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Dice Delinquents and Despots || D&D 5e Evil Campaign || - Characters

erembore

Creature
Bellow is the coded version of the character sheet that shall be used for this roleplay. It is taken directly from the D&D 5e template, however do note that a lot of the focus in this campaign will be shifted towards the characters and their backstories, alongside personalities.

Together with the empty CS, I have provided and example of a short filled-out sheet. Take heed of the fact that you can go a lot more descriptive with your personage, should you wish so, and that the form can be stylized in whatever way, just as long as all the information is in it.

Code:
[tabs][tab=Overview]Character Name:
Race:
Class & Level:
Experience Points:
Background:
Alignment:
[divide][/divide]
Proficiency Bonus:
[row][column=span4]Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Passive Perception:[/column][column=span4]Saving Throws:
Skills:[/column][/row]
[divide][/divide]
Initiative:
Speed:
Armor Class:
Hit Point Maximum:
Hit Dice:
[divide][/divide]
Racial Traits:
Other Proficiencies and Languages:
Feats:[/tab]
[tab=Equipment]Currency:
Equipment:
[divide][/divide]
[table][tr][th]Weapon[/th][th]Type[/th][th]Range[/th][th]Attack Bonus[/th][th]Damage Type[/th][/tr]
[tr][th]-[/th][th]-[/th][th]-[/th][th]-[/th][th]-[/th][/tr][/table][/tab]
[tab=Appearance & Background][side=right]Gender:
Hair:
Eyes:
Size:
Height:
Weight:[/side]
Personality Traits:
Ideals:
Bonds:
Flaws:
[divide][/divide]
Background:
[/tab]
[tab=Spells (optional, of course)]Spellcasting Ability:
Spell Save DC:
Spell Attack Bonus:
Cantrips Known:
Spells Known:
[divide][/divide]
Spells Slots:
[divide][/divide]
Cantrips:
Spells:
[/tabs]

  • Character Name: Myrrine Tealeaf, aka Myra
    Race: Lightfoot Halfling
    Class & Level: Bard - College of Lore, Level 5
    Experience Points: 6 500
    Background: Sage - Librarian
    Alignment: Chaotic Good


    Proficiency Bonus: +3

    Strength: 8 (-1)
    Dexterity: 16 (+3)
    Constitution: 10 (0)
    Intelligence: 15 (+2)
    Wisdom: 12 (+1)
    Charisma: 20 (+5)
    Passive Perception: 14
    Saving Throws:
    Dexterity +6
    Charisma +8
    Skills:
    Arcana +5
    History +5
    Insight +4
    Investigation +5
    Perception +8
    Performance +8
    Persuasion +8
    Stealth +6


    Initiative: +3
    Speed: 25 feet
    Armor Class: 15
    Hit Point Maximum: 40
    Hit Dice: 5d8


    Racial Traits:
    • Lucky - when you roll 1 on an attack roll, ability check or saving throw, you can reroll the die and must use the new roll
    • Brave - you have advantage on saving throws against being frightened
    • Halfling Nimbleness - you can move through the space of any creature that is a size larger than yours
    • Naturally Stealthy - you can attempt to hide even when you are obscured only by a creature that is at least one size larger than yours
    Other Proficiencies and Languages:
    • Languages - Common, Halfing, Celestial, Undercommon
    Feats:
    • Keen Mind - You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefit
    • - Increase your Intelligence score by 1, to a maximum of 20.
    • - You always know which way is north.
    • - You always know the number of hours left before the next sunrise or sunset.
    • - You can accurately recall anything you have seen or heard within the past month.
 
  • Character Name: Scarlet Whitewing
    Race: Human (Variant)
    Class & Level: Ranger Level 5 (Hunter)
    Experience Points:
    Background: Spy (Criminal Variant)
    Alignment: Neutral Evil
    Proficiency Bonus: 3
    Strength:10
    Dexterity: 18
    Constitution:13
    Intelligence:10
    Wisdom:14
    Passive Perception:13


    Skills: Peception, Perception(Expertise) ,Sleight of Hand (gained from human variant skill) Stealth, Survival
    Initiative: 4
    Speed: 30
    Armor Class: 16
    Hit Point Maximum: 41
    Hit Dice:d10
    Racial Traits: +1 to 2 stats, extra feat and skill
    Other Proficiencies and Languages:Light Medium Armor, All Simple and Martial Weapons, Thieves Tools

    Feats:

    Sharpshooter

    You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

    • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

    • Your ranged weapon attacks ignore half cover and three-quarters cover.

    • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
    Perceptive:

    You hone your senses until they become razor sharp. You gain the following benefits:

    • Increase your Wisdom score by 1, to a maximum of 20.

    • You gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

    • Being in a lightly obscured area doesn’t impose disadvantage on your Wisdom (Perception) checks if you can both see and he


 
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wip wip wip!

  • Character Name: Nexilion, aka Nexi
    Race: Drow
    Class & Level: Cleric, Level 5
    Experience Points:
    Background:
    Alignment: Neutral Evil
    Proficiency Bonus:
    Strength:
    Dexterity:
    Constitution:
    Intelligence:
    Wisdom:
    Passive Perception:
    Saving Throws:
    Skills:
    Initiative:
    Speed: 30
    Armor Class:
    Hit Point Maximum:
    Hit Dice:
    Racial Traits:
    Other Proficiencies and Languages:
    Feats:
[tab=Spells (optional, of course)][/tab]
 
  • Character Name: Yrpen the Tall
    Race: Mountain Dwarf
    Class & Level: Barbarian (path of a Totem Warrior), level 5
    Experience Points: 6500
    Background: Outlander - Exile
    Alignment: Lawful Neutral


    Proficiency Bonus: +3

    Strength: 17 (+3)
    Dexterity: 14 (+2)
    Constitution: 16 (+3)
    Intelligence: 8 (-1)
    Wisdom: 10 (0)
    Charisma: 10 (0)

    Passive Perception: 13

    Saving Throws:
    Strength: +6
    Constitution: +6

    Skills:
    Athletics +6
    Animal Handling +3
    Perception +3
    Survival +3


    Initiative: +2
    Speed: 35ft
    Armor Class: 15
    Hit Point Maximum: 60 +15
    Hit Dice: 5d12 + 3


    Racial Traits:
    • Darkvision: Accustomed to life underground, 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.
    • Dwarven Resilience: You have advantage on saving throws against poison, and you have Resistance against poison damage.
    • Dwarven Combat Training: You have proficiency with the Battleaxe, Handaxe, Light Hammer, and Warhammer.
    • Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.
    • Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

    Other Proficiencies and Languages:
    • Proficiencies: Musical instrument (horn)
    • Languages: Common, Dwarvish, Orc
    Feats:
    • Great Weapons Master:
    • You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
      • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
      • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
 
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  • Character Name: Sumoni
    Race: Half-orc
    Class & Level: Fighter 5 (Champion)
    Experience Points: 6500
    Background: Criminal
    Alignment: Chaotic Neutral
    Proficiency Bonus: +3
    Strength: 16 (+3)
    Dexterity: 12 (+1)
    Constitution: 16 (+2)
    Intelligence: 8 (-1)
    Wisdom: 12 (+1)
    Charisma: 14 (+2)
    Passive Perception: 10
    Saving Throws:
    Strength: +5
    Constitution: +5

    Skills:
    Stealth +3
    Insight +3
    Perception +3
    Deception +4
    Intimidation +4
    Initiative: 1
    Speed: 30
    Armor Class: 16
    Hit Point Maximum: 50 + 10
    Hit Dice: 5d10 + Con modifier
    Racial Traits:
    Ability Score Increase - Your Strength score increases by 2, and your Constitution score increases by 1.

    Darkvision - Thanks to your orc blood, 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.

    Menacing - You gain proficiency in the Intimidation skill.

    Relentless Endurance - When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

    Savage Attacks - When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.​

    Class Traits and Abilities:
    Fighting style: Great Weapon Fighting - When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

    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.

    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. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

    Improved Critical - Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

    Ability Score Increase - When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.​

    Background Feature:
    Criminal Contact - You have a reliable and trustworthy contact who acts as your liason to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

    Sumoni's criminal contact is another half-orc by the name of Kodak, whom she met early on during her time as a member of the North Gate Nobblers, and befriended over the years.​

    Other Proficiencies and Languages
    :
    Common, Orcish
    Feats:
 
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  • Character Name: Work In Progress. Need do spells 'n' stuff.
    Race: Human
    Class & Level: Bard (Glamour) 5
    Experience Points: 6500
    Background: Charlatan
    Alignment: NE
    Proficiency Bonus: +3
    Strength: 8
    Dexterity: 18
    Constitution: 8
    Intelligence: 11
    Wisdom: 14
    Charisma: 20
    Passive Perception: 12
    Saving Throws:
    Skills:
    Strength: -1
    Athletics: 0

    Dexterity: +3
    Acrobatics: +4
    Sleight of Hand: +7
    Stealth: +4

    Intelligence: +0
    Arcana: +1
    History: +1
    Investigation: +1
    Nature: +1
    Religion: +1

    Wisdom: +2
    Animal Handling: +3
    Insight: +6
    Medicine: +3
    Perception: +3
    Survival: +3

    Charisma: +5
    Deception: +12
    Intimidation: +6
    Performance: +9
    Persuasion: +12
    Initiative:
    Speed: 30
    Armor Class:
    Hit Point Maximum: 40
    Hit Dice: 5d8
    Racial Traits:
    Made of Tasty Human Meat: Goblins love it!
    Proficiencies:
    Armor: light armor
    Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
    Tools: Keyboards, percussion, and winds
    Feats:
    Bardic Inspiration:

    You can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d8.
    Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
    You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.
    Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
    Mantle of Inspiration:
    When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that enthralls your allies with vigor and speed. As a bonus action, you can expend a use of Bardic Inspiration to grant yourself a wondrous, otherworldly appearance. When you do so, choose a number of allies you can see and who can see you within 60 feet of you, up to a number of them equal to your Charisma modifier (minimum of one). Each target gains 2d6 temporary hit points. When a target gains these temporary hit points, it can also use its reaction to move up to its speed toward you, without provoking opportunity attacks. It must take the shortest, safest path to you. The number of temporary hit points increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 2d10 at 10th level, and 2d12 at 15th level.
    Enthralling Performance:
    Starting at 3rd level, you can charge your performance with seductive fey magic. If you perform for at least 10 minutes, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number of them equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on its save against this effect, the target has no hint that you tried to charm it. Once you use this feature, you can’t use it again until you finish a short or long rest.
    Expertise:
    At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
    At 10th level, you can choose another two skill proficiencies to gain this benefit. (This is why I have a plus 12 in persuasion)
    Jack of All Trades:
    Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
    Song of Rest:
    Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 hit points.
    The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
    False Identity:
    You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona.
    Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.
 
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ValkyrieRose ValkyrieRose , just a quick note regarding your character, I noticed that you used the ability score improvement at 4th level to bump up its dex, but somehow it also possess two feats (one comes from the race). I checked the PH and Ranger revisited in UA, but I couldn't find anything about Rangers gaining bonus feats. I might have missed something, in which case I apologise.


On a different note, due to the recent changes in our party roster, I will stick to my barbarian.
 
ah, it was because im a human variant. instead of a +1 to all feats they gain a bonus feat and a skill and +1 to two skills. . I believe it can be found in the base handbook for more information
 
But you have two feats. One comes from the race trait, I know, but what about the second one? As little as I remember the (unwritten) rules, I could swear the only other common way to get feats is through the ability score advancements (every fourth level), when you can give up both your ability points in exchange for a feat. But you have used both of your ability score advancement points to raise your dex, so I have no clue where did the second feat come from.
 
hmmmmmmmmmmmmm i prolly thought i just got a feat at level 1 regardless and went under theat assumption. ill mess with it when i get home.
 

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