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D&D II: Character Sheets
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Name: Iuric Mercutius
Level: 5
Sex: Male
Age: 26
Race: Aasimar
Class: Oathbreaker Paladin
Background: Folk Hero
Alignment: Neutral
Stats:
Strength: 18(+4)
Dexterity: 15 (+2)
Constitution: 16 (+3)
Intelligence: 10 (0)
Wisdom: 13 (+1)
Charisma: 16 (+3)
HP: 47
AC: 18
Speed: 30 feet/round
Hit Dice: d10 (5)
Height: 5’11''
Weight: 180lbs
Equipment:
Longsword
Durandal - greatsword 2d10 damage and 20% chance to siphon damage as HP, paired scabbard allows storage and redistribution of HP.
Javelin x4
Plate armour with the skeletal winged sword symbol
Woodcarvers' tools
Shovel
Common clothes
Dungeoneers Pack- Backpack
- Blanket
- Hammer
- Tinderbox (2)
- Piton (10)
- Torch (10)
- Crowbar
- Rations- 8 days
- Waterskin (2)
- Hempen Rope 50 feet
- Dwarven time travel scroll - forward in time easy, back in time needs the blood of a bard, enough to kill them.
Dwarven amulet of angel summoning - Summoned Angel of Bandylegs named Grodinz - currently missing
Potions- Blue - Spells reflect off of you. Duration 2 minutes.
- Azure - Temporary immortality, leaves you weak after it wears off. Duration unknown
CP:
SP:
EP: 1
GP: 177
PP:
Proficiencies:
(Aasimar):
Cha + 2
Str +1
Darkvision - 60 feet
Celestial Resistance. Resistant necrotic and radiant
Healing Hands: Action, touch 1/day. Heal creature for HP = my level.
Necrotic Shroud: Action 1/day duration 1 minute or end using Bonus Action. Eyes turn to pools of darkness, sprout ghostly skeletal wings. Creatures within 10 feet that can see you must succeed a Charisma saving throw or be frightened of you until the end of your next turn. while transformed once per turn on dealing damage can deal additional damage = level in necrotic damage to one target.
(Languages)
Common, Celestial
(Weapons)
All
(Armour)
All
(Skills)
Animal Handling
Persuasion
Religion
Survival
(Saving Throws)
Wisdom
Charisma
(Tools)
Woodcarvers' Tools
(Paladin)
Immune to disease
Fighting Style: Great Weapon Fighting Re-roll 1&2 once per die on weapons wielded with two hands
Lay on Hands: Action, Touch. Heal creature HP pool = 5 x level. Heal disease or poison 5 points per affliction
Divine Sense: 1+Char mod/day, Action. Know the location of celestial, fiend, undead within 60 feet unless behind total cover.
Channel Divinity: 1/rest, Action.- Control Undead: Range 30 feet. Target one undead you can see. Target makes a Wisdom saving throw, on fail it must obey your commands for 24 hours
- Dreadful Aspect: Each creature of your choice within 30 feet must make a Wisdom saving throw if it can see you, on fail frightened of you for one minute. If the creature ends its turn more than 30 feet from you it can repeat the save to end the effect.
Divine Smite: On hit expend a spell slot to deal an additional 2d8 of radiant damage. Damage increases by 1d8 for every slot level above first up to a maximum of 5d8
Extra Attack: When you take the attack action twice instead of once.
Spellcasting:
Cantrips
- Light
Spells Prepared
Level 1- Inflict Wounds*
- Hellish Rebuke*
- Bless
- Compelled Duel
- Shield of Faith
- Crown of Madness*
- Darkness*
- Magic Weapon
- Find Steed
*Always prepared
Spell Slots- Level 1 - 4
- Level 2 - 2
Personality Trait: Mercenary, morally grey, likes a good fight
Ideal: Try not to cause too much world ending harm, unless it pays really really well
Bond: Family (merchants) still alive in hometown. Formerly - Mesharum, God of Justice and Social Order. Ramiel, angel of Mesharum (stern and judgemental), my angelic guide.
Flaw: In denial, may not react well to any explicit mention of the unpleasant event i.e. the bifurcation of Jeremy the Wizard
General Things
"Durandal", real name Falgim, is a human, possibly a wizard, transformed into a sword. The sword was once wielded by Tolb, paired scabbard allows storage and distribution of stored HP. Does additional damage to legendary beasts(?)
TL;DR- HP34 -> 47
- Proficiency Bonus 2 ->3
- Extra Attack
- Level 1 spell slots 3 -> 4, 2 level 2 spell slots, and level 2 spells
0 -
TL;DR :
Hit Die 5->6
HP 40->47
Spells :
-Darkness -> +Hellish Rebuke
+Thunderstep
Class Feature :
Merge with Raven. Except the Raven is gone. So no class feature?
Bindings :
+Detect Magic
+Shadow assistant
+Binding Blast
Familiar :
- PatinkinName: Retula Nomorwien
Sex: Female
Age:71
Race: Shadar-Kai-holder
Class: Warlock
Background: Outlander*
Alignment: Lawful Neutral
Stats:
Strength: 8 (-1)
Dexterity: 17(+3)
Constitution: 15 (+2)
Intelligence: 13 (+1)
Wisdom: 14 (+2)
Charisma: 18 (+4)
HP: 47
AC: 14
Speed: 30 feet/round
Hit Dice: d8
Height: 5'2"
Weight: 94 lb
Equipment:
Arcane Focus
Leather Armour
Dungeoneers Pack- Backpack
- Crowbar
- Hammer
- 8xPiton
- 7xTorches
- Tinderbox
- 9 days rations
- Waterskin
- 50ft Rope
Golden Hair in box from lake
Cutting from Flowers from lake
vivimantic scroll - vat
Vivimantic Scroll - Temporary HP (1HD + low risk, 2HD + high risk)
Vivimantic scroll - Acidic Projectile Vomit upgrade for Undead (r)
Vivimantic scroll - Melter blob (r)
vivimantic wand - gene extraction (loaded with squid-dog blood)
Vivimantic Tome (unknown)
Cutting from cow-Flytrap
Vivimantic plants
Queen Ant Larva dart
Queen Ant Larva tube
Tardin's dagger Vibrator
Quill and Ink
Ghost Dog Whistle
Gothy tome for binding souls
Haunted biro
Superfast Golden Boots
Wand of unstable Demiplanes
Marked Dagger - RE
Marked Dagger - TU
Psyker skull
A ****load of mead
White potion, possibly made of myself.
The skull of Citra / Cóllhug along with the left and right femurs.
A Hydra head.
No sense of what Encumbrance means
CP:
SP:
EP:
GP: 1174
PP:
Proficiencies:
(Shadar-Kai):
Cha + 1
Dex +2
Keen Sense (Perception)
Fey Ancestry (Advantage on Saving throws vs Charm, Magic cannot put you to sleep)
Trance (4hrs for Long rest)
Darkvision - 60 feet
Cantrip (Save the dying)
Blessing of the Raven Queen (teleport 15ft once per day)
(Languages)
Common, Elvish, Sylvan
(Weapons)
Light Crossbow + 10 bolts regular, 8 bolts treated.
Quarterstaff
2 Daggers
Scimitar
(Outlander*)
You can always remember the layout of a region’s geographical features, and can usually find enough food and water for six people.
(Skills)
Perception (racial);
Arcana, History (class);
Deception; Survival (Background)
(Saving Throws)
Charisma, Wisdom
(Tools)
Herbalism Kit
(Warlock)
Proficiencies : Light Armour, Simple Weapons
Languages : Common, Elvish, Sylvan
Otherworldly Patron : The Raven Queen
Pact Magic
Sentinel Raven (MIA!)
Pact of the Tome
invocations
Agonizing Blast
Book of Ancient Secrets
Repelling Blast
(Spellcasting)
Cantrips
- Eldritch Blast
- Minor Illusion
- Spare the Dying
- Thorn Whip
- Guidance
- Create Bonfire
- Toll the Dead
Spells- Hellish Rebuke
- Hex
- Invisibility
- Hold Person
- Spiritual Weapon
- Dispel Magic
- Hunger of Hadar
Level 3 (x 2)
Mutations and Powers
Beholder DNA (Retractable eye in palm, 1hr charm once per day)
Metal Fingernails (Cosmetic, unclear if they grow)
Blue Dragon Blood (Cannot drown, does not take environmental damage from cold)
Osinziri Psychopomp (Immortal in Osinzir, can bind those she slays to her service)
Psyker touched (Can communicate telepathically with Vrakrash)
Bound Souls :
Jaqti - Guides and returns 1 treated bolt. He is possibly lodged in a big snakes skull or is flying from Osinzir to Ursula's tower as we speak)
Elephant driver - Blinds foes. (Darkness)
Totem Wielder - Haunts the biro, inscribes Retula's soul bindings when directed by thought
Exploding runner - Holds the book while the Totem wielder writes
Elementalist - Bears Retula aloft (Fly)
Tower shadow 1 - Haunts Retula's shadow, can detach to scout / act as seen assistant.
Tower Shadow 2 - Detect magic, tickles Retula's nose to alert and guide her.
Tower Shadow 3 - When Eldritch Blast hits, it binds the target to another target within 5 feet (think Entangle or Arms of Hadar without the damage, bearing in mind that target may be repelled so it's moving 10 feet, giving this a 10x20 cylinder of effect?)
Kazaar the Many Headed - Fourier is mean
Hall of Lost Familiars and Talking Animal Companions
Mr Humphalgrumps the Unicorn - got hisself perished blocking a fireball
Lumol the phase shifting puma - declined to leave Osinzir
Tsoin the racing Raptor - could not keep up with the golden runnerboots
Hetyaro, Sentinel Raven - missing in action, presumed dismiss by a divinity suppression system
Patinkin the Manticore - incinerated. Some doors were meant to remain closed
Bacon the Wild Boar - revenge is a dish best servedcold. But you cook it hot-hot-hot.
Unstable Demiplanes
LA - Contains marked dagger and the armour (And possibly the no-longer-suppressed magical spirit of the Judge)0 -
Join Date:Posts: 49397
Vrakrash Level 5 Sheet:
Name: Vrakrash
Race: Dragonborn
Class: Fighter
Background: Far Traveller
Speciality: Eldritch Knight
Alignment: Neutral
Stats:
Strength: 19
Dexterity: 16
Constitution: 15
Intelligence: 13
Wisdom: 6
Charisma: 8
HP: 42
AC: 18
Height: 6’5
Weight: 240lbs
Equipment:
Father’s Versatile Battleaxe - 2d10+4 one handed, 2d12+4 two handed
Bastard Sword - d10+4 one handed, d12+4 two handed
Golden Dwarven Plate Armour (possibly a mirage and Vrakrash is actually nude)
Light Crossbow & 20 bolts
Dungeoneer’s pack - backpack, a crowbar, a hammer, 9 pitons, 10 torches, a tinderbox, 6 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Rough Map of Area
Piece of Jewellery (worth 10GP)
Battleaxe - d8+4
1 scimitar - d6+4
Features:
Golden Dragon:
Resist Fire Damage
Breathe 15ft cone of fire dealing 2d6 fire damage
Far Traveller:
Your foreign nature can gain you access to those curious about your homeland.
Fighter:
Fighting Style - Two Weapon Fighting
Heal 1d10 + level hit points as bonus action.
Action Surge (x 1) extra action once per long rest
Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Eldritch Knight:
Cantrips: Firebolt, Poison Spray.
Spells: Thunderwave, Chromatic Orb, Shield, Snare
Extra Abillities: Once a day Varkrash can command a rock of any size no bigger than himself to move.
Proficiencies:
Languages: Common, Draconic and Dwarvish
All Armor and Shields
Simple & Martial Weapons0 -
Name: Iuric Mercutius
Level: 5
Sex: Male
Age: 26
Race: Aasimar
Class: Redemption Paladin
Background: Folk Hero
Alignment: Neutral Good
Stats:
Strength: 18(+4)
Dexterity: 15 (+2)
Constitution: 16 (+3)
Intelligence: 10 (0)
Wisdom: 13 (+1)
Charisma: 16 (+3)
HP: 47
AC: 18
Speed: 30 feet/round
Hit Dice: d10 (5)
Height: 5’11''
Weight: 180lbs
Equipment:
Longsword
Durandal - greatsword 4d10 damage and 20% chance to siphon damage as HP, paired scabbard allows storage and redistribution of HP.
Javelin x4
Plate armour with the Mesharumic symbol
Woodcarvers' tools
Shovel
Common clothes
Dungeoneers Pack- Backpack
- Blanket
- Hammer
- Tinderbox (2)
- Piton (10)
- Torch (10)
- Crowbar
- Rations- 8 days
- Waterskin (2)
- Hempen Rope 50 feet
- Dwarven time travel scroll - forward in time easy, back in time needs the blood of a bard, enough to kill them.
Dwarven amulet of angel summoning - Summoned Angel of Bandylegs named Grodinz - currently missing
Potions- Blue - Spells reflect off of you. Duration 2 minutes.
CP:
SP:
EP: 1
GP: 177
PP:
Proficiencies:
(Aasimar):
Cha + 2
Str +1
Darkvision - 60 feet
Celestial Resistance. Resistant necrotic and radiant
Healing Hands: Action, touch 1/day. Heal creature for HP = my level.
Necrotic Shroud: Action 1/day duration 1 minute or end using Bonus Action. Eyes turn to pools of darkness, sprout ghostly skeletal wings. Creatures within 10 feet that can see you must succeed a Charisma saving throw or be frightened of you until the end of your next turn. while transformed once per turn on dealing damage can deal additional damage = level in necrotic damage to one target.
(Languages)
Common, Celestial
(Weapons)
All
(Armour)
All
(Skills)
Animal Handling
Persuasion
Religion
Survival
(Saving Throws)
Wisdom
Charisma
(Tools)
Woodcarvers' Tools
(Paladin)
Immune to disease
Fighting Style: Great Weapon Fighting Re-roll 1&2 once per die on weapons wielded with two hands
Lay on Hands: Action, Touch. Heal creature HP pool = 5 x level. Heal disease or poison 5 points per affliction
Divine Sense: 1+Char mod/day, Action. Know the location of celestial, fiend, undead within 60 feet unless behind total cover.
Channel Divinity: 1/rest- Emmissary of Peace: Bonus Action, Duration 10 minutes: +5 to Charisma (Persuasion) checks
- Rebuke the Violent: Reaction, Range 30 feet: Immediately after a creature in range deals damage to another creature it makes a Wisdom save on fail takes same amount of damage it dealt as radiant damage on success half damage.
Divine Smite: On hit expend a spell slot to deal an additional 2d8 of radiant damage. Damage increases by 1d8 for every slot level above first up to a maximum of 5d8
Extra Attack: When you take the attack action twice instead of once.
Spellcasting:
Cantrips
- Light
Spells Prepared
Level 1- Sanctuary*
- Sleep*
- Bless
- Compelled Duel
- Shield of Faith
- Calm Emotion*
- Hold Person*
- Magic Weapon
- Zone of Truth**
*Always prepared
** Change after next long rest
Spell Slots- Level 1 - 4
- Level 2 - 2
Personality Trait: Got to make things right
Ideal: Try not to cause too much world ending harm
Bond: Family (merchants) still alive in hometown. Mesharum, God of Justice and Social Order. Ramiel, angel of Mesharum (stern and judgemental), my angelic guide.
Flaw:
General Things
"Durandal", real name Falgim, is a human, possibly a wizard, transformed into a sword. The sword was once wielded by Tolb, paired scabbard allows storage and distribution of stored HP. Does additional damage to legendary beasts(?)
TL;DR- New subclass
- New Channel Divinity
- New Oath spells
0
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