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Denz

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Level 4 Wood Elf Rogue, Spidertouched 2700

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


denz
Dead Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet


STRENGTH Leather 15 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
8
SHIELD
AC
Sneak Attack. Once per turn, you can deal an extra
N
CIE C
2d6 damage to one creature you hit with an attack
-1 Strength if you have advantage on the attack roll. The attack
Y
PROFI

-1 must use a finesse or a ranged weapon.You don’t


✘ +6 Dexterity
need advantage on the attack roll if another enemy
+1 Constitution ARMOR CLASS of the target is within 5 feet of it, that enemy isn’t
DEXTERITY
✘ +2 Intelligence
incapacitated, and you don’t have disadvantage on
MAXIMUM HIT DICE TEMPORARY the attack roll.
18 +2 Wisdom

+2 Charisma
27 4d8
Thieves’ Cant. A secret mix of dialect, jargon, and
CONDITIONAL
code that allows you to hide messages in seemingly
normal conversation. Only another creature that
+4 knows thieves’ cant understands such messages. It
takes four times longer to convey such a message
CURRENT HIT POINTS than it does to speak the same idea plainly.In
CONSTITUTION DEATH SAVING THROWS
addition, you understand a set of secret signs and
SAVING THROWS
symbols used to convey short, simple messages,
12 N
CIE C

+6 Acrobatics (Dex)
SPEED
35ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
such as whether an area is dangerous or the
territory of a thieves’ guild, whether loot is nearby,
Y
PROFI


RT

EXPE

VISION INSPIRATION EXHAUSTION or whether the people in an area are easy marks or
+2 Animal Handling (Wis)
will provide a safe house for thieves on the run.
+1 +0 Arcana (Int) Darkvision
Cunning Action. You can take a bonus action on
-1 Athletics (Str)
each of your turns in combat. This action can be
INTELLIGENCE ✘✘ +6 Deception (Cha) used only to take the Dash, Disengage, or Hide
action.
11 ✘


+2 History (Int)

+4 Insight (Wis) Tools of the Traitor. You can weave webs from your
fingertips at will, crafting a false face from magical
✘ +4 Intimidation (Cha) SPEED, SENSES, & CONDITIONS spider silk. This acts as a disguise kit that you have
+0 +0 Investigation (Int) proficiency in.Additionally, you can use your bonus
Fey Ancestry. Advantage on saving throws against action to weave your webbing into a sticky 50-foot
+2 Medicine (Wis)
being charmed, and magic can’t put you to sleep. silk rope with adhesive grapple or into a net. This
WISDOM +0 Nature (Int) web net has a range of 15/30 and has 4 additional
hit points.
14 ✘✘ +6 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they
meditate deeply, remaining semiconscious, for 4
+2 Performance (Cha) hours a day. Arachnid’s Fang. When you would deal Sneak
Attack damage, you can have the damage dealt be
✘ +4 Persuasion (Cha)
+2 Mask of the Wild. You can attempt to hide even poison instead of its normal damage type. When
+0 Religion (Int) when you are only lightly obscured. you hit a creature that is restrained and change the
damage type using this feature, the target suffers
✘ +6 Sleight of Hand (Dex)
disadvantage on Strength checks until the start of
CHARISMA ✘✘ +8 Stealth (Dex) your next turn.

14 +2 Survival (Wis)
SKILLS

+2 16 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +4 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Rapier 5 ft +6 vs AC 1d8+4 piercing
Finesse
FEATURES & TRAITS
Shortbow 80/320 +6 vs AC 1d6+4 piercing
Ammunition, Two-Handed

Dagger 20/60 +6 vs AC 1d4+4 piercing Armor Proficiencies. Light Armor


Finesse, Light, Thrown
Weapon Proficiencies. Longsword, Shortsword,
Shortbow, Longbow, Simple Weapons, Crossbow,
Hand, Rapier, Net

Tool Proficiencies. Thieves’ tools, Disguise kit

Languages. Common, Elvish, Undercommon,


Celestial, Thieves’ Cant

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Female 4'6" 90 lb.
GENDER AGE HEIGHT WEIGHT
denz
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You died and came back. This experience changed you and defines who you are today. The specifics of your death are
up to you, but the following questions and suggestions will help you determine your odd personal history.

How did you die? It probably wasn’t of old age. Spells like raise dead can bring back those who die before old age takes
them, but after dying of old age there is almost no magic which can bring a person back to life. Was it combat? An
accident? A disease?

How long were you dead? Spells like true resurrection allow a character to return from death after as many as 200 years.
How has the world changed politically, technologically, and culturally since your death? What remains of your family,
PERSONALITY TRAITS
friends, and personal life?

What was your life after death like? Did you spend time in the glory of eternal battle is Ysgard? Were you enjoying the
paradise of Elysium? Were you being tortured in the Nine Hells or Abyss? Do you remember nothing from that time?

Maybe you didn’t completely pass on, but lived life as an undead, such as a ghost or vampire. Why did you become such
IDEAL a being? What acts did you commit that you now regret? Who still thinks of you as a monster?

Finally someone brought you back. Who was it, and why? Maybe it was to face an old enemy. Maybe it was a loved one
who searched for a long time and sacrificed much to revive you. Maybe you were brought back for a secret only you
knew. How did this person bring you back? Was it straightforward magic? What about a spell like reincarnate, which
could bring your spirit back in the body of a different humanoid race? Or maybe it was some other magic that has a
more sinister secret.
BOND

FLAW BACKGROUND STORY

Spirit Talk
You can connect with the souls of the dead thanks to
the long time you spent dead. You may spend a day
of downtime communicating with the souls to learn
a piece of information by asking a question. The
quality and specifics of the information you get is up
to the DM.

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Leather] 1 10
Dagger 2 2
Thieves’ Tools 1 1
Shortbow 1 2
[Rapier] 1 2
Backpack 1 5
Ball Bearings (bag of 1,000) 1 2
String (10 feet) 1 —
Bell 1 —
Candle 5 —
Crowbar 1 5
Hammer 1 3
Piton 10 2.5
Lantern, Hooded 1 2
Oil (flask) 2 2
Rations (1 day) 5 10
Tinderbox 1 1
Waterskin 1 5
Rope, Hempen (50 feet) 1 10

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

64.5 lb / 120 lb 240 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.
Leather Dagger Dagger
Armor Weapons Weapons

The breastplate and shoulder protectors of this armor are


made of leather that has been stiffened by being boiled in
oil. The rest of the armor is made of softer and more
flexible materials.

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

Thieves’ Tools Shortbow Rapier


Tools Weapons Weapons

Perhaps the most common tools used by adventurers, thieves’


tools are designed for picking locks and foiling traps.
Proficiency with the tools also grants you a general knowledge
of traps and locks.
Components. Thieves’ tools include a small file, a set Of lock
picks, a small mirror mounted on a metal handle, a set of
narrow—bladed scissors, and a pair of pliers.
History. Your knowledge of traps grants you insight when
answering questions about locations that are renowned for
their traps.
Investigation and Perception. You gain additional insight
when looking for traps, because you have learned a variety of
common signs that betray their presence.
Set a Trap. Just as you can disable traps, you can also set
them. As part of a short rest, you can create a trap using items
you have on hand. The total of your check becomes the DC for
someone else’s attempt to discover or disable the trap. The
trap deals damage appropriate to the materials used in
crafting it (such as poison or a weapon) or damage equal to
half the total of your check, whichever the DM deems
appropriate.
THIEVES’ TOOLS
Activity DC
Pick a lock Varies
Disable a trap Varies

1 lbs. Player’s Handbook 2 lb. Player’s Handbook 2 lb. Player’s Handbook

Backpack Ball Bearings (bag of 1,000) String (10 feet)


Adventuring Gear Adventuring Gear Adventuring Gear

A backpack is a leather pack carried on the back, typically As an action, you can spill these tiny metal balls from their
with straps to secure it. A backpack can hold 1 cubic foot/ pouch to cover a level, square area that is 10 feet on a side.
30 pounds of gear. A creature moving across the covered area must succeed
You can also strap items, such as a bedroll or a coil of on a DC 10 Dexterity saving throw or fall prone. A creature
rope, to the outside of a backpack. moving through the area at half speed doesn’t need to
make the save.

5 lb. Player’s Handbook 2 lb. Player’s Handbook 0 lb. Player’s Handbook


Bell Candle Crowbar
Adventuring Gear Adventuring Gear Adventuring Gear

For 1 hour, a candle sheds bright light in a 5-foot radius and Using a crowbar grants advantage to Strength checks
dim light for an additional 5 feet. where the crowbar’s leverage can be applied.

— Player’s Handbook — Player’s Handbook 5 lb. Player’s Handbook

Hammer Piton Lantern, Hooded


Adventuring Gear Adventuring Gear Adventuring Gear

A hooded lantern casts bright light in a 30-foot radius and


dim light for an additional 30 feet. Once lit, it burns for 6
hours on a flask (1 pint) of oil. As an action, you can lower
the hood, reducing the light to dim light in a 5-foot radius.

3 lb. Player’s Handbook 1/4 lb. Player’s Handbook 2 lb. Player’s Handbook

Oil (flask) Rations (1 day) Tinderbox


Adventuring Gear Adventuring Gear Adventuring Gear

Oil usually comes in a clay flask that holds 1 pint. As an Rations consist of dry foods suitable for extended travel, This small container holds flint, fire steel, and tinder
action, you can splash the oil in this flask onto a creature including jerky, dried fruit, hardtack, and nuts. (usually dry cloth soaked in light oil) used to kindle a fire.
within 5 feet of you or throw it up to 20 feet, shattering it Using it to light a torch—or anything else with abundant,
on impact. Make a ranged attack against a target creature exposed fuel—takes an action. Lighting any other fire takes
or object, treating the oil as an improvised weapon. On a 1 minute.
hit, the target is covered in oil. If the target takes any fire
damage before the oil dries (after 1 minute), the target
takes an additional 5 fire damage from the burning oil. You
can also pour a flask of oil on the ground to cover a 5-foot-
square area, provided that the surface is level. If lit, the oil
burns for 2 rounds and deals 5 fire damage to any creature
that enters the area or ends its turn in the area. A creature
can take this damage only once per turn.

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


Waterskin Rope, Hempen (50 feet)
Adventuring Gear Adventuring Gear

Rope, whether made of hemp or silk, has 2 hit points and


can be burst with a DC 17 Strength check.

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

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