5th Edition Character Sheet
Skills
[+] | Name | Bonus | Damage / Type | Range |
---|---|---|---|---|
Lucky Wolf's Fang | +17 | 3d12 (S) + 2d8 (C) + 15 | %3% |
Alert (Feat)
Observant (Feat)
Heavy Armor Master (Feat)
Inspiring Leader (Feat)
In the Background
McGuffin
Attentive
Perceptive Action
Take Initiative
Combat Insight
Determined
Confidence
Overclock
Stand Out
Sharp Mind
Private Eye
Intuition
Hardcore Defense
Alert (Feat)
Observant (Feat)
Heavy Armor Master (Feat)
Inspiring Leader (Feat)
In the Background
McGuffin
Attentive
Perceptive Action
Take Initiative
Combat Insight
Determined
Confidence
Overclock
Stand Out
Sharp Mind
Private Eye
Intuition
Hardcore Defense
Dungeoneer's Pack,
Supplies: Brewer's Supplies,
Misc.: Broom, Shovel, Common Clothes,
Magic Items: Eye and Hand of Vecna, Sword of Kas (In a chest at Residence), Lucky Wolf's Fang, Ring of Invisibility, Ring of Three Wishes, Blessed Plate Armor of Kord, Cubic Gate, Bag of Holding V, Amulet of Translation, Belt of Giant Strength, Deck of Many Things,
SP:∞
GP:∞
EP:∞
PP:∞
Languages: Common, Abyssal
Height: 5'11"
Weight: 160
Lucky (Feat): 3 luck points, Spend one luck point to roll again on any attack skill check or saving throw, regain luck points after long rest.
Alert (Feat): +5 to initiative, Can't be surprised while conscious, and Other creatures don't gain advantage when attacking you while hidden.
Observant (Feat): If you can see a creatures mouth and understand the language it is speaking you can interpret what its saying, +5 passive perception and investigation.
Heavy Armor Master (Feat): Bludgeoning Piercing and Slashing damage taken from non-magical weapons is reduced by 3 while wearing heavy armor.
Inspiring Leader (Feat): Six people can gain temp hitpoints = your level + con modifier, regain ability after long or short rest.
Eye of Vecna: Truesight, X-Ray vision, Spend charges to cast Clairvoyance (2 charges) Crown of Madness (1 charge) Disintegrate (4 charges) Dominate Monster (5 charges) Eyebite (4 charges) regain 1d4 + 4 charges daily at dawn (Total of 8 charges and Spell Save DC = 18), +2 Con., blinded when more than 10ft from it, can't be charmed or frightened.
Hand of Vecna: +1 AC, +2 Con., deafened if more than 10 ft from it, Any melee weapon attack made with Hand deals extra 2d8 cold damage, Spend charges to cast Finger of Death (5 charges) Sleep (1 charge) Slow (2 charges) Teleport (3 charges) regain 1d4 + 4 charges daily at dawn (Total of 8 Charges and Spell Save DC = 18).
Eye and Hand of Vecna: Immune to Disease and Poison, X-Ray never causes exhaustion, Experience premonitions of danger and, unless incapacitated, can't be surprised, starting your turn with at least one hitpoint allows you to regain 1d10 hitpoints, Attempt to turn a creatures skeleton to jelly (if it has one) with a touch of the Hand of Vecna making a melee attack with a Con Spell Save DC of 18 or the target is dropped to 0 hitpoints, Cast the Wish spell every 30 days.
Lucky Wolf's Fang: +6 to Attack and Damage Rolls, Damage rolled is 3d12 + Str modifier, If an enemy hits you while bloodied they reroll the attack and use the new outcome (Encounter), If you miss an attack you reroll the attack and use the new outcome (Daily)
Ring of Invisibility: Able to turn invisible while wearing the ring
Ring of Three Wishes: Cast the Wish spell three times, once all three charges are gone the ring becomes non-magical
Blessed Plate Armor of Kord: +6 to AC, If an adjacent enemy hits you - deal 20 lightning and thunder damage to the enemy (Encounter), Burst lighting and thunder out from you hitting two targets dealing 20 lightning and thunder damage (Daily minor action)
Cubic Gate: You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side. The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn.
Bag of Holding V: A weightless bag that can hold 5k lbs.
Amulet of Translation: Able to understand and speak any language.
Belt of Storm Giant Strength: 29 Strength
McGuffin: Either before the game starts or promptly thereafter, you find a Wondrous Item of the DM's choice of Uncommon to Legendary Rarity (Or an Artifact) and gain proficiency with the item. The item cannot be a consumable or limited use item, such as a potion, and cannot be cursed or otherwise detrimental to have. The item has the Unbreakable Minor Property, along with any the DM chooses. An item that has limited use in a set period of time, but recharges after that time has passed (Usually a day), can be used. If the item is a weapon or tool that you don't have proficiency with or can't normally use because of class restrictions, you can use it in spite of your class (But only your Mcguffin, not any other item even of the same kind), and have proficiency with it. If it's an item you normally can't use because of some attunement requirement, you can still attune to it. The DM is free to use this as part of the game's story, as your character might have a ancestry or family member related to the item's normal attunement requirement that you might or might not be aware of that allows you to attune to it. A DM can only plan to do this if you allow it, since ultimately it is your character, and must pick a different item if you refuse it.
Additionally, the item has the homebrew minor property, Bound: The item cannot be left behind, returning to a space within reach of the bearer if they move more than 120 feet away from it or leave the plane. If the bearer dies, it can follow their soul to the afterlife, only losing its binding if the bearer's soul is destroyed. It becomes bound to a new owner the moment it is picked up. Items that require attunement only become bound the moment they are attuned.
Attentive: At 1st level, you have a knack for telling when something's off. You have advantage on Perception checks for hearing abnormal noises, such as distant conversations, whispers and people muttering under their breath, footsteps in a house no one should be in, etc. If you succeed on any of these checks, you begin to feel dread if there is a threat, as if you have a "gut feeling" that something is wrong.
At 6th level, your advantage extends to all Perception checks.
Perceptive Action: Starting at 2nd level, you gain the initiative to react to changes in knowledge quickly. Whenever you pass a Perception or Investigation check in the middle of a surprise round, during the Initiative of a fight or chase, or right before (Or as) a trap goes off (Working only if the trap is what the Perception or Investigation check discovered), you may use your reaction to take the Dash, Disengage or Hide action, or to interact with an object that doesn't cause an attack roll or saving throw to another creature. If you dash with this action, you can take one willing creature you can pull with you, though this halves your speed. If you dash from a trap this way, you (And anyone you pull) don't have to save against the trap if you escape the area it affects. Once this feature is used, it cannot be used again until you have completed a short or long rest.
Take Initiative: Starting at 5th level, you learn to take advantage of your opponent's mistakes, and actively look for opportunities to do so. When an opponent rolls a natural 1 on a melee attack roll against you, you may use your Reaction to perform an Opportunity Attack. Additionally, you roll initiative with advantage.
Combat Insight: Beginning at 7th level, you begin to think deeper about the concept of enemies being like puzzles. If you can discern the weakness of an enemy, you can maximize the possible damage of the damage dice if you can use that type of damage against them on one attack you successfully hit with. This includes silvered weapons against creatures that are affected by them (Like Lycanthropes). With creatures that regenerate but have a weakness that prevents them from doing so, only that weakness (Or any like it) can be used for this, but doing so prevents them for regenerating for 1D4+1 turns instead of 1. Once this ability is used, it cannot be used again until you complete a short or long rest.
Additionally, you can make an Insight check to trigger your Perceptive Action. Doing so in this way looks for an opponent's motives in their next turn, usually contested by their deception since creatures typically don't want to have their plans known.
Determined: Beginning at 10th level, your experience and resolve reach new heights, allowing you to find solutions to dangerous problems on the fly. When you have a number of hit points equal to or under half your maximum hit points during initiative for a fight or a surprise round, you automatically pass any Perception and Investigation check with a DC of 12 or lower, and have advantage on Perception and Investigation checks you don't automatically pass, and cannot have an initiative below 20 (Though you can roll above it, any total below it is 20 instead).
At 14th level, the DC you automatically pass raises to 15 and you can't have an initiative below 22. At 18th level, the DC you automatically pass raises to 20 and you can't have an initiative below 25.
Confidence: Starting at level 11, you finally feel confident about your abilities. Every time you complete a successful ability check you gain temporary hit points equal to your level. You cannot gain more temporary hit points from this feature when you already have any from this feature.
Overclock: Starting at 15th level, your senses betray your enemies and environment in ways you might not think of. You can make a Perception, Investigation, or Insight check once during your turn without taking an action to do so. Additionally, you can take an Extra Action during your turn, which can only be used to Use An Object, Disengage, or Attack (One Weapon Attack Only at Disadvantage).
Stand Out: At 20th level, you have mastered your sense of reacting to the environment. You can now use your Perceptive Action an infinite number of times between rests.
Sharp Mind: Starting at level 3, you have a knack for finding out things that are not meant to be found out. You have advantage on Investigation and Insight checks. In addition, you can attempt a knowledge based skill check again 1D8 hours or longer after your first attempt (DM rolls for the length of time after you fail and tells you when you can attempt the check again) or any time new information about the subject of the original check is revealed. You can only do this once for any given knowledge based skill check.
Private Eye: At 9th level, your base knowledge of how the world works provides a good backing to your basic instincts. Any Investigation, Insight, or knowledge based skill check in which the D20 roll was 9 or less can be treated as a 10.
Intuition: At 13th level, you've finally figured out how to implement your deductive reasoning in a fight. You gain the following abilities, all used as an action:
-Defend against melee: If an enemy would melee you this round, they must roll 3 higher than your AC to hit you. This lasts until the beginning of your next turn.
-Defend against ranged: If an enemy would make a ranged attack that isn't a spell against you this round, they must roll 3 higher than your AC to hit you. This lasts until the beginning of your next turn.
-Defend against spell shots: If an enemy would make a ranged attack that is a spell against you this round, they must roll 3 higher than your AC to hit you. This lasts until the beginning of your next turn.
-Defend against spell saves: If an enemy would cast a spell that requires you to make a save to lessen its effects this round, you add 3 to the final total of your save, and if you succeed on the save you take no damage or harmful effects, except for level 9 spells. This lasts until the beginning of your next turn or you save against a spell, whichever happens first.
-You cannot use any of these abilities if you have any Exhaustion Points, are afflicted with a Disease, or are under the effects of a 5e SRD:Feeblemind spell, or any similar spell that lowers your Intelligence or Wisdom score.
Hardcore Defense: Beginning at level 17, all the abilities granted by Intuition now take a Bonus Action, not an action. You can also use them while afflicted with any of the afflictions that previously prevented use of those abilities, except for 5e SRD:Feeblemind.
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