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Dice Approved Character Sheets - Servants of Dawn

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Sour Diesel

Tears wash away easier than a concussion
The only posts permitted on this page are approved character sheets for Servants of Dawn, a custom 5e campaign. Players are expected to keep track of experience points and items including ammo and carry weight where applicable.
 

  • 0c1bc46e2c2e49ede1cb860a6ea5b98f.jpg Name: Aldarian Silverhair
    Race: Wood Elf
    Background: Outlander
    Age: 121
    Alignment: Chaotic Good

    Str: 9 / -1
    Dex: 18 / +4
    Con: 15 / +2
    Int: 12 / +1
    Wis: 15 / +2
    Cha: 10

    Class: Ranger
    Level: 1
    Experience: 0
    Proficiency: +2
    Initiative: +4

    Hit Points: 12

    Hit Dice: 1d10
    Armor Class: 15
    Passive Perception: 14
    Active Perception: +4
    Movement: 35ft

    Spells: None Until Second Level

    Weapons
    Longbow: +6 to Hit, 1d8+4 Damage -- Martial, Piercing, Two-Handed, Ammunition, Range 150ft/600ft
    --40 Arrows
    Quarterstaff: +1 to Hit, 1d6-1 Damage -- Simple, Versatile, Bludgeoning
    Short Sword x2: +6 to Hit, 1d6+4 Damage -- Martial, Finesse, Light, Piercing

    Armor
    Leather Armor: +1 to AC

 
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Ability Scores and Basics

Name: Carric Galanodel
Race: Half Elf
Background: Soldier
Age: 27
Alignment: Lawful Good

Str: 17 / +3
Dex: 10 / +0
Con: 16 / +3
Int: 9 / -1
Wis: 12 / +1
Cha: 16 / +3

Class: Paladin
Level: 1
Proficiency: +2
Initiative: +0

Hit Points: 13
Hit Dice: 1d10
Armor Class: 16
Passive Perception: 13
Active Perception: +3
Movement: 30 ft

Spells: N/A as of now

Weapons
Greatsword: +5 to Hit, 2d6+3 Slashing Damage - Two Handed, Heavy
Javelin (5): +5 to hit, 1d6+3 Piercing Damage, Throwing, Range (30/120)



Armor
Chain Mail

Proficiencies:

Proficient:
Athletics: +5
Insight: +3
Perception: +3
Intimidation: +5
Persuasion: +5
Performance: +5

Not Proficient:
DEX:
Acrobatics: +0
Sleight of Hand: +0
Stealth: +0

INT:
Arcana: -1
History: -1
Investigation: -1
Nature: -1
Religion: -1

WIS:
Animal Handling: +1
Medicine: +1
Survival: +1
Deception: +3

Languages:
Common, Elven, Undercommon

Proficiencies: Light Armor, Medium Armor, Heavy Armor, Shields Simple Weapons, Martial Weapons

Personality Traits:
I'm always polite and respectful, even as I'm haunted by memories of war. I can never get the images of violence out of my mind.

Ideals:
Greater Good. Our lot is to lay down our lives in the defense of others. (Good)



Bond:
I'll never forget the crushing defeat my company suffered, or the enemies who dealt it.


Flaw:
The monstrous enemy we faced in battle still leaves me quivering in fear.

Feature: Military Rank - You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.


Class Features:
Divine Sense -
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands -
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Race Features:
Darkvision - Thanks to your elven heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fey Ancestry - You have advantage on saving throws against being charmed, and magic can't put you to sleep.



Equipment:
Chain mail
Greatsword
5 Javelins
Explorer's Pack
Holy Symbol
Insignia of Rank
Broken blade taken from a fallen drow
Deck of Cards
Common clothes
10 Gold

Background:
Carric, at first, seems to be the ideal paladin. A tall, strongly built half elf, his dark hair slightly shrouding golden eyes. His clean shaven face is marred only by a long, jagged scar down his right eye, a mark of the life he’s lived.

Despite this appearance, Carric’s life has not been an easy one. The illegitimate son of an elven noble, Carric always sought to be more than just a bastard. To make a difference. With few options to make a name for himself, military service was an easy choice. He was always strong, with a natural charisma to boot. He quickly rose through the ranks, proving himself well, well liked for his firm, fair leadership style, and ability to inspire loyalty through truly connecting with his comrades. This caught the eye of the Church. Always searching for Paladins to fill their ranks, Carric was selected to join their hallowed ranks. He proved himself even further, and was eventually assigned a command position in a small company of fellow new Paladins. Despite his outward unflappable, easy going nature, anxiety constantly fell over the man. Leadership always hung heavy over his head, the burden of his men’s lives weighing heavy on his soul. Despite this, he refused to let them see it. To them, he was always Carric, the lively, inspiring figure he always was.

Unfortunately, his worst fears came to pass. He would find himself the lone survivor of his company, ambushed as they soought to end the bloody civil war that had consumed Paladina.

He was left alone, with the guilt that he had failed. That his men had died to save him.

This guilt turned to anger. Anger that their deaths had not been avenged. He rose with a new oath, that of vengeance, retribution. He threw aside his warhammer and shield, and took up the greatsword, to ensure his comrades did not die in vain.

Carric is a man of contradictions. A man who detests conflict, yet has sworn himself to a path of bloody revenge. A man with supreme confidence in his abilities, with a deep feeling of unworthiness.
 

  • Gurk the Gross.jpg Name: Gurwin, AKA Gurk the Gross
    Race: Human Variant
    Gender: Male
    Age: 25
    Alignment: Chaotic Good
    Background: Acolyte
    Deity: Sune, Goddess of Love and Beauty

    Attributes
    Str: 10
    Dex: 12 / +1
    Con: 16 / +3
    Int: 14 / +2
    Wis: 18 / +4
    Cha: 9 / -1

    Class: Cleric
    Level: 1
    Experience: 0
    Proficiency: +2
    Initiative: +1

    Hit Points: 11

    Hit Dice: 1d8

    Armor Class: 18
    Passive Perception: 21
    Active Perception: +6

    Spell Slots
    First Level: 2

    Weapons
    Crossbow, Light: +3 to Hit, 1d8+1, Range 80ft/320ft
    --20 Bolts
    Mace: +2 to Hit, 1d6
    Sacred Flame: Dex Save 14, 1d8, Range 60ft
    Guiding Bolt: +6 to Hit, 4d6 Damage, Range 120ft

    Armor
    Chain Mail: +6 AC
    Shield: +2 AC

 
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  • Copper Orynx
    IMG_2839.jpeg
    Age 19
    Dragonborn
    Alignment NG

    Attributes

    STR 12 +1
    DEX 12 +1
    CON 15 +2
    INT 16 +3
    WIS 14 +2
    CHA 10 +0

    Class: Wizard
    Level 1
    Experience 0

    Proficiency +2
    Initiative +1

    Hit Points 8

    Hit die d6

    Armor Class 11
    Passive Perception 14

    Spell Slots
    1st Level: 2

    Spell Modifier +3
    Spell Attack +5
    Save DC 13

    Weapon
    Quarterstaff +3 1d6+1

    Ray of Frost +5 1d8 cold

    Acid Breath 12 dex save/dmg 30 feet 2d6

 
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Fletcher.jpg

  • Name: Fletcher Sweetmallow
    Race: Human
    Background: Outlander
    Age: 45 ish
    Alignment: Neutral Good

    Str: 10 / 0
    Dex: 15 / +2
    Con: 16 / +3
    Int: 13 / +1
    Wis: 17 / +3
    Cha: 11 /0

    Class: Circle of the Moon Druid
    Level: 1
    Proficiency: +2
    Initiative: +2

    Hit Points: 11

    Hit Dice: 1d8
    Armor Class: 13
    Passive Perception: 11
    Active Perception: +3
    Movement: 30ft

    Spells:
    Save DC: 13
    Attack Mod +5

    Prepped spells:
    Cantrips: Guidance, Shillelagh
    1st lvl: Speak with Animals, Detect magic, Entangle, Cure wounds

    Slots:
    1st level: 2 [] []

    Spellcasting focus: Shepard's Hook

    Weapons
    Quarterstaff (Shepherd's Hook) : +1 to Hit, 1d6-1 Damage -- Simple, Versatile, Bludgeoning


    Armor

    Leather (11+2) 13


 
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  • EXw_I3SWAAM6qTh
    Name: Lyra Goodberry
    Race: Kender
    Background: Guild Artisan
    Age: 29
    Alignment: Neutral Good

    Str: 15 | +2
    Dex: 10 | 0
    Con: 15 | +2
    Int: 9 | -1
    Wis: 12 | +1
    Cha: 18 | +4

    Class: Paladin
    Level: 1
    Experience: 0
    Proficiency: +2
    Initiative: 0

    Hit Points: 12

    Hit Dice: 1d10
    Armor Class: 18
    Passive Perception: 13
    Active Perception: +3
    Movement: 30ft

    Spells: None Until Second Level

    Weapons
    Yklwa: +4 to Hit, 1d8+2 Damage -- Simple, Piercing, Thrown (10/30 ft)
    Flail: +4 to Hit, 1d8+2 Damage -- Martial, Bludgeoning

    Armor
    Chain Mail: +6 to AC

 

  • 966301bafc528b3a52461041c2cd7399.jpgName: Nakoa
    Race: Loxodon
    Background: Soldier
    Age: 61 years (biologically equivalent to 22)
    Alignment: Neutral good
    Height: 8ft
    Size: Medium

    Str: 16
    Dex: 9
    Con: 10 +2
    Int: 14
    Wis: 15 +1
    Cha: 12

    Class: Barbarian, Path of the Totem Warrior (Bear)
    Level: 1
    Proficiency: +2
    Initiative: -1

    Hit Points: 12
    Hit Dice: 1d12
    Armor Class: 14
    Passive Perception:
    Active Perception:

    Movement: 30ft

    Spells: None

    Weapons
    Warhammer: 1d8 + 2 (1d10 + 2) Damage -- Martial Melee, Bludgeoning, Versatile (1d10), Reach: 5ft
    Handaxe: 1d6 + 2 Damage -- Simple Melee, Slashing, Light, Thrown, Reach: 5ft, Range: 20ft/60ft
    Handaxe: 1d6 + 2 Damage -- Simple Melee, Slashing, Light, Thrown, Reach: 5ft, Range: 20ft/60ft

    Armor
    Breastplate: 14 + 2 AC

 
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