Duckworth Ducky Corral

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Level 12 Changeling Fighter (4) / Barbarian (4) / Ranger (4) 100000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Duckworth "Ducky" Corral
Soldier Neutral Good Yuzuki
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Sentinel. When you hit a creature with an opportunity attack, the creature’s speed

STRENGTH Adamantine Breastplate 17 becomes 0 for the rest of the turn.Creatures provoke opportunity attacks from you
even if they take the Disengage action before leaving your reach.When a creature
within 5 feet of you makes an attack against a target other than you, you can use your
PROFICIENCY BONUS +4 reaction to make a melee weapon attack against the attacking creature.

18
SHIELD
AC Alert. You can’t be surprised while you are conscious.Other creatures don’t gain
advantage on attack rolls against you as a result of being unseen by you.

N
CIE C
Defense (Fighting Style) (1) Fighting Style.
Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you
+8 Strength
Y
PROFI


+4 make with a melee weapon that you are wielding with two hands, you can reroll the die
and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the
+2 Dexterity two-handed or versatile property for you to gain this benefit.

✘ +8 Constitution ARMOR CLASS Second Wind (Bonus Action—1/Short Rest). You regain 1d10+4 hp.

DEXTERITY Action Surge (1/Short Rest). On your turn, you can take one additional action on top of
-1 Intelligence your regular action.
MAXIMUM HIT DICE TEMPORARY

14
Manifest Echo (Bonus Action). You can magically manifest an echo of yourself in an
+2 Wisdom
134 8d10/4d12 unoccupied space you can see within 15 feet of you. This echo is a magical, translucent,
gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action,
+2 Charisma until you manifest another echo, or until you’re incapacitated.Your echo has 18 AC, 1
hit point, and immunity to all conditions. If it has to make a save, it uses your save
CONDITIONAL
bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you
+2 can mentally command the echo to move up to 30 feet in any direction. If your echo is
ever more than 30 feet away from you at the end of your turn, it is destroyed.As a
bonus action, you can teleport, magically swapping places with your echo at a cost of
15 feet of your movement, regardless of the distance between the two of you.When
CURRENT HIT POINTS you take the attack action on your turn, any attack you make with that action can
originate from your space or the echo’s space. You make this choice for each
CONSTITUTION DEATH SAVING THROWS
attack.When a creature that you can see within 5 feet of your echo moves at least 5
SAVING THROWS feet away from it, you can use your reaction to make an opportunity attack against that
creature as if you were in the echo’s space.

18 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
30ft.
CLIMB
0ft.
SWIM
0ft.
Unleash Incarnation (4/Long Rest). Whenever you take the Attack action, you can
make one additional melee attack from the echo’s position.
Y
PROFI

RT

EXPE
Rage (Bonus Action—3/Long Rest). Advantage on Strength checks and Strength Saves.
+2 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION A +2 to damage rolls with strength melee weapon attacks. You have resistance to
+4 -1 Arcana (Int) Darkvision
bludgeoning, piercing, and slashing damage.

Unarmored Defense. While you aren’t wearing armor, your AC equals 16. You can use a
shield and still gain this benefit.
✘ +8 Athletics (Str)
Reckless Attack. When you make your first attack on your turn, you can decide to
INTELLIGENCE ✘ +6 Deception (Cha)
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.

8 ✘
-1 History (Int)
+6 Insight (Wis)
Danger Sense. 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.

✘ +6 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Path of the Ancestral Guardian. Some barbarians hail from cultures that revere their
-1 -1 Investigation (Int)
ancestors.

Ancestral Protectors. When raging, the first target you hit with an attack on your turn
becomes the target of spectral warriors, Until the start of your next turn, it has
+2 Medicine (Wis) Change Appearance. As an action, you can disadvantage on attack rolls that are not against you, and when it hits a creature other
than you, that creature has resistance to the damage dealt by the attack.
WISDOM
transform your appearance or revert to your
-1 Nature (Int) natural form. You can't duplicate the appearance Favored Enemy. You have advantage on Survival checks to track your favored enemies,
as well as on Intelligence checks to recall information about them.

15 ✘ +6 Perception (Wis) of a creature you've never seen, and you revert to Fiends.
your natural form if you die. Your ruse is usually Natural Explorer. When you make an Intelligence or Wisdom check related to your
+2 Performance (Cha) indiscernible, you have advantage on any favored 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 favored terrain, you gain the
+2 Persuasion (Cha) Charisma (Deception) check you make to avoid following benefits:Difficult terrain doesn’t slow your group’s travel.Your group can’t
+2 -1 Religion (Int)
detection. become lost except by magical means.Even when you are engaged in another activity
while traveling, 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
+2 Sleight of Hand (Dex) Unsettling Visage (1/Short Rest). When a creature sizes, and how long ago they passed through the area.
Urban.
CHARISMA you can see makes an attack roll against you, you
+2 Stealth (Dex) can use your reaction to impose disadvantage on Fighting Style.
Defense. While you are wearing armor, you gain a +1 bonus to AC.

15 ✘ +6 Survival (Wis) the roll. Using this trait reveals your shapeshifting
Gloom Stalker. Gloom Stalkers are at home in the darkest places: deep under the
SKILLS nature to any creature within 30 feet that can see earth, in gloomy alleyways, in primeval forests, and wherever else the light dims.
you. Primeval Awareness (Action). You can expend one ranger spell slot to focus your
awareness on the region around you.For 1 minute per level of the spell slot you
+2 16 PASSIVE PERCEPTION expend, you can sense whether the following types of creatures are present within 1
mile of you (or within up to 6 miles if you are in your favored terrain): aberrations,
celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the
creatures’ location or number.

Dread Ambusher. At the start of your first turn, your walking speed increases by 10ft
ADVANTAGE until the end of that turn. If you attack that turn, make one additional weapon attack. If
it hits, the target takes an extra 1d8 damage.
INITIATIVE +9 1 Attack / Attack Action RACIAL TRAITS Umbral Sight. While in darkness, you are invisible to any creature that relies on
darkvision to see you in that darkness.
Darkvision. 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.
NAME RANGE ATTACK DAMAGE / TYPE
Stormsplitter 5 ft +11 vs AC 2d6+7 slashing
Heavy, Two-Handed
FEATURES & TRAITS
Longbow 150/600 +6 vs AC 1d8+2 piercing
Ammunition, Heavy, Two-Handed

Shortsword 5 ft +8 vs AC 1d6+4 piercing Armor Proficiencies. Light Armor, Medium Armor,


Finesse, Light
Heavy Armor, Shields

Handaxe 20/60 +8 vs AC 1d6+4 slashing Weapon Proficiencies. Simple Weapons, Martial


Light, Thrown Weapons
Chester (Handaxes, deceased)
Louise (Shortsword, deceased) Tool Proficiencies. Smith’s tools, Vehicles land,
Nigel (Longbow, deceased) Playing card set

Languages. Common, Infernal, Abyssal, Draconic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


He/They 18 5'9" 120 lbs
GENDER AGE HEIGHT WEIGHT
Duckworth "Ducky" Corral White Pale grey Short, white
CHARACTER NAME EYES SKIN HAIR

Samantha Willow
Chester (Handaxes, deceased) NAME
Louise (Shortsword, deceased)
Nigel (Longbow, deceased) Owlbear Squad

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Gimmick: Grumpy
Conflict: Seeing death happen around him
Want: Inner peace
I’m haunted by memories of war. I can’t get the Born in a destitute village, Ducky learnt the hard-knock life was hard to escape. Gang violence gripped his village since
images of violence out of my mind. before he was born and after watching one of his friends die to it, he decided to find a way to escape the vicious cycle.
I’ve lost too many friends, and I’m slow to make new As army recruiters came by his house, he signed himself up to be a soldier (illegally) at the young age of 15. He expected
ones.
a breather from his village life, freedom beyond words. What he found was another story entirely.

He served in the 32nd Company, Owlbear Squad. Paired with Chester, Louise and Nigel, they fought like beasts in the
PERSONALITY TRAITS
battlefield, until one fateful day, when a stray fireball ended the lives of Owlbear Squad, sans Ducky.

Live and Let Live. Ideals aren’t worth killing over or Ducky could not understand. The effects of war did not contrast with back home, only echoed it. Could be never find
going to war for. (Neutral) respite from all the fighting and death around him? He tore off his badge that very night, and set off into the darkness,
his face flashing to those he had lost.

IDEAL

Those who fight beside me are those worth dying


for.

BOND

My hatred of my enemies is blind and unreasoning.

FLAW BACKGROUND STORY

Military Rank
You have a military rank from your career as a
soldier. Soldiers loyal to your former military
organization still recognize your authority and
influence, and they defer to you if they are of a
lower rank. You can invoke your rank to exert
influence over other soldiers and requisition simple
equipment or horses for temporary use. You can also
usually gain access to friendly military encampments
and fortresses where your rank is recognized.

BACKGROUND FEATURE

A book that tells the story of a legendary hero’s rise


and fall, with the last chapter missing

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Stormsplitter. The Demon Lord Eltab is said to have
always carried this massive greatsword from the time of
Chain Shirt 1 20 [Stormsplitter] 1 6 his first binding by Narfelli Demonbinders in the Year of
Longbow 1 2 [Adamantine Breastplate] 1 20 the Starry Shroud (-153 DR).
Arrow 20 1 [Winged Boots] 1 — The weapon is a giant-sized great sword that requires
great strength to use effectively. Anyone with a Strength
Greatsword 1 6 [Cloak of Displacement] 1 — score of 14 or lower has disadvantage on all attack rolls
Shortsword 1 2 made with Stormsplitter.
You gain a +3 bonus to attack and damage rolls made
Handaxe 2 4 with this magic weapon. Also, because of the sword’s
Backpack 1 5 massive size, it deals 2d8 points of damage on a hit,
instead of a greatsword’s normal damage. On a
Bedroll 1 7 successful hit, the target and up to two other creatures
Mess Kit 1 1 of your choice within 15 feet of the target must make a
Tinderbox 1 1 Dexterity saving throw DC 8 + your proficiency bonus +
your Charisma modifier, or take 5 (1d10) points of
Torch 10 10 lightning damage. Attacks with Stormsplitter score
Rations (1 day) 10 20 critical hits on a roll of 19 or 20.
Waterskin 1 5 Winged Boots. While you wear these boots, you have a
Rope, Hempen (50 feet) 1 10 flying speed equal to your walking speed. You can use
the boots to fly for up to 4 hours, all at once or in several
shorter flights, each one using a minimum of 1 minute
from the duration. If you are flying when the duration
expires, you descend at a rate of 30 feet per round until
you land.
The boots regain 2 hours of flying capability for every
12 hours they aren't in use.

Adamantine Breastplate. This suit of armor is reinforced


with adamantine, one of the hardest substances in
ATTUNED MAGIC ITEMS 3 / 3 existence. While you're wearing it, any critical hit against
you becomes a normal hit.
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb
Cloak of Displacement. While you wear this cloak, it
projects an illusion that makes you appear to be
standing in a place near your actual location, causing any
creature to have disadvantage on attack rolls against
you. If you take damage, the property ceases to function
until the start of your next turn. This property is
suppressed while you are incapacitated, restrained, or
otherwise unable to move.

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

120 lb / 270 lb 540 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Favored terrain: HELL

NOTES NOTES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +6 14 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Ranger, Gloom Stalker

1ST LEVEL 3 SPELL SLOTS ● Cure Wounds ● Detect Magic


● Disguise Self ● Hunter’s Mark
Cure Wounds Detect Magic Disguise Self
1st-level evocation 1st-level divination (ritual) 1st-level illusion

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE Self RANGE Self
DURATION Instantaneous DURATION Concentration, up to 10 minutes DURATION 1 hour
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

A creature you touch regains a number of hit points equal to 1d8 + For the duration, you sense the presence of magic within 30 feet of You make yourself—including your clothing, armor, weapons, and
your spellcasting ability modifier. This spell has no effect on undead you. If you sense magic in this way, you can use your action to see a other belongings on your person—look different until the spell ends
or constructs. faint aura around any visible creature or object in the area that bears or until you use your action to dismiss it. You can seem 1 foot shorter
At Higher Levels. When you cast this spell using a spell slot of 2nd magic, and you learn its school of magic, if any. The spell can or taller and can appear thin, fat, or in between. You can’t change
level or higher, the healing increases by 1d8 for each slot level above penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of your body type, so you must adopt a form that has the same basic
1st. common metal, a thin sheet of lead, or 3 feet of wood or dirt. arrangement of limbs. Otherwise, the extent of the illusion is up to
you.
The changes wrought by this spell fail to hold up to physical
inspection. For example, if you use this spell to add a hat to your
outfit, objects pass through the hat, and anyone who touches it
would feel nothing or would feel your head and hair. If you use this
spell to appear thinner than you are, the hand of someone who
reaches out to touch you would bump into you while it was
seemingly still in midair.
To discern that you are disguised, a creature can use its action to
inspect your appearance and must succeed on an Intelligence
(Investigation) check against your spell save DC.

Spellcasting (Ranger) Player’s Handbook Spellcasting (Ranger) Player’s Handbook Gloom Stalker Magic (Ranger) Player’s Handbook

Hunter’s Mark
1st-level divination

CASTING TIME 1 bonus action


RANGE 90 feet
DURATION Concentration, up to 1 hour
COMPONENTS V

You choose a creature you can see within range and mystically mark
it as your quarry. Until the spell ends, you deal an extra 1d6 damage
to the target whenever you hit it with a weapon attack, and you have
advantage on any Wisdom (Perception) or Wisdom (Survival) check
you make to find it. If the target drops to 0 hit points before this spell
ends, you can use a bonus action on a subsequent turn of yours to
mark a new creature.
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 (Ranger) Player’s Handbook


Chain Shirt Longbow Arrow
Armor Weapons Ammunition

Made of interlocking metal rings, a chain shirt is worn Arrows are used with a bow to make a ranged attack.
between layers of clothing or leather. This armor offers
modest protection to the wearer’s upper body and allows
the sound of the rings rubbing against one another to be
muffled by outer layers.

20 lb. Player’s Handbook 2 lb. Player’s Handbook 1/20 lb. Player’s Handbook

Greatsword Shortsword Handaxe


Weapons Weapons Weapons

6 lb. Player’s Handbook 2 lb. Player’s Handbook 2 lb. Player’s Handbook

Handaxe Backpack Bedroll


Weapons Adventuring Gear Adventuring Gear

A backpack is a leather pack carried on the back, typically


with straps to secure it. A backpack can hold 1 cubic foot/
30 pounds of gear.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.

2 lb. Player’s Handbook 5 lb. Player’s Handbook 7 lb. Player’s Handbook


Mess Kit Tinderbox Torch
Adventuring Gear Adventuring Gear Adventuring Gear

This tin box contains a cup and simple cutlery. The box This small container holds flint, fire steel, and tinder A torch burns for 1 hour, providing bright light in a 20-foot
clamps together, and one side can be used as a cooking pan (usually dry cloth soaked in light oil) used to kindle a fire. radius and dim light for an additional 20 feet. If you make a
and the other as a plate or shallow bowl. Using it to light a torch—or anything else with abundant, melee attack with a burning torch and hit, it deals 1 fire
exposed fuel—takes an action. Lighting any other fire takes damage.
1 minute.

1 lb. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook

Rations (1 day) Waterskin Rope, Hempen (50 feet)


Adventuring Gear Adventuring Gear Adventuring Gear

Rations consist of dry foods suitable for extended travel, Rope, whether made of hemp or silk, has 2 hit points and
including jerky, dried fruit, hardtack, and nuts. can be burst with a DC 17 Strength check.

2 lb. Player’s Handbook 5 lb. (full) Player’s Handbook 10 lb. Player’s Handbook

Stormsplitter Winged Boots Adamantine Breastplate


Weapons Wondrous Items Armor

The Demon Lord Eltab is said to have always carried this While you wear these boots, you have a flying speed equal This suit of armor is reinforced with adamantine, one of the
massive greatsword from the time of his first binding by to your walking speed. You can use the boots to fly for up hardest substances in existence. While you're wearing it,
Narfelli Demonbinders in the Year of the Starry Shroud (- to 4 hours, all at once or in several shorter flights, each one any critical hit against you becomes a normal hit.
153 DR). using a minimum of 1 minute from the duration. If you are
The weapon is a giant-sized great sword that requires flying when the duration expires, you descend at a rate of
great strength to use effectively. Anyone with a Strength 30 feet per round until you land.
score of 14 or lower has disadvantage on all attack rolls The boots regain 2 hours of flying capability for every 12
made with Stormsplitter. hours they aren't in use.
You gain a +3 bonus to attack and damage rolls made
with this magic weapon. Also, because of the sword’s
massive size, it deals 2d8 points of damage on a hit, instead
of a greatsword’s normal damage. On a successful hit, the
target and up to two other creatures of your choice within
15 feet of the target must make a Dexterity saving throw
DC 8 + your proficiency bonus + your Charisma modifier, or
take 5 (1d10) points of lightning damage. Attacks with
Stormsplitter score critical hits on a roll of 19 or 20.

6 lb. The Great Dale 0 lb. Dungeon Master’s Guide 20 lb. Dungeon Master’s Guide
Cloak of Displacement
Wondrous Items

While you wear this cloak, it projects an illusion that makes


you appear to be standing in a place near your actual
location, causing any creature to have disadvantage on
attack rolls against you. If you take damage, the property
ceases to function until the start of your next turn. This
property is suppressed while you are incapacitated,
restrained, or otherwise unable to move.

0 lb. Dungeon Master’s Guide

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