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[Closed] D&D5th Against the Slavelords
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<blockquote data-quote="Zeromaru X" data-source="post: 6794764" data-attributes="member: 65487"><p>I like BlueLotus' sheet format. I going to post mine as well. </p><p></p><p>As a sidenote, I'm using the grey elf from the guide GreenKarl linked. There they said grey elves have a +2 to INT and +1 to DEX (p. 9). If this isn't allowed I will change that and use the normal high elves from the PHB.</p><p></p><p>[sblock=Character Sheet]<strong>Name:</strong> Alegast Amastacia</p><p><strong>Class and Level:</strong> Wizard 5</p><p><strong>Background:</strong> Mercenary</p><p><strong>Race:</strong> (Grey) Elf</p><p><strong>Alignment:</strong> CG - Alegast acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society.</p><p><strong>XP:</strong> 6500</p><p></p><p>(High) Elf features:</p><p>Darkvision (60 ft)</p><p>Keen Senses (Perception proficiency)</p><p>Fey Ancestry (advantage in TS against Charm effects. Immune to sleep magic effects)</p><p>Trance</p><p>Elf Weapon Training (weapon prof).</p><p>One cantrip</p><p>One extra language</p><p>+2 to Int, +1 to Dex</p><p></p><p>Wizard Features:</p><p>Ritual Caster</p><p>Arcane Recovery</p><p>Arcane Tradition (Bladesinging)</p><p>Training in War and Song (weapon and light armor prof)</p><p>Bladesong</p><p></p><p><em>Proficiencies:</em></p><p>Game Dice set, longswords, shortswords, longbows, shortbows, rapiers, light armors, daggers, darts, quaterstaffs, slings, light crossbows.</p><p></p><p></p><p><strong>Mercenary:</strong></p><p>Investigation, Intimidation skill prof.</p><p>One additional language</p><p>Equipment: A set of common clothes, a warm cloak with a hood, a gaming set, a map of a nearby city, a bag of caltrops, a lantern, a sealed letter with the details of a job or assignment and a belt pouch containing 20 gp.</p><p>Feature: Ear to the Ground</p><p>Information seems to find you. Any time you spend at least three hours in a town, city or other major center of population, you automatically come across at least one job offer, significant rumor, or hint toward the pursuit of your current quest.</p><p></p><p>Personality:</p><p>I always train because training leaves me ready even in a moment of respite or weakness.</p><p></p><p>Ideal:</p><p>I am a sellsword who swings his weapon only in the name of good. </p><p>In no other line of work could anyone expect to test their limits so completely.</p><p></p><p>Bonds:</p><p>I was inspired by the tales of a great hero to become a mercenary.</p><p>I treat my valued comrades like brothers, and I will let no insult or injury fall upon them.</p><p></p><p>Flaws:</p><p>I egregiously underestimate or overestimate the risks a job represents.</p><p>Contract or not, I never bring murder bounties back alive. They showed no mercy, and so neither will I.</p><p></p><p>STR: 8 (-1) Save: -1</p><p>DEX: 16 (+3) Save: +3; +1 to Dex from Grey Elf</p><p>CON: 12 (+1) Save: +1</p><p>INT: 18 (+4) Save: +7; +2 to INT from Grey Elf, Proficiency in saves from Wizard class</p><p>WIS: 12 (+1) Save: +4; Proficiency in saves from Wizard class</p><p>CHA: 11 (+0) Save: +0</p><p></p><p>Initiative: +3</p><p>HP: 27</p><p>Speed: 30 (40 while Bladesong active)</p><p>AC: 15 (19 while Bladesong active)</p><p>Hit Dice: 5d6</p><p>Proficiency Bonus: +3</p><p></p><p>Languages:</p><p>Common, Elven, Draconic, Dwarven</p><p></p><p>Skills</p><p>Acrobatics (DEX): +3 (advantage while Bladesong active)</p><p>Animal Handling (WIS): +1</p><p>Athletics (STR): -1</p><p>Arcana (INT): +7*</p><p>Deception (CHA): +0</p><p>History (INT): +4</p><p>Insight (WIS): +4*</p><p>Intimidation (CHA): +3*</p><p>Investigation (INT): +7*</p><p>Medicine (WIS): +1</p><p>Nature (INT): +4</p><p>Perception (WIS): +4*</p><p>Performance (CHA): +3*</p><p>Persuasion (CHA): +0</p><p>Religion: (INT): +4</p><p>Slight of Hand (DEX): +3</p><p>Stealth (DEX): +3</p><p>Survival (WIS): +1</p><p></p><p>*Indicates proficiency</p><p></p><p>Rapier</p><p>+6 to hit, 1d8+3 piercing damage</p><p>Dagger</p><p>+6 to hit, 1d4+3 piercing damage, 20'/60'</p><p></p><p>Spell attack: +7</p><p>Spell DC: 15</p><p></p><p><strong>Equipment:</strong></p><p>Gold: 50 gp</p><p>Rapier</p><p>Dagger (x2)</p><p>Arcane Focus (wand)</p><p>Studded leather armor</p><p>Backpack</p><p>-Spellbook</p><p>-Equipment from Mercenary background</p><p>-Dice game set</p><p>-Clothes, Traveler's</p><p>-Scholar's pack</p><p>-Explorer's Pack</p><p>-Component pouch</p><p>-Chalk x5</p><p>-Scroll of Magic Missile</p><p>-Potion of Healing (x2)</p><p>-<em>A four leaf clover pressed inside a book discussing manners and etiquette. </em></p><p></p><p><strong>Spellbook</strong> -(R) denotes a spell castable as a ritual:</p><p></p><p><em>Cantrips:</em></p><p>Minor Illusion (grey elf)</p><p>Green-Flame Blade</p><p>Booming Blade</p><p>Lightning Lure</p><p>Shocking Grasp</p><p></p><p><em>1st Level:</em></p><p>Find Familiar (R)</p><p>Tenser's Floating Disk (R)</p><p>Tasha's Hideous Laughter</p><p>Magic Missile</p><p>Shield</p><p>Absorb Elements</p><p>Sleep</p><p>Feather Fall</p><p>Burning Hands</p><p>Protection from Evil and Good; bought scroll for 40gp</p><p>Detect Magic (R); bought scroll for 40gp</p><p>Unseen Servant (R); bought scroll for 40gp</p><p></p><p><em>2nd Level:</em></p><p>Misty Step</p><p>Blindness/Deafness</p><p>Magic Weapon</p><p>Maximilian’s earthen grasp</p><p>Pyrotechnics</p><p>Flaming Sphere</p><p>Mirror Image; bought scroll for 200gp</p><p></p><p><em>3rd Level:</em></p><p>Melf’s minute meteors</p><p>Fireball</p><p>Vampiric Touch</p><p></p><p></p><p><strong>Familiar stats:</strong></p><p><strong>Name:</strong> Theophrastus</p><p><strong>Type:</strong> Cat (fey)</p><p><strong>AC:</strong> 12</p><p><strong>HP:</strong> 2 (1d4)</p><p><strong>Spd:</strong> 40ft. climb 30ft</p><p></p><p>STR 3 (-4) DEX 15 (+2) CON 10 (0)</p><p>INT 3 (-4) WIS 12 (+1) CHA 7 (-2)</p><p></p><p><strong>Skills:</strong> Perception +3, Stealth +4</p><p></p><p><em>Keen Smell:</em> The cat has advantage on Wisdom (Perception) checks that rely on smell.</p><p></p><p><em>Actions:</em></p><p>Claws: Melee Weapon Attack: +0 to hit, reach 5 ft., one target.</p><p>Hit: 1 slashing damage.</p><p>[/sblock]</p><p></p><p>[sblock=Potential Magic Items]-Boots of elvenkind</p><p>-Cloak of Protection</p><p>-Weapon or Wand of the War Wizard +1</p><p>-Pearl of Power[/sblock]</p><p></p><p>Also, can I roll for a trinket?</p></blockquote><p></p>
[QUOTE="Zeromaru X, post: 6794764, member: 65487"] I like BlueLotus' sheet format. I going to post mine as well. As a sidenote, I'm using the grey elf from the guide GreenKarl linked. There they said grey elves have a +2 to INT and +1 to DEX (p. 9). If this isn't allowed I will change that and use the normal high elves from the PHB. [sblock=Character Sheet][B]Name:[/B] Alegast Amastacia [B]Class and Level:[/B] Wizard 5 [B]Background:[/B] Mercenary [B]Race:[/B] (Grey) Elf [B]Alignment:[/B] CG - Alegast acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society. [B]XP:[/B] 6500 (High) Elf features: Darkvision (60 ft) Keen Senses (Perception proficiency) Fey Ancestry (advantage in TS against Charm effects. Immune to sleep magic effects) Trance Elf Weapon Training (weapon prof). One cantrip One extra language +2 to Int, +1 to Dex Wizard Features: Ritual Caster Arcane Recovery Arcane Tradition (Bladesinging) Training in War and Song (weapon and light armor prof) Bladesong [I]Proficiencies:[/I] Game Dice set, longswords, shortswords, longbows, shortbows, rapiers, light armors, daggers, darts, quaterstaffs, slings, light crossbows. [B]Mercenary:[/B] Investigation, Intimidation skill prof. One additional language Equipment: A set of common clothes, a warm cloak with a hood, a gaming set, a map of a nearby city, a bag of caltrops, a lantern, a sealed letter with the details of a job or assignment and a belt pouch containing 20 gp. Feature: Ear to the Ground Information seems to find you. Any time you spend at least three hours in a town, city or other major center of population, you automatically come across at least one job offer, significant rumor, or hint toward the pursuit of your current quest. Personality: I always train because training leaves me ready even in a moment of respite or weakness. Ideal: I am a sellsword who swings his weapon only in the name of good. In no other line of work could anyone expect to test their limits so completely. Bonds: I was inspired by the tales of a great hero to become a mercenary. I treat my valued comrades like brothers, and I will let no insult or injury fall upon them. Flaws: I egregiously underestimate or overestimate the risks a job represents. Contract or not, I never bring murder bounties back alive. They showed no mercy, and so neither will I. STR: 8 (-1) Save: -1 DEX: 16 (+3) Save: +3; +1 to Dex from Grey Elf CON: 12 (+1) Save: +1 INT: 18 (+4) Save: +7; +2 to INT from Grey Elf, Proficiency in saves from Wizard class WIS: 12 (+1) Save: +4; Proficiency in saves from Wizard class CHA: 11 (+0) Save: +0 Initiative: +3 HP: 27 Speed: 30 (40 while Bladesong active) AC: 15 (19 while Bladesong active) Hit Dice: 5d6 Proficiency Bonus: +3 Languages: Common, Elven, Draconic, Dwarven Skills Acrobatics (DEX): +3 (advantage while Bladesong active) Animal Handling (WIS): +1 Athletics (STR): -1 Arcana (INT): +7* Deception (CHA): +0 History (INT): +4 Insight (WIS): +4* Intimidation (CHA): +3* Investigation (INT): +7* Medicine (WIS): +1 Nature (INT): +4 Perception (WIS): +4* Performance (CHA): +3* Persuasion (CHA): +0 Religion: (INT): +4 Slight of Hand (DEX): +3 Stealth (DEX): +3 Survival (WIS): +1 *Indicates proficiency Rapier +6 to hit, 1d8+3 piercing damage Dagger +6 to hit, 1d4+3 piercing damage, 20'/60' Spell attack: +7 Spell DC: 15 [B]Equipment:[/B] Gold: 50 gp Rapier Dagger (x2) Arcane Focus (wand) Studded leather armor Backpack -Spellbook -Equipment from Mercenary background -Dice game set -Clothes, Traveler's -Scholar's pack -Explorer's Pack -Component pouch -Chalk x5 -Scroll of Magic Missile -Potion of Healing (x2) -[I]A four leaf clover pressed inside a book discussing manners and etiquette. [/I] [B]Spellbook[/B] -(R) denotes a spell castable as a ritual: [I]Cantrips:[/I] Minor Illusion (grey elf) Green-Flame Blade Booming Blade Lightning Lure Shocking Grasp [I]1st Level:[/I] Find Familiar (R) Tenser's Floating Disk (R) Tasha's Hideous Laughter Magic Missile Shield Absorb Elements Sleep Feather Fall Burning Hands Protection from Evil and Good; bought scroll for 40gp Detect Magic (R); bought scroll for 40gp Unseen Servant (R); bought scroll for 40gp [I]2nd Level:[/I] Misty Step Blindness/Deafness Magic Weapon Maximilian’s earthen grasp Pyrotechnics Flaming Sphere Mirror Image; bought scroll for 200gp [I]3rd Level:[/I] Melf’s minute meteors Fireball Vampiric Touch [B]Familiar stats:[/B] [B]Name:[/B] Theophrastus [B]Type:[/B] Cat (fey) [B]AC:[/B] 12 [B]HP:[/B] 2 (1d4) [B]Spd:[/B] 40ft. climb 30ft STR 3 (-4) DEX 15 (+2) CON 10 (0) INT 3 (-4) WIS 12 (+1) CHA 7 (-2) [B]Skills:[/B] Perception +3, Stealth +4 [I]Keen Smell:[/I] The cat has advantage on Wisdom (Perception) checks that rely on smell. [I]Actions:[/I] Claws: Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage. [/sblock] [sblock=Potential Magic Items]-Boots of elvenkind -Cloak of Protection -Weapon or Wand of the War Wizard +1 -Pearl of Power[/sblock] Also, can I roll for a trinket? [/QUOTE]
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