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Dice Rubies of Eventide Character Sheets (D&D 5e)

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Thanny

The Destined Undestined
Quick Viewings:

Sherwood: Post #2
Jaydude: Post#3
Psychie: Post #4
Shadeofshade: #5
D. Rex: Post #9
Felis: Post #10
Grimmmy: Post #11


Here you may post your completed or even transitive character sheets or discuss each others characters as long as it doesn't seem too much like OOC chat. If at all possible, I highly recommend links to D&D Beyond, as it is a website decent at navigating those new and old to D&D through what their characters can do. Other options are PDFs or JPGs or PNGs of your character sheet, or perhaps another method that is not quite known to me.

Character Sheet Info:

Character Creation: I again highly recommend a D&D website to get good content for free. It helps with customisation. Nevertheless, having a character race, racial traits, class, subclass/specialty (this gets unlocked after levels 2 or 3 often), spells, weapons, and tools are great for starters. Personality can develop over time, but if you can flesh out your background that would be great. For those who do not have a Player's Handbook or a liking to a specific D&D website, let me know and I can help you through the process.

Allowable Level: 5 for starters.
Multiclassing EXP Penalty: None.
Based on EXP or In-Game Milestone: In-Game Milestone.
Attributes based on rolls or by point-buy system: roll 4d6, drop the lowest die. (e.g. You roll 5, 3, 6, 1, and drop the 1. 5+3+6 = 14 for that stat.) Attributes can be shuffled for maximum benefit to the player.

Common Items: Any non-magical items can be bought and sold for full price at the start, even animals. Remember weight. Horses cannot climb steep terrain. Food and drink expenses? Do not worry about those except maybe at an inn. Food is cheap. I won't penalise you for not having rations too, though they do make for interesting campfire conversation pieces. For animals, consider them nice, plump, and happy. You feed them even offscreen.

Magical Items: This is where you pick out your magical items. All bullets can be claimed, but there are options below:

  • Starting gold is 1000 gp + your starting gold bonus (depends on your starting chosen class).
  • two uncommon items, weapons, or armour (non-consumable) OR 1 rare item, weapon, or armour
  • 1 uncommon to rare potion.
  • Ban List: No Robes of Useful Items (uncommon).
Below can be found a listing for what is considered uncommon and what is considered rare. Potions are on their own resolution.
  1. COMMON: normal weapons, cantrip scrolls, normal armour, and normal items (tools, utensils, common trap items like ball bearings and caltrops
  2. UNCOMMON: +1 weapons, +1 armour, mithral armour, adamantine armour, L1-3 spell scrolls, and low-grade magical items which serve one purpose are considered uncommon.
  3. RARE: +2 weapons, +2 armour, +1 Ring of Protection, +1 Cloak of Protection, L4-6 spell scrolls, and magical effect weapons like Flame Tongue and Sun Blade and Wand of Lightning Bolt are considered rare.
  4. VERY RARE: +3 weapons, +3 armour, L7 spell scrolls, and extremely multi-use items as well as very powerful weapons besides one-shot weapons are considered very rare.
  5. LEGENDARY: Vorpal swords, Nine Lives Stealers, specialty items of unique design, and L8-9 spell scrolls are considered legendary.
Potions:
  1. COMMON: Potion of healing (50 gp), antitoxin (50 gp), potion of climbing (25 gp)
  2. UNCOMMON: Oil of Slipperiness, Philter of Love, Potion of Acid/Cold/Fire/Force/Lightning/Necrotic/Poison/Psychic/Radiant/Thunder Resistance (choose one), Potion of Animal Friendship, Potion of Growth, Potion of Greater Healing, Potion of Hill Giant Strength, Potion of Poison, and Potion of Water Walking
  3. RARE: Oil of Etherealness, Potion of Clairvoyance, Potion of Diminution, Potion of Frost/Fire/Stone Giant Strength (choose one), Potion of Gaseous Form, Potion of Superior Healing, Potion of Heroism, and Potion of Mind Reading
 
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  • 1624222164192.png Name: Brazamal
    Race: Silver Dragonborn
    Alignment: Lawful Good
    Age: 24
    Deity: Bahumut

    Attributes
    Str: 18 / +4
    Dex: 10
    Con: 18 / +4
    Int: 10
    Wis: 12 / +1 / +4
    Cha: 15 / +2 / +5

    Level: 5
    Character Class: Paladin 5
    Hit Points: 54 / 54
    Hit Dice: 5d10
    Armor Class: 18
    Initiative: +0
    Proficiency Bonus: +3

    Movement Speed: 30ft
    Passive Perception: 11
    Perception Roll: +1

    Spell Slots
    Level 1: 4
    Level 2: 2
    Lay On Hands: 25 pts

    Weapons
    Flametongue Greatsword
    , +7 to hit, 2d6+4 Slashing, +2d6 When Flaming, Heavy, Two-Handed
    --Great Weapon Fighting - Reroll 1's and 2's on the die once
    --Sacred Weapon Bonus - +3 to hit for 1 minute

    Javelin x5, +7 to hit, 1d6+4 Piercing, Range 30ft/120ft

    Longbow, +3 to hit, 1d8 Piercing, Range 150ft/600ft

    Breath Weapon, 15ft Cone of Cold, 2d6 Cold Damage - Con Save 15 for half damage

 
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Name: Jalana Ramondo
Race: Variant Human (Turami, +1 Strength, +1 Constitution, Great Weapon Mastery, Intimidation Proficiency)
Class: Fighter 5
Background: Mercenary Veteran
Proficiency bonus: +3

Age: 28

Description: Like many of the Turami, Jalana is tall (roughly six feet) and muscular, with dark mahogany skin, dark eyes and black hair that she wears in a topknot with shaved sides. Also like many of her people, she owns an ornate suite of armor that she is accustomed to wearing constantly: steel plate with gold trim, consisting of a cuirass, gauntlets, greaves, sabatons and a pointed helmet, worn over a green surcoat.

Running along the left side of her head is an old but large scar, the result of a wound she took on a previous campaign.

-------------------------------------

Alignment: Neutral Good

Personality Trait: I took a nasty blow to the head a while back that results in me getting headaches if I spend to much time and effort thinking about things. As a result, I try and avoid doing that.

Ideals: Standards. I might be in it for the money, but there are some lines I'll never cross, no matter how much gold I'm offered. (Good)

Bonds: I'll respect anyone willing to fight alongside me, not just my fellow Steel Sisters.

Flaws: I treat battle and warfare a bit more casually than certain people might like.

Backstory:
Jalana was born and grew up in Turmish. Like many of her people, she left her homeland as a young woman to seek out adventure. Specifically, she joined up with the Steel Sisters, an all-woman and largely Turami mercenary company, serving in many campaigns over the years, and eventually reaching the rank of sergeant.

At some point, her career took her to the Savage Frontier in northwest Faerûn, and it was around this time that she took a serious blow to the head while trying to protect a comrade. The injury left her prone to headaches, but she otherwise recovered and returned to active duty.

------------------------
HP: 46
Strength: 18 (+4)
Dexterity: 13 (+1)
Constitution: 15 (+2)
Intelligence: 7 (-2)
Wisdom: 14 (+2)
Charisma: 11 (+0)

Stat array
-------------------------------

Attacks and Spellcasting
Greatsword - 2d6+4 slashing, Heavy, Two-handed
Maul - 2d6+4 bludgeoning, Heavy, Two-handed
Light Crossbow - 1d8+1 piercing, Ammunition (range 80/320), Loading, Two-handed

Movement Speed: 30ft
Armor Class: 20 (Plate +2)

----------------------------------------------------------------

Saving throws

Strength: +7
Dexterity: +1
Constitution: +5
Intelligence: -2
Wisdom: +2
Charisma: +0

------------------------------

Skills

Acrobatics (Dex): +1
Animal Handling (Wis): +2
Arcana (Int): -2
Athletics (Str): +7
Deception (Cha):
History (Int): -2
Insight (Wis): +5
Intimidation (Cha): +3

Investigation (Int): -2
Medicine (Wis): +2
Nature (Int): -2
Perception (Wis): +5
Persuasion (Cha): +3

Religion (Int): -2
Sleight of Hand (Dex): +1
Stealth (Dex): +1
Survival (Wis): +2

-------------------------------------------------------

Equipment (Carrying Capacity: 270 lb, +540 from Warhorse)

1325gp
Greatsword (6 lb)
Maul (10 lb)
Light Crossbow (5 lb)
20 bolts (1.5 lb)
Plate +2 (65 lb)
Potion of superior healing


Explorer's Pack
  • Backpack (5 lb)
  • Bedroll (7 lb)
  • Mess kit (1 lb)
  • Tinderbox (1 lb)
  • 10 torches (1 lb each)
  • 10 days of rations (2 lb for each day)
  • Waterskin (5 lb full)
  • 50 feet of hempen rope (10 lb)
Warhorse
Steel Sisters uniform (traveler's clothes in quality)
Insignia of rank
Dice set

----------------------------------------------------------------

Features and Traits

Weapon and Armor Proficiencies: Simple weapons, martial weapons, shields, all armor
Skill Proficiencies: Athletics, Insight, Intimidation, Perception, Persuasion
Tool Proficiencies: Dice set, Vehicles (land)
Languages: Common, Turami

It's hard to make generalizations about humans, but your human character has these trait
  • Variant human.
  • Age. Humans reach adulthood in their late teens and live less than a century.
  • Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.
  • Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on

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 re-roll 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.

Background feature: Mercenary Life
You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and feast halls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see "Practicing a Profession" under "Downtime Activities" in chapter 8 of the Player's Handbook).

Feat: Great Weapon 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 O 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.

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.

Martial Archetype
At 3rd leveI, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. (Battle Master)

Combat Superiority
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
  • Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
  • Superiority Dice. You have four superiority dice, which are d8's. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
  • Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: Maneuver save DC ~ 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
  • Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw, On a failed save, it is frightened of you until the end of your next turn,
  • Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature, ]f you hit, you add the superiority die to the attack's damage roll.
  • Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw, On a failed save, you knock the target prone.

Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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 . As normal, you can't increase an ability score above 20 using this feature. (Constitution for 4th level).

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

-----------------------------------------------------------------------

Spell list:


-----------------------------------------------------------------------------------

Note: Disregard the attribute rolls below. They were made when I had an incomplete understanding of how we were supposed to roll our stats.
 
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  • 6a30341f09269defe189d211c8d8786f.jpg Name: Athaclenna Gollana
    Race: Wood Elf
    Gender: Female
    Age: 131
    Alignment: Chaotic Good
    Deity: Solonor Thelandira, God of the Hunt

    Attributes
    Str: 10
    Dex: 15 / +2
    Con: 18 / +4
    Int: 11
    Wis: 20 / +5 / +8 Save
    Cha: 12 / +1 / +4 Save

    Level: 5
    Character Class: Cleric
    Proficiency Bonus: +3

    Hit Points: 48 / 48
    Hit Dice: 5d8
    Armor Class: 21
    Initiative: +2
    Spell Attack Bonus: +8

    Perception: +8
    Passive Perception: 18
    Walking Speed: 35ft
    Flying Speed: 35ft

    Spell Slots
    First: 4 / 4
    Second: 3 / 3
    Third: 2 / 2
    Channel Divinity: 25 hp

    Attacks
    Longbow +5 to hit, 1d8+2 Piercing
    Martial, Ammunition, Heavy, Ranged, Two Handed, 150ft/600ft

    Longsword +2 to hit, 1d8/1d10 Martial, Versitile

    Sacred Flame +8 to hit, 2d8 damage, Dex Save DC 16, 60ft

 
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All posts that were done after this with rolls by me were condensed into this post and then deleted.

My human's first stat roll:

5+6+5+4=20-4=16
5+6+2+3=16-2=14
5+1+6+6=18-1=17
5+4+6+3=18-3=15
1+5+1+2=9-1=8
3+1+4+2=10-1=9

Oh, I'ma having these stats.

Additional HP for level 2, 3, 4 and 5:
Level 2 7-1=6
Level 3 2-1=1
Level 4 2-0=2
Level 5 8-0=8

Starting wealth:

1000GP (Starting Bonus)+110GP (4d4X10GP [3+4+1+3X10] Rogue Starting wealth)+15GP (Background Wealth)=1125GP+8GP (Selling the Mule from the Background)+15GP (Selling the Cart from the Background)=1148GP

SHOPPING!!!

Final update to my shopping list and placed here as the PDF, for some reason has switched the text to ridiculously small print

1148GP-Letter Of Introduction From the Merchants Guild (Background)-Traveler's Clothes (Background)-Pouch (Background)-Carriage 100GP-Draft Horse X4 200GP-Bag Of Holding X 2 Uncommon Magic Item-Potion Of Superior Healing Rare Potion-Studded Leather 45GP-Rapier 25GP-Hand Crossbow 75GP-Crossbow Bolts X20 1GP-Crossbow Bolt Case 1GP-Diplomat's Pack 39GP-Merchant's Scale 5GP-Lock X3 30GP-Sledge Hammer 2GP-Blankets X4 2GP-50 Ft. Hempen Rope X4 4GP-Pouch X6 3GP-Hooded Lantern X4 20GP-Bottle of Oil X10 1GP-Book (Blank pages) 25GP-Book (Story book) 25GP-Crowbar 2GP-Abacus 2GP-Backpack 2GP-Bedroll 1GP-Barrel X2 4GP-Basket 5SP-Bucket X4 2SP-Chest X2 10GP-Hunting Trap X2 10GP-Bottle of Ink X2 20GP-Mess Kit X5 1GP-Potion Of Healing X3 150GP-Rations X10 5GP-Tinderbox X2 1GP-Waterskin X5 1GP-Whetstone X10 1SP-Dagger X3 6GP-Lute 35GP-Thieves' Tools 25GP-Wheat 20 lb. 2SP-Salt 10 lb. 5SP-Iron 5 lb. 5SP-Copper 10 lb. 5GP-Cotton Cloth 10 sq. yd. 5GP-Cinnamon 10 lb. 20GP-Pepper 10 lb. 20GP, Handaxe X2 10GP-Book (Beginners guide to Carpentry) 25GP-Book (Beginners Guide to Woodwork) 25GP-Carpenter's Tools 8GP-Woodworker's Tools 1GP

The PDF File (still needs backstory):
 

Attachments

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Just want to check something:

Starting gold is 1000 gp + your starting gold bonus (depends on your starting chosen class).
Does that mean that you get the 1000GP+any GP from your background, if any+the starting wealth of whatever your starting class is (EG, if you are a paladin it would be 5d4X10GP)?
 
Just want to check something:


Does that mean that you get the 1000GP+any GP from your background, if any+the starting wealth of whatever your starting class is (EG, if you are a paladin it would be 5d4X10GP)?

Yup! That is correct. Also, if you start off with a noble background I think you also have a bit of additional money to add to the pot.
 


  • 5de6d2a63192c40503fe135749214370.jpg

    Name: Toryk
    Race: Gnoll (Bugbear Template)
    Alignment: Chaotic Neutral
    Background: Pirate
    Age: 20

    Atrributes
    Str: 15 +2
    Dex: 20 +5
    Con: 14 +2
    Int: 11 +0
    Wis: 13 +1
    Cha: 15 +2

    Saves
    Str +2
    *Dex +8
    Con +2
    *Int +3
    Wis +1
    Cha +2

    Level: 5
    Class: Rogue (Swashbuckler)
    Hit Points: 38
    Hit Dice: d8

    Proficiency Bonus: +3
    Initiative: +7
    Speed: 30

    Passive Perception: 14
    Passive Investigation: 10
    Passive Insight: 11


    Armor Class: 17

    Weapons and Armor
    +1 Saber (Rapier Class)
    1d8+6 slashing, finesse

    Dagger (20ft/60ft)
    1d4+5 piercing, finesse, Light, thrown

    Hand Crossbow (30ft/120ft)
    1d6+5 piercing, ammunition, range, loading, light

    Studded Leather
    12AC + full dex modifier

 
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Ivvie Cherr | Owlfolk | Sorcerer (Storm) LV5Chaotic Neutral | Charlatan


  • Current HP: 37 | Max. HP: 37 | Temporary HP: -
    AC: 14 | Speed: 30 ft., flying 30ft. | Darkvision: 90ft. | Size: Small
    Proficiency bonus: +3 | Passive Perception: 13

    Initiative: - | Inspiration: -
    Hit dice: 5d6 | Total hit dice: 5d6

    Death Saves:
    Successes OOO | Failures OOO

    Ability scores:
    Strength Dexterity Constitution Intelligence Wisdom Charisma
    12 18 16 12 16 20
    +1 +4 +3 +1 +3 +5
    (using array 1)


    Saving throws:

    Strength: +1
    Dexterity: +4
    Constitution: +6
    Intelligence: +1
    Wisdom: +3
    Charisma: +8
    Abilities:

    Acrobatics +4
    Animal handling +3
    Arcana +4
    Athletics +1
    Deception +8
    History +1
    Insight +3
    Intimidation +5
    Investigation +1
    Medicine +3
    Nature +1
    Perception +3
    Performance +5
    Persuasion +8
    Religion +1
    Sleight of Hand +7
    Stealth +7
    Survival +3
    Other proficiencies:

    Daggers, darts, slings, quarterstaves, light crossbows
    Disguise kit, forgery kit

    Languages:

    Common, Aarakocra, Primordial

    (proficiencies in italics, expertise in bold italics)

    Attacks:

    Attack Name Attack Bonus Damage/Type
    Dagger +7 1d4+4 pierce
    Sling +7 1d4+4 pierce
    Dagger: Finesse, Light, Thrown (20/60)
    Ammunition, Range (30/120)

 
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