DnD 5E Slime

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Bardo 7 Entertainer Gold

CLASS & LEVEL BACKGROUND PLAYER NAME


Gwen Sanchez
Slimefolk Chaotic Good 0
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I love a good insult, even
12 +2 25 one directed at me.
-1 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

8 PERSONALITY TRAITS

Hit Point Maximum 59


--1 Strength
DEXTERITY
The world is in need of new

+2
● +5

+3
Dexterity
Constitution
59 ideas and bold action. (Chaotic)
CURRENT HIT POINTS IDEALS
+2 Intelligence

15 +1 Wisdom
I will do anything to prove myself
● +8 Charisma
superior to my hated rival.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+3
● +5 Acrobatics (Dex) Total 5d8 SUCCESSES A scandal prevents me from ever
17 Animal Handling (Wis) going home again. That kind of
+1
5d8 FAILURES
trouble seems to follow me around.
+2 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +2 Athletics (Str)

+2 ● +8

+2
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Adhesive. Slimefolk, being creatures of gelatinous slime, are
naturally sticky. You have advantage on Strength (Athletics)
Short Bow 1d6 Piercing checks made to grapple a target. In addition, you can climb
14 +1 Insight (Wis) difficult surfaces, including upside down on ceilings, without
needing to make an ability check.
● +8 Intimidation (Cha) Amorphous. Due to the fluid nature of your form, you can
move through a space as narrow as 1 inch without
WISDOM +2 Investigation (Int) squeezing.
You leave behind any items you are carrying, and any
+1 Medicine (Wis)
+1 +2 Nature (Int)
equipment which you are proficient with merges into your
form until you exit the space.
Corrosive Form. A slimefolk is naturally corrosive, as such,
your unarmed strikes deal acid damage equal to 1d4 + your
+1 Perception (Wis) Constitution modifier, instead of the bludgeoning damage
12 normal for an unarmed strike. In addition, you are resistant to
● +8 Performance (Cha) acid damage.
Darkvision. Accustomed to gloomy caverns and fungi lit
● +8 Persuasion (Cha) caves. You can see in dim light within 60 feet of you as if it
CHARISMA
were bright light, and in darkness as if it were dim light. You
+2 Religion (Int) can't discern color in darkness, only shades of gray.
+5 +2 Sleight of Hand (Dex)
Dehydration-Prone. You are composed of a large amount of
liquid and as such, you fare poorly in the burning
environments. You have disadvantage on saving throws
+2 Stealth (Dex) against Extreme Heat[2].
20 +1 Survival (Wis)
Dilution. For slimefolk, water is both an essential part of life
and a death sentence. If you start your turn in a body of
water, such as a lake, an ocean, you take 1d6 necrotic
SKILLS ATTACKS & SPELLCASTING damage at the start of each of your turns. Rain is similarly
harmful, but only inflicts 1 necrotic damage per turn. If this
damage reduces you to less than half of your maximum hit
points, you are considered to be poisoned until your hit
11 PASSIVE WISDOM (PERCEPTION) Backpack points
are restored to over half your hit point maximum. Finally, if
CP Bedroll you are reduced to 0 hit points by this trait you die.
3 Costumes Ooze Nature. Your creature type is both humanoid and ooze.
You don't require sleep and by moving across surfaces you
5 Candles
Weapons: Simple weapons, SP 25 5 Days of rations
can break down otherwise inedible substances to garner
nutritional value.
Versatile Molds. Slimefolk are known for the various forms
rapier, longswords, A Waterskin that they can take, appears to be tall and lean one day, and
shotswords, hand crossbows. EP Disguise Kit then the next, being short and curvy. Their skin could be
repelling arrows one day but get pierced by them by the next.
A tiny chest carved to look At the end of a long rest, you can change simple
Armor: Light armor like it has numerous feet on miscellaneous details about yourself such as your "hair"'s
Tools: Electric Guitar, GP 109 the bottom
length or shape, or make yourself a bit taller, smaller, wider
or
Microphone, Harmonica and Instruments: thinner.
Sense Magic: You can sense whether an object you are
PP Electric Guitar handling or a creature you are touching is magical or under
piano. Disguise kit. Microphone the effects of a spell - the very air might be magical in some
places. As a full-round action, you can tell whether an item is
Lenguagues: Common and Harmonica magical with a Spellcraft check. A success informs you if
Ooze Anillo (+2 a cualquier stat a
eleccion)
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
21 1.50 40kg
AGE HEIGHT WEIGHT
Gwen Sanchez
Gray White Light Blue
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
5 16 8
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Vicious Mockery Sending

Prestidigitation House of Cards

True Strike Elemental Weapon

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

Comprehend Languages

Dissonant Whispers
4
Thunder Wave

Raulothim's Psychic Lance


SPELLS KNOWN

2
Knock

Shatter

Calling Light
5
Warding Wind

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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