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Fandom dungeons and discords characters

Name: alpha Centaurus

Eye color: yellow

Skin color: sea green

Mane color: bluish green

Species:kelpies (fish tail replacing regular tail, hard scales and stick skin out of water, slit eyes, fangs etc.)

Bio/backstory: once the queen of the kelpie now no more then then a traveler who is looking for others of her kind. Wants to find a place to call home and to try to rebuild her lost kingdom.

Class: lost queen




That's all I no on a character sheet so far
 
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Here's the problem, that's all fluff. For a character sheet I'd like your feats, class, ability scores, and background
 
Your stats for your character are finished.

Name: alpha Centaurus
Race: kelpy
Strength13 +1
Constitution15 +2
Dexterity19 +4
Wisdom15 +2
Intelligence 13 +2
Charisma 8 -1

Hp: 10

Speed: 20

Background: noble

Class: Rogue

Race: kelpie
Armor class: 13

Proficiencies:

Armor: Light Armor
Weapons: simple Weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' Tools
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, and Stealth


---
Equipment:
Rapier:+6 to hit. damage: 1d6 +4
Burglar’s pack
Shortbow: +1 to hit. Damage: 1d6 +1
Leather armor
Two daggers: +6 to hit. Damage: 1d4 +4
Thieves tools.
25 gold
---

Features:
Sneak attack;
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.

You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves cant;
During you training you have learned a special code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a Message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Fins;
Your movement speed in water is 60
Athletics +1
Acrobatics+4
Sleight of Hand+8
Stealth+8
Arcana+2
History+2
Investigation+2
Nature+2
Religion+2
Animal Handling+3
Insight+3
Medicine+3
Perception+3
Survival+3
Deception-1
Intimidation+3
Performance-1
Persuasion+1
 
Name:
Vale

Gender:
Male

Race:
Draconequus

Strength: 16 +3
Constitution: 11 +0
Dexterity: 11 +0
Wisdom: 16 +3
Intelligence: 12 +1
Charisma 10 -0

---

AC:
18

HP:
11

Initiative:
0

Speed:
30ft

Fly:
30ft

Background:
Mercenary

Class:
Fighter (Archetype: Eldrich Knight)

---

Proficiencies:

Armor:
Light Armor, Medium Armor, Heavy Armor, Shields

Weapons:
Simple Weapons, Martial Weapons

Tools:
Dragonchess
Land Vehicles

Languages:
Common
Under-Common
Dragonic

---

Personality Traits:
I can stare down a hell-hound without flinching, and yet, I move neither finger or blade unless I hear the jingling sound of coins.

Ideals:
Independence - When people follow orders blindly, they embrace a kind of tyranny.

Bonds:
I was inspired and mentored by a great hero to become a mercenary.

Flaws:
I have proven to be rather spiteful towards anyone who wrongs me.

---

Equipment:
  • Longsword
  • Shield
  • Signet Ring of Knighthood
  • Explorer's Pack
  • Chainmail
  • Enemy's Insignia
  • Dragonchess Set
    • GP: 25
    • SP: 0
    • EP: 0
    • CP: 0
---

Features:
Second Wind:
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or
long rest before you can use it again.

Defence:
While you are wearing armor, you gain a +1 bonus to AC.

Action Surge:
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. This can only be used once between short or long rests.

Martial Archetype - Eldritch Archetype

Weapon Bond:
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can’t be disarmed o f that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons but can summon only one at a time with your bonus action.
If you attempt to bond with a third weapon, you must break the bond with one of the other two.

_____________________________
(4th-5th Lv. up, Vale will Multiclass into Lv. 1-2 Cleric)

War Priest -
From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

---

Additional Feats & Traits:

War Caster:
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

-You have an advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

-You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

-When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
_____________________________
Hired Blade:
You are a soldier of fortune, a fighter who sells his services to the highest bidder. You roam towns and cities in search of a place where your unique set of talents are useful; whether for a lord hunting a group of bandits, or a local barkeep tired of the goblin infestation in his cellar, you can always find some work if you look hard enough. The job itself should not matter much for a person like you, at least that is what others believe. Therefore, other less admirable and shunned upon jobs sometimes arrives at your lap, giving you the choice and the problem of figuring a way to compromise between your ethics and your job.

---

☐ Acrobatics (Dex) +0
☐ Animal Handeling (Wis) +1
☑ Arcana (Int) +6
☑ Athletics (Str) +6
☑ Deception (Cha) +3
☑ History (Int) +6
☐ Insight (Wis) +1
☑Intimidation (Cha) +3
☐ Investigation (Int) +3
☐ Medicine (Wis) +1
☐ Nature (Int) +3
☑ Perception (Wis) +4
☐ Performance (Cha) +0
☐ Persuasion (Cha) +0
☐ Religion (Int) +3
☐ Slight of Hand (Dex) +0
☐ Stealth (Dex) +0
☐ Survival (Wis) +1

(Extra: I am requesting that instead of wasting a point in Wizard that I will never upgrade, that you allow me to use a Spellbook as an Eldritch Knight the same way a wizard would. It'll just make things easier. Sunstone Sunstone )
 
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Thieves cant;
During you training you have learned a special code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a Message than it does to speak the same idea plainly.
hold on, he "cant" do that? then why even mention it? :3
 
Endaii

Male Half-Elf Outlander Ranger 1
Neutral Good
Representing Endaii



Strength 14 (+2)
Dexterity 16 (+3)
Constitution 9 (-1)
Intelligence 11 (+0)
Wisdom 14 (+2)
Charisma 15 (+2)
Size: Medium
Height: 5' 11"
Weight: 195 lb
Skin: Light
Eyes: Copper
Hair: Gold Straight; Beardless


Maximum Hit Points: 9

Speed: 30 feet

Inspiration:
box.gif


Armor Class: 16 = 10 + 4 [scale mail] + 2 [dexterity in armor]

Proficiency bonus: +2
Initiative modifier: + 3 = + 3 [dexterity]
Attack (handheld / thrown): + 4 = + 2 [strength] + 2 [proficiency]
Attack (missile / finesse): + 5 = + 3 [dexterity] + 2 [proficiency]
Strength save: + 4 = + 2 [strength] + 2 [proficiency]
Dexterity save: + 5 = + 3 [dexterity] + 2 [proficiency]
Constitution save: -1 = -1 [constitution]
Intelligence save: + 0
Wisdom save: + 2 = + 2 [wisdom]
Charisma save: + 2 = + 2 [charisma]
Insight (passive): 14 (19 with advantage)
Investigation (passive): 12 (17 with advantage)
Perception (passive): 14 (19 with advantage)
Carry: 210 lb maximum




  • For groups using the optional encumberance rules:

    • If carrying more than 70 lb, encumbered -- -10 on speed
      If carrying more than 140 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity


Languages: Common Draconic Dwarvish Elvish Sylvan
Unarmed strike [+4 to hit; 1+2 bludgeoning]

Short Bow [+5 to hit; 1d6+3 piercing, 2 lb, ammunition (range 80, 320), two-handed]

2 Short Swords [+5 to hit; 1d6+3 piercing, 2 lb, finesse, light]

Longbow, heavy [+5 to hit; 1d8+3 piercing, 2 lb, ammunition (range 150/600), heavy, two-handed]

Scale mail [medium; + 4 AC; max dex + 2; stealth disadvantage; 45 lb.]



Feats:

Skill Name Key
Ability
Skill
Modifier
Ability
Modifier
Trained? Misc.
Modifier

Acrobatics Dex 3 = +3
Animal Handling Wis 4 = +2 + 2
Arcana Int 0 = +0
Athletics Str 4 = +2 + 2
Deception Cha 2 = +2
History Int 0 = +0
Insight Wis 4 = +2 + 2
Intimidation Cha 2 = +2
Investigation Int 2 = +0 + 2
Medicine Wis 2 = +2
Nature Int 2 = +0 + 2
Perception Wis 4 = +2 + 2
Performance Cha 2 = +2
Persuasion Cha 2 = +2
Religion Int 0 = +0
Sleight of Hand Dex 3 = +3
Stealth Dex 3 = +3
Survival Wis 4 = +2 + 2
At ranger level 1, Endaii knows 0 ranger spells.











Check any artisan tools with which Endaii is proficient:


  • box.gif
    Alchemist's supplies
    box.gif
    Boyer / fletcher tools
    box.gif
    Brewer's supplies
    box.gif
    Calligrapher's supplies
    box.gif
    Carpenter's tools
    box.gif
    Cartographer's tools
    box.gif
    Cobbler's tools
    box.gif
    Cook's utensils
    box.gif
    Glassblower's tools
    box.gif
    Goldsmith / silversmith's tools
    box.gif
    Jeweler's tools
    box.gif
    Leatherworker's tools
    box.gif
    Mason's tools
    box.gif
    Painter's supplies
    box.gif
    Potter's tools
    box.gif
    Smith's tools
    box.gif
    Tinker's tools
    box.gif
    Weaver's tools
    box.gif
    Woodcarver's tools
    box.gif

    box.gif

    box.gif
Endaii is proficient with at least 1 musical instrument(s). Check any instruments with which Endaii is proficient:


  • box.gif
    Bagpipes
    box.gif
    Drum
    box.gif
    Dulcimer
    box.gif
    Flute
    box.gif
    Lute
    box.gif
    Lyre
    box.gif
    Horn
    box.gif
    Pan flute
    box.gif
    Shawm
    box.gif
    Viol
    box.gif

    box.gif
Check any games with which Endaii is proficient:


  • box.gif
    Dragon Chess
    box.gif
    Three Dragon Ante
    box.gif
    Board Game:
    box.gif
    Card Game:
    box.gif
    Dice game:
    box.gif

    box.gif

    box.gif
Check any other tools with which Endaii is proficient:


  • box.gif
    Climber's kit
    box.gif
    Disguise kit
    box.gif
    Drive a truck
    box.gif
    Fly a plane
    box.gif
    Forgery kit
    box.gif
    Healer's kit
    box.gif
    Herbalism kit
    box.gif
    Navigator tools
    box_checked.gif
    Ride a mount
    box.gif
    Sail a ship
    box.gif
    Poisoner kit
    box.gif
    Thieves' tools




Half-Elf



  • All Half-Elves get +2 on charisma (already included).
  • This Half-Elf chose +1 on dexterity (already included).
  • This Half-Elf chose +1 on intelligence (already included).
  • Darkvision (see 60 feet black-and-white in pitch-dark)
  • Advantage on saves against being charmed; immune to magical sleep.
  • One extra language (already included).
  • Two extra skill proficiencies (already included).


Outlander

  • You are from a wilderness community.
  • You always have your bearings in unfamiliar territory, and can enable at least five companions to live off the land.
  • One extra language of your choice (already included).
  • You probably play an instrument.
Ranger



  • Probably proficient in riding a mount.
  • This ranger selected the two-weapon fighting style at level 2, and can add the ability modifier to the damage of the second attack.
  • Favored Terrain -- choose arctic, coast, desert, forest, grassland, mountain, swamp, Underdark.
  • This ranger chose Forest as first favored terrain.
  • Tracking; Favored terrain; natural explorer abilities
  • Level 2: Spell Casting. The DC to resist your spells is 8 + proficiency bonus + your wisdom modifier.
  • Level 3: Primeval awareness.
  • Level 5: Extra attack each round if an attack was made this round
  • Level 6: Favored Terrain -- add a second type
  • Level 8: Land's stride
  • Level 10: Hide in plain sight; Favored terrain -- add a third type
  • Level 14: Favored Terrain -- add a third type
  • Level 14: Vanish
  • Level 18: Feral senses -- being unable to see an enemy does not give disadvantage, and you sense invisible things
  • Level 20: Foe Slayer -- add wisdom modifier to attack or damage against a favored enemy


  • This ranger chose the following favored enemies:


    • Dragons
Hunter Ranger (path)



  • Level 3: Hunters Prey -- Mark your choice:

    • box.gif
      Colossus Slayer
      box.gif
      Giant Killer
      box.gif
      Horde Breaker

  • Level 7: Defensive Tactics -- Mark your choice:

    • box.gif
      Escape the Horde
      box.gif
      Multiattack Defense
      box.gif
      Steel Will

  • Level 11: Multiattack -- Mark your choice:

    • box.gif
      Volley
      box.gif
      Whirlwind Attack

  • Level 15: Superior Hunter Defense -- Mark your choice:

    • box.gif
      Evasion
      box.gif
      Stand Against the Tide
      box.gif
      Uncanny Dodge


Class HP rolled
Level 1: Ranger 10
portrait.gif
insignia.gif

Hit Dice For Healing
Regain half with each long rest. Use as needed during long or short rests.


  • box.gif
Death Saving Throws:


  • box.gif
    box.gif
    box.gif
    Successes
    box.gif
    box.gif
    box.gif
    Failures
Endaii's Equipment:




  • 53 lb

    1 lb

    5 lb
    5 lb
    3 lb
    3 lb
    20 lb
    10 lb
    1 lb
    10 lb

    5 lb

    2 lb
    Weapons / Armor / Shield (from above)

    Arrows (quiver of 20) x 1

    Backpack
    Crowbar
    Hammer
    Pitons (bag of 4) x 10
    Rations (1 day) x 10
    Rope (50', hempen) x 1
    Tinderbox
    Torches x 10

    Waterskins x 1

    Lute (proficient)
    _____
    118 lb
    Total

spellbar.gif
Endaii's Personality Traits:
Endaii's Ideal(s):

Endaii's Bond(s):

Endaii's Flaw(s):

More about Endaii:



wondering if this would work? I can change whatever is needed to what you want.
 
Silverwind

Male Pegasus Outlander Ranger 1
Neutral Good
Representing Endaii



Strength 14 (+2)
Dexterity 16 (+3)
Constitution 9 (-1)
Intelligence 11 (+0)
Wisdom 14 (+2)
Charisma 15 (+2)
Eyes: Gold
Hair: SIlver


Maximum Hit Points: 9

Speed: 30 feet
Flight 60 Feet
Inspiration:
box.gif


Armor Class: 16 = 10 + 4 [scale mail] + 2 [dexterity in armor]

Proficiency bonus: +2
Initiative modifier: + 3 = + 3 [dexterity]
Attack (handheld / thrown): + 4 = + 2 [strength] + 2 [proficiency]
Attack (missile / finesse): + 5 = + 3 [dexterity] + 2 [proficiency]
Strength save: + 4 = + 2 [strength] + 2 [proficiency]
Dexterity save: + 5 = + 3 [dexterity] + 2 [proficiency]
Constitution save: -1 = -1 [constitution]
Intelligence save: + 0
Wisdom save: + 2 = + 2 [wisdom]
Charisma save: + 2 = + 2 [charisma]
Insight (passive): 14 (19 with advantage)
Investigation (passive): 12 (17 with advantage)
Perception (passive): 14 (19 with advantage)
Carry: 210 lb maximum




  • For groups using the optional encumberance rules:

    • If carrying more than 70 lb, encumbered -- -10 on speed
      If carrying more than 140 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity


Languages: Common
Unarmed strike [+4 to hit; 1+2 bludgeoning]

2 Short Swords [+5 to hit; 1d6+3 slashing, 2 lb, finesse, light]

Longbow, heavy [+5 to hit; 1d8+3 piercing, 2 lb, ammunition (range 150/600), heavy, two-handed]

Scale mail [medium; + 4 AC; max dex + 2]



Feats:
Acrobatics Dex 3 = +3
Animal Handling Wis 4 = +2 + 2
Arcana Int 0 = +0
Athletics Str 4 = +2 + 2
Deception Cha 2 = +2
History Int 0 = +0
Insight Wis 4 = +2 + 2
Intimidation Cha 2 = +2
Investigation Int 2 = +0 + 2
Medicine Wis 2 = +2
Nature Int 2 = +0 + 2
Perception Wis 4 = +2 + 2
Performance Cha 2 = +2
Persuasion Cha 2 = +2
Religion Int 0 = +0
Sleight of Hand Dex 3 = +3
Stealth Dex 3 = +3
Survival Wis 4 = +2 + 2
At ranger level 1, Endaii knows 0 ranger spells.












  • All Pegasi get +2 on dexterity (already included).
  • This Pegasi chose +1 on dexterity (already included).
  • This Pegasi chose +1 on intelligence (already included).
  • Advantage on saves against being charmed; immune to magical sleep.
  • One extra language (already included).
  • Two extra skill proficiencies (already included).


Outlander

  • You are from a wilderness community.
  • You always have your bearings in unfamiliar territory, and can enable at least five companions to live off the land.
  • One extra language of your choice (already included).
  • You probably play an instrument.
Ranger



  • Probably proficient in riding a mount.
  • This ranger selected the two-weapon fighting style at level 2, and can add the ability modifier to the damage of the second attack.
  • Favored Terrain -- choose arctic, coast, desert, forest, grassland, mountain, swamp, Underdark.
  • This ranger chose Forest as first favored terrain.
  • Tracking; Favored terrain; natural explorer abilities
  • Level 2: Spell Casting. The DC to resist your spells is 8 + proficiency bonus + your wisdom modifier.
  • Level 3: Primeval awareness.
  • Level 5: Extra attack each round if an attack was made this round
  • Level 6: Favored Terrain -- add a second type
  • Level 8: Land's stride
  • Level 10: Hide in plain sight; Favored terrain -- add a third type
  • Level 14: Favored Terrain -- add a third type
  • Level 14: Vanish
  • Level 18: Feral senses -- being unable to see an enemy does not give disadvantage, and you sense invisible things
  • Level 20: Foe Slayer -- add wisdom modifier to attack or damage against a favored enemy


  • This ranger chose the following favored enemies:


    • Dragons
Hunter Ranger

Class HP rolled
Level 1: Ranger

Equipment:
  • Weapons / Armor / Shield (from above)

    Arrows (quiver of 20) x 1

    Backpack
    Crowbar
    Hammer
    Pitons (bag of 4) x 10
    Rations (1 day) x 10
    Rope (50', hempen) x 1
    Tinderbox
    Torches x 10
    Waterskins x 1
Silverwind's Personality Traits: Overall a Nice Pegasi, Kind to everypony he meets. Underneath this Kindness however is a dark Childhood that he has buried beneath a wall of kindness. It will take some very Trusted friends to get any information of his past out of him.
When angered he tends to not show it. The only way most ponies who know him notice he is angry, is that instead of his normal, joyful voice, he becomes serious, with a voice that brooks no nonsense. He also tends to be straight about the situation, usually stating things in a very serious manner.

Silverwind's Ideal(s): Does whatever he thinks is right, whether he is breaking a law he considers not right, or just helping out friends in need.

Silverwind's Bond(s): Has no real "Bonds", only people he meets and talks to on a daily basis, doesn't really consider anypony to be a real friend as of yet.

Silverwind's Flaw(s): Gets angry easily when it comes to his friends and ideals, if he sees somepony hurting anothre for no reason, he will readily fight them off.

More about Silverwind: Doesn't know his parents, as they died in a raid when he was very young. The towns ponies took care of him until he was old enough to set out on his own, to find and kill those who threaten everyponies way of life.
 
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