 1 3 lb.

Leather 1 10 lb.
PP 0 Leather 1 10 lb.

Dagger 1 1 lb.
WEIGHT CARRIED

91 lb. Leather 1 10 lb.

ENCUMBERED Leather 1 10 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

120 lb. Rapier 1 2 lb.

PUSH/DRAG/LIFT Leather 1 10 lb.

240 lb.

EQUIPMENT

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Medium
GENDER AGE SIZE HEIGHT WEIGHT
Vilnerian Lawful Neutral Branchala: dios de la música; NB; Luz; Harpa de bardo.
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

CANTRIP
Chill Touch
Source: Player's Handbook

Necromancy cantrip

Casting Time: 1 action PERSONALITY TRAITS


Range: 120 feet
Components: V, S
Duration: 1 round

You create a ghostly, skeletal hand in the space of


a creature within range. Make a ranged spell
attack against the creature to assail it with the chill IDEALS
of the grave. On a hit, the target takes 1d8
necrotic damage, and it can’t regain hit points until
the start of your next turn. Until then, the hand
clings to the target. If you hit an undead target, it
also has disadvantage on attack rolls against you
until the end of your next turn.
BONDS
At Higher Levels. This spell’s damage increases
by 1d8 when you reach 5th level (2d8), 11th level
(3d8), and 17th level (4d8).

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

SLOT LVL 1: Guidance SPORES


Healing Word Source: Player's Handbook Halo of Spores
1st-level evocation Starting at 2nd level, you are surrounded by invisible,
Casting Time: 1 bonus action Divination cantrip necrotic spores that are harmless until you unleash
Range: 60 feet them on a creature nearby. When a creature you can
Components: V Casting Time: 1 action see moves into a space within 10 feet of you or
Duration: Instantaneous Range: Touch starts its turn there, you can use your reaction to
A creature of your choice that you can see within Components: V, S deal 1d4 necrotic damage to that creature unless it
range regains hit points equal to 1d4 + your Duration: Concentration, up to 1 minute succeeds on a Constitution saving throw against
spellcasting ability modifier. This spell has no your spell save DC. The necrotic damage increases
effect on undead or constructs. You touch one willing creature. Once before the spell to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at
At Higher Levels. When you cast this spell using a ends, the target can roll a d4 and add the number 14th level.
spell slot of 2nd level or higher, the healing rolled to one ability check of its choice. It can roll the
increases by 1d4 for each slot level above 1st. die before or after making the ability check. The spell Symbiotic Entity
- then ends. Also at 2nd level, you gain the ability to channel
Cure Wounds --- magic into your spores. As an action, you can
1st-level evocation expend a use of your Wild Shape feature to awaken
Casting Time: 1 action Produce Flame those spores, rather than transforming into a beast
Range: Touch Source: Player's Handbook form, and you gain 4 temporary hit points for each
Components: V, S level you have in this class. While this feature is
Duration: Instantaneous Conjuration cantrip active, you gain the following benefits:
A creature you touch regains a number of hit
points equal to 1d8 + your spellcasting ability Casting Time: 1 action When you deal your Halo of Spores damage, roll the
modifier. This spell has no effect on undead or Range: Self damage die a second time and add it to the total.
constructs. Components: V, S Your melee weapon attacks deal an extra 1d6
At Higher Levels. When you cast this spell using a Duration: 10 minutes necrotic damage to any target they hit.
spell slot of 2nd level or higher, the healing These benefits last for 10 minutes, until you lose all
increases by 1d8 for each slot level above 1st. A flickering flame appears in your hand. The flame these temporary hit points. or until you use your Wild
- remains there for the duration and harms neither you Shape again.
Goodberry nor your equipment. The flame sheds bright light in a
1st-level transmutation 10-foot radius and dim light for an additional 10 feet.
Casting Time: 1 action The spell ends if you dismiss it as an action or if you
Range: Touch cast it again.
Components: V, S, M (a sprig of mistletoe)
Duration: Instantaneous You can also attack with the flame, although doing
Up to ten berries appear in your hand and are so ends the spell. When you cast this spell, or as an
infused with magic for the duration. A creature can action on a later turn, you can hurl the flame at a
use its action to eat one berry. Eating a berry creature within 30 feet of you. Make a ranged spell
restores 1 hit point, and the berry provides enough attack. On a hit, the target takes 1d8 fire damage.
nourishment to sustain a creature for one day.
At Higher Levels. This spell’s damage increases by
The berries lose their potency if they have not 1d8 when you reach 5th level (2d8), 11th level (3d8),
been consumed within 24 hours. and 17th level (4d8).

CHARACTER BACKSTORY ADDITIONAL NOTES

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CHA 13 +5
Bard
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS === (At Will)

O guidance -- 1A TOUCH S,M 1 minute PHB 260 CONCENTRACION. 1D4 ROLL,CHECKS


O

SPELLS

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