5th Edition Character Sheet
Skills
Cantrips:
Thaumaturgy: (1 Action, 30ft, 1min)
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
- Your voice booms up to three times as loud as normal for 1 minute.
- You cause flames to flicker, brighten, dim, or change color for 1 minute.
- You cause harmless tremors in the ground for 1 minute.
- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.(thats kinda cool)
- You instantaneously cause an unlocked door or window to fly open or slam shut.
- You alter the appearance of your eyes for 1 minute.
(Tort note here, This is mainly a rp spell, just for flavour and funsies)(-but you can cast this any time, any amount you want! not limited by spell slots)
1st Level Spells:
Cure Wounds: (1 Action, Touch, Instantaneous)
- A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. (Increases by 1d8 every spell slot above 1) (1d8+1)
Fog Cloud: (1 Action, 120ft, Concentration-up to 1hr)- You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. (This provides good cover, you have an Advantage in stealth and opponents have Disadvantage to hit you when youre within it. The same goes for allies AND enemies.)
✰ Hunter's Mark: (1 Bonus Action, 90ft, Concentration-up to 1hr)- 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.(So you don't need to spend a spell slot to recast it!)
---
[b]Thaumaturgy:[/b] (1 Action, 30ft, 1min)
You manifest a minor wonder, a sign of supernatural power, within range. [b]You create one of the following magical effects[/b] within range:
[b]-[/b] Your voice booms up to three times as loud as normal for 1 minute.
[b]-[/b] You cause flames to flicker, brighten, dim, or change color for 1 minute.
[b]-[/b] You cause harmless tremors in the ground for 1 minute.
[b]-[/b] You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.(thats kinda cool)
[b]-[/b] You instantaneously cause an unlocked door or window to fly open or slam shut.
[b]-[/b] You alter the appearance of your eyes for 1 minute.
(Tort note here, This is mainly a rp spell, just for flavour and funsies)
(-but you can cast this any time, any amount you want! not limited by spell slots)
---[b]1st Level Spells:[/b]
---
[b]Cure Wounds:[/b] (1 Action, Touch, Instantaneous)
[b]-[/b] A creature you touch regains a number of hit points equal to [1d8] + your spellcasting ability modifier. (Increases by [1d8] every spell slot above 1) [b]([1d8+1])[/b]
[b]Fog Cloud:[/b] (1 Action, 120ft, [b]Concentration[/b]-up to 1hr)
[b]-[/b] You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. [b](This provides good cover, you have an Advantage in stealth and opponents have Disadvantage to hit you when youre within it. The same goes for allies AND enemies.)[/b]
[b]✰[/b] [b]Hunter's Mark:[/b] ([b]1 Bonus Action[/b], 90ft, [b]Concentration[/b]-up to 1hr)
[b]-[/b] You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, [b]you deal an extra [1d6] damage to the target whenever you hit it with a weapon attack,[/b] 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.
[b](So you don't need to spend a spell slot to recast it!)[/b]
Race: Thri-Kreen
Darkvision:
-You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Secondary Arms:-You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.
Sleepless:-You do not require sleep and can choose to remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.
Thri-kreen Telepathy:-Without the assistance of magic, you can speak the non-thri-kreen languages you know. Instead you use telepathy to convey your thoughts.
-You have the magical ability to transmit your thoughts mentally to willing creatures within 120 feet of yourself. A contacted creature doesn’t need to share a language with you to understand your thoughts, but it must be able to understand at least one language.
-Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required).
Class: Ranger
Natural Explorer
Also at 1st level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
Difficult terrain doesn’t slow your group’s travel.Your group can’t become lost except by magical means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as you normally would.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Fighting style
Two-Weapon Fighting.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Primeval Awareness:-Beginning at 3rd level, you can use your action and expend one 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:
-aberrations,
-celestials,
-constructs
-dragons,
-elementals,
-fey,
-fiends, and
-undead.
-This feature doesn’t reveal the creatures’ location or number.
-*If you are in your favored terrain(Desert), this range turns into a 6 mile radius
[b]Darkvision:[/b]
-You can see in dim light within [b]60 feet[/b] of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
[b]Secondary Arms:[/b]
-You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.
[b]Sleepless:[/b]
-[b]You do not require sleep[/b] and can choose to remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.
[b]Thri-kreen Telepathy:[/b]
-Without the assistance of magic, you can speak the non-thri-kreen languages you know. Instead you use telepathy to convey your thoughts.
-[b]You have the magical ability to transmit your thoughts mentally to willing creatures within 120 feet of yourself.[/b] A contacted creature doesn’t need to share a language with you to understand your thoughts, but it must be able to understand at least one language.
-[b]Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart[/b], if either of you is incapacitated, or if either of you mentally breaks the contact (no action required).
---[b]Class:[/b] Ranger---
Natural Explorer
Also at 1st level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
Difficult terrain doesn’t slow your group’s travel.
Your group can’t become lost except by magical means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as you normally would.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Fighting style
Two-Weapon Fighting.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
[b]Primeval Awareness:[/b]
-Beginning at 3rd level, [b]you can use your action and expend one spell slot to focus your awareness on the region around you.[/b] 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[b]*[/b] of you:
-aberrations,
-celestials,
-constructs
-dragons,
-elementals,
-fey,
-fiends, and
-undead.
-This feature doesn’t reveal the creatures’ location or number.
-[b]*[/b]If you are in your favored terrain(Desert), this range turns into a 6 mile radius
Languages: Telepathy (all -_-), Thri-Kreen (vocally)
Able to read + decode Common, Goblin, Draconic, and Thri-kreen writings
orion tut here:
https://docs.google.com/document/d/1GFRmC0W9LQmiwWw9j72mb4zKKdaIcvwVM9mQSEPX1hY/edit?usp=sharing
Feat: Alert (+5 to initiative)
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Their contribution stands as a beacon of hope for all adventurers!