5th Edition Character Sheet
Skills
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Cure Wounds
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Goodberry
Casting Time: 1 action
Range: Touch
Components: V, S, M (a sprig of mistletoe)
Duration: Instantaneous
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Primeval Awareness
Beginning at 3rd level, you can use your action and
expend one ranger spell slot to focus your awareness on
the region around you. For 1 minute per level of the spell
slot you expend, you can sense whether the following
types of creatures are present within 1 mile of you (or
within up to 6 miles if you are in your favored terrain):
aberrations, celestials, dragons, elementals, fey, fiends,
and undead. This feature doesn’t reveal the creatures’
location or number.
Hunter's Mark
1st-level divination
Casting Time: 1 bonus actionRange: 90 feet
Components: V
Duration: Concentration, up to 1 hour
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Darkvision
Casting Time: 1 actionRange: Touch
Components: V, S, M (either a pinch of dried carrot or an agate)
Duration: 8 hours
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
Cure Wounds
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Goodberry
Casting Time: 1 action
Range: Touch
Components: V, S, M (a sprig of mistletoe)
Duration: Instantaneous
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Primeval Awareness
Beginning at 3rd level, you can use your action and
expend one ranger spell slot to focus your awareness on
the region around you. For 1 minute per level of the spell
slot you expend, you can sense whether the following
types of creatures are present within 1 mile of you (or
within up to 6 miles if you are in your favored terrain):
aberrations, celestials, dragons, elementals, fey, fiends,
and undead. This feature doesn’t reveal the creatures’
location or number.
Hunter's Mark
1st-level divination
Casting Time: 1 bonus action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 hour
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Darkvision
Casting Time: 1 action
Range: Touch
Components: V, S, M (either a pinch of dried carrot or an agate)
Duration: 8 hours
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
• Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You don’t need to eat, drink, or breathe.
- You are immune to disease.
- You don't need to sleep, and magic can't put you to sleep.
• Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
• Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor.- You gain a +1 bonus to Armor Class.
- You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
- While you live, your armor can't be removed from your body against your will.
• Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.
• F a v o r e d E n e m y (orcs/liches)- Beginning at 1st level, you have significant experience
studying, tracking, hunting, and even talking to a certain
type of enemy.
You have advantage on Wisdom (Survival) checks to
track your favored enemies, as well as on Intelligence
checks to recall information about them.
When you gain this feature, you also learn onelanguage of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as
an associated language, at 6th and 14th level. As you
gain levels, your choices should reflect the types of
monsters you have encountered on your adventures.
• Dueling fighting style- When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
• Colossus Slayer.Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this
extra damage only once per turn.
• Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You don’t need to eat, drink, or breathe.
- You are immune to disease.
- You don't need to sleep, and magic can't put you to sleep.
• Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
• Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor.
- You gain a +1 bonus to Armor Class.
- You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
- While you live, your armor can't be removed from your body against your will.
• Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.
• F a v o r e d E n e m y (orcs/liches)
- Beginning at 1st level, you have significant experience
studying, tracking, hunting, and even talking to a certain
type of enemy.
You have advantage on Wisdom (Survival) checks to
track your favored enemies, as well as on Intelligence
checks to recall information about them.
When you gain this feature, you also learn onelanguage of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as
an associated language, at 6th and 14th level. As you
gain levels, your choices should reflect the types of
monsters you have encountered on your adventures.
• Dueling fighting style
- When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
• Colossus Slayer.
Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this
extra damage only once per turn.
2 Shortswords
1 silver shortsword
Trophy dagger
Rat dagger
Shield
Javelins
Gaston Glock
Scalemail
20 Arrows
dungeoneer's Pack- (backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. 50 feet of hempen rope), deck of cards, Lieutenant insignia, healing kit
Skin Cloak
skull pipe
Languages: Common, Orc
He feels shame for what he was forced to do in the name of his kingdom. wears a mask to hide his race.
Open and kind to combat veterans. especially those with wounds.
Gruff, non-talkative to others. Kind, but not friendly.
Lucien is a simple man. He has no head for magic. He knows what is in front of him, and how to use it.
His loyalty to those who fight beside him has been cemented and baptized in blood.
(chaotic/lawful)
Loyal to a fault, and overly cautious when in command as to not endanger his men. Extremely reckless with himself.
Huge self worth issues, and shame. huge martyr complex, and a drive to be a revolutionary.
Pretty stubborn.
Light weapons can attack twice (short swords)
longsword +4 1d8+2 slashing
shortswords +5 1d6+2 (silver)
Longbow +5 1d8+2
dagger +5 1d4 piercing
javelins +4 1d6 piercing
Gaston Glock +4 1d6 piercing, (silver)
you can hit twice, retard
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