5th Edition Character Sheet
Skills
[+] | Name | Bonus | Damage / Type | Range |
---|---|---|---|---|
Wakizashi | [+6] | [1d6+4] Slashing(1d8) | 5ft | |
Light Crossbow | [+6] | [1d8+4] Piercing | 80/320ft |
CANTRIPS
Elemental Word: Solids
As an action, this Argot produces the effects of
the mold earth cantrip, except it can be used on
any solid material that has not been worked in
any way of which you know the true name.
Distillate of the WarriorAs a bonus action, one weapon with the finesse
or light property that you touch and whose
general true name you know becomes a magic
weapon that you are proficient in for 1 minute.
You may use your spellcasting modifier in
place of strength or dexterity if you so choose.
At the 5th
level this weapon grants you a second
attack, if you don’t already have one, at the 11th
level it becomes a +1 weapon, and at level 17, it
does an additional die of damage
[b]CANTRIPS[/b]
---
[b]Elemental Word: Solids[/b]
As an action, this Argot produces the effects of
the mold earth cantrip, except it can be used on
any solid material that has not been worked in
any way of which you know the true name.
[b]Distillate of the Warrior[/b]
As a bonus action, one weapon with the finesse
or light property that you touch and whose
general true name you know becomes a magic
weapon that you are proficient in for 1 minute.
You may use your spellcasting modifier in
place of strength or dexterity if you so choose.
At the 5th
level this weapon grants you a second
attack, if you don’t already have one, at the 11th
level it becomes a [+1] weapon, and at level 17, it
does an additional die of damage
Climbing Speed
Climbing Speed of 25ft
AmphibiousCan breathe air and water
Poison Immunity
Poisonous SkinAny creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage.
Standing LeapYour long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.
Water DependancyIf you fail to immerse yourself in water for at least 1 hour during a day, you suffer 1 level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour.
BACKGROUNDSecret Society
By this feature, a special has been confirmed for you and you have this special way of communicating with any others who can feel the same way you do about the shade. Whenever you enter the village or larger city which you can identify a contact those who will give you an information on those which would hinder your goals and also those would have been helped you simply because of your desire to see the shade enclave return in all of its glory.
CLASSTrue Name
An Onomancer’s training begins with learning
their own true name. You gain the following
from mastering its use:
Immutable Self: Awake to their true being,
namers are difficult to change against their will.
You gain a bonus equal to half your onomancer
level to saving throws against magical effects
that would charm you, change your form, or
transport you against your will. You also gain
advantage on death saves and rolls against the
effects of poisons or disease.
As an action, you may grant one of these
benefits to up to two named creatures within
range until the end of your next turn.
Delve True BeingUsing the onomantic arts, you can extract a
creature, object, or location’s general or specific
true name. As a bonus action, you roll a contest
check against a target you can see within range,
adding your proficiency bonus and spellcasting
modifier to your roll. On a success, you learn
the true name of the target. This roll is modified
as follows according to the name sought:
For unworked raw materials (like wood,
stone, fire, air, etc.), add your onomancer
level and roll with advantage.
For manufactured objects (like a sword,
amulet, silk etc.), creature race, or locations,
add your onomancer level.
For magic items, add half your onomancer
level with a -4 penalty for each level of rarity
above uncommon.
For spells with a visual effect, add half your
onomancer level, with a -2 penalty for each
spell level of the spell.
For specific creature true names, add or
subtract the difference between your
onomancer level and their CR. Creatures with
an intelligence of 4 or greater may add
Wisdom saving throw and modifier bonuses.
They roll with advantage if they know their
true names. Spellcasters may substitute their
spellcasting modifier and saves for Wisdom.
Delve true being can be performed as a ritual
that takes 5 minutes to complete. The target
must remain within line of sight and you must
maintain concentration for the duration or the
ritual automatically fails. If done as a ritual,
your check automatically succeeds on mundane
objects, races, and locations, you gain
advantage on rolls to delve specific names for
magical objects and creatures, and the penalty
per spell level is reduced to -1.
4
You possess a runic onomasticon in which yourecord all the true names you have learned. If
the onomasticon is destroyed or lost, you lose
the use of names that you don’t regularly use.
Incant of GristOnomancers from the Incant of Grist, or
somatists, study the art of handling the raw
material of creation. At their word, steel
hardens, glass melts, wood sinks, and objects
move of their own accord.
Versatile and imaginative, somatists rarely
find a problem that they cannot resolve. They
use Dexterity as their spellcasting modifier.
---
[b]Climbing Speed[/b]
Climbing Speed of 25ft
[b]Amphibious[/b]
Can breathe air and water
[b]Poison Immunity[/b]
[b]Poisonous Skin[/b]
Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take [2d4] poison damage.
[b]Standing Leap[/b]
Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.
[b]Water Dependancy[/b]
If you fail to immerse yourself in water for at least 1 hour during a day, you suffer 1 level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour.
[b]BACKGROUND[/b]
---
[b]Secret Society[/b]
By this feature, a special has been confirmed for you and you have this special way of communicating with any others who can feel the same way you do about the shade. Whenever you enter the village or larger city which you can identify a contact those who will give you an information on those which would hinder your goals and also those would have been helped you simply because of your desire to see the shade enclave return in all of its glory.
[b]CLASS[/b]
---
[b]True Name[/b]
An Onomancer’s training begins with learning
their own true name. You gain the following
from mastering its use:
Immutable Self: Awake to their true being,
namers are difficult to change against their will.
You gain a bonus equal to half your onomancer
level to saving throws against magical effects
that would charm you, change your form, or
transport you against your will. You also gain
advantage on death saves and rolls against the
effects of poisons or disease.
As an action, you may grant one of these
benefits to up to two named creatures within
range until the end of your next turn.
[b]Delve True Being[/b]
Using the onomantic arts, you can extract a
creature, object, or location’s general or specific
true name. As a bonus action, you roll a contest
check against a target you can see within range,
adding your proficiency bonus and spellcasting
modifier to your roll. On a success, you learn
the true name of the target. This roll is modified
as follows according to the name sought:
For unworked raw materials (like wood,
stone, fire, air, etc.), add your onomancer
level and roll with advantage.
For manufactured objects (like a sword,
amulet, silk etc.), creature race, or locations,
add your onomancer level.
For magic items, add half your onomancer
level with a -4 penalty for each level of rarity
above uncommon.
For spells with a visual effect, add half your
onomancer level, with a -2 penalty for each
spell level of the spell.
For specific creature true names, add or
subtract the difference between your
onomancer level and their CR. Creatures with
an intelligence of 4 or greater may add
Wisdom saving throw and modifier bonuses.
They roll with advantage if they know their
true names. Spellcasters may substitute their
spellcasting modifier and saves for Wisdom.
Delve true being can be performed as a ritual
that takes 5 minutes to complete. The target
must remain within line of sight and you must
maintain concentration for the duration or the
ritual automatically fails. If done as a ritual,
your check automatically succeeds on mundane
objects, races, and locations, you gain
advantage on rolls to delve specific names for
magical objects and creatures, and the penalty
per spell level is reduced to -1.
4
You possess a runic onomasticon in which you
record all the true names you have learned. If
the onomasticon is destroyed or lost, you lose
the use of names that you don’t regularly use.
[b]Incant of Grist[/b]
Onomancers from the Incant of Grist, or
somatists, study the art of handling the raw
material of creation. At their word, steel
hardens, glass melts, wood sinks, and objects
move of their own accord.
Versatile and imaginative, somatists rarely
find a problem that they cannot resolve. They
use Dexterity as their spellcasting modifier.
Light Crossbow*
20 Bolts*
Leather Armor*
Signet Ring*
Backpack*
Runic Onomasticon*
Forgery Kit
Jeweler's Kit
Fine Clothes
Cylinder of Shadows
Bedroll
Mess Kit
Tinderbox
10 Torches
10 Rations
Waterskin
50ft Rope
Tools: Forgery and Jeweler's
Languages: Common, Grung, Draconic, Undercommon
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