Premade Characters
Making a character that fits into a new setting is difficult. Below are some premade characters that you can either copy whole cloth or use as a starting point for your character. All characters are level 5 and have starting equipment and spells selected, but still need the following selections to be made for them:
saving throws
skills
Skills
Attacks
Features & Traits
Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 510, Platinum: 0 Money
Bless
Cure Wounds
Sanctuary
Sleep
Wrathful Smite
Calm Emotions
Gentle Repose
Hold Person
Warding Bond
Zone of Truth
Spellcasting
Languages & Proficiencies
Personality Traits
Ideals
Bonds
Flaws
™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.
saving throws
skills
Skills
Attacks
Features & Traits
Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 515, Platinum: 0 Money
Blade Ward
Thunderclap
Vicious Mockery
Faerie Fire
Expeditious Retreat
Catapult
Heroism
Shield
Enhance Ability
Magic Weapon
Branding Smite
Warding Bond
Spellcasting
Languages & Proficiencies
Personality Traits
Ideals
Bonds
Flaws
™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.
saving throws
skills
Skills
Attacks
Features & Traits
Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 510, Platinum: 0 Money
Mage Hand
Hunter's Mark
Speak with Animals
Faerie Fire
Animal Messenger
Protection from Poison
Web
Spellcasting
Land Vehicles, Cook's Utensils, Brewer's Supplies, Herbalism Kit
Common, East Itharan, West Itharan
Simple Weapons, Martial Weapons
Light Armor, Medium Armor, Shields
Languages & Proficiencies
Personality Traits
Ideals
Bonds
Flaws
™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.
saving throws
skills
Skills
Attacks
Features & Traits
Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 510, Platinum: 0 Money
Land Vehicles, Water Vehicles
Common, Ogygian, Primordial
Light Armor, Medium Armor, Shields
Simple Weapons, Martial Weapons
Languages & Proficiencies
Personality Traits
Ideals
Bonds
Flaws
™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.
- One +1 piece of unattuned armor (your choice if it's shield or body armor)
- One +1 unattuned weapon
- Two common magic items of your choice
- One uncommon magic item of your choice
- One rare magic item of your choice, must be attuned
Hisame, Oath of Redemption Paladin
A namahage who lived on Mount Genbu for many years with his small tribe and their nomadic yak herd. During one of the yearly namahage rituals of chastising the humans of Genbu, he encountered a group of East Itharan traders and learned more about the lands beyond Azuma. In particuar, he learned of the struggles and conflict faced across the seas, and this knowledge inspired him to form an oath to defend the weak and redeem the wicked in the world beyond his home.
Character Sheet
Hisame
5 Level (6,500/14000 XP for level-up) Outlander Background Namahage Race / Species / Heritage Lawful Good Alignment
Oath of Redemption Paladin
Level 5
Hit Dice: 5/5
1d10+2 Class 1
Level 5
Hit Dice: 5/5
1d10+2 Class 1
STR
15
15
+2
DEX
10
10
+0
CON
14
14
+2
INT
12
12
+1
WIS
14
14
+2
CHA
18
18
+4
44
Hit Points
Hit Points
+0
Initiative (DEX)
Initiative (DEX)
16
Armor Class (AC)
Armor Class (AC)
+3
Prof. Bonus
Prof. Bonus
30
Speed (walk/run/fly)
Speed (walk/run/fly)
25 / 25
Lay on Hands
Lay on Hands
5 / 5
Divine Sense
Divine Sense
Spellcasting ...
+7
Attack mod
CHA
Ability
+4
Abi Mod
15
Save DC
+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+2 | Strength | |
+0 | Dexterity | |
+2 | Constitution | |
+1 | Intelligence | |
+5 | Wisdom | |
+7 | Charisma |
+0 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+5 | Athletics | STR | |
+4 | Deception | CHA | |
+1 | History | INT | |
+5 | Insight | WIS | |
+7 | Intimidation | CHA | |
+1 | Investigation | INT |
+5 | Medicine | WIS | |
+1 | Nature | INT | |
+2 | Perception | WIS | |
+4 | Performance | CHA | |
+7 | Persuasion | CHA | |
+1 | Religion | INT | |
+0 | Sleight of Hand | DEX | |
+0 | Stealth | DEX | |
+5 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type |
---|
Spell Book
Yokai. (Racial: Namahage Ancestry)
Your creature type is Fey.
Icy Veins. (Racial: Namahage Ancestry)
Namahage are born of the mountain chill. You are immune to cold damage.
Blindsight. (Racial: Namahage Ancestry)
To endure blinding blizzards and dark winter nights, namahage are capable of sensing soft motions in the earth and can echolocate over short distances. You have blindsight to a range of 20 feet.
Drift Walker. (Racial: Namahage Culture)
A life traversing icy and snowy terrain has taught you how to navigate such difficulties. Deep snow and slippery ice are not difficult terrain for you.
Chastisement. (Racial: Namahage Culture)
Namahage communities practice how to tell when someone is lying or hiding the truth, and the best methods to scare them straight. You have proficiency with Insight and Intimidation.
Mask Maker. (Racial: Namahage Culture)
In namahage communities, every member wears a mask they carve by hand from wood and straw. You have proficiency with woodcarver’s tools and painter’s tools.
Wanderer. (Background: Outlander)
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Lay on Hands. (Class: Paladin)
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 × 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.
Divine Sense. (Class: Paladin)
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.
Divine Smite. (Class: Paladin)
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
Divine Health. (Class: Paladin)
By 3rd level, the divine magic flowing through you makes you immune to disease.
Harness Divine Power. (Class: Paladin)
You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.
Martial Versatility. (Class: Paladin)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.
Extra Attack. (Class: Paladin)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fighting Style: Great Weapon Fighting. (Class: Paladin)
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.
Tenets of Redemption. (Subclass: Oath of Redemption)
Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.
Innocence. All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.
Patience. Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish.
Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.
Channel Divinity: Emissary of Peace. (Subclass: Oath of Redemption)
You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.
Channel Divinity: Rebuke the Violent. (Subclass: Oath of Redemption)
You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
Your creature type is Fey.
Icy Veins. (Racial: Namahage Ancestry)
Namahage are born of the mountain chill. You are immune to cold damage.
Blindsight. (Racial: Namahage Ancestry)
To endure blinding blizzards and dark winter nights, namahage are capable of sensing soft motions in the earth and can echolocate over short distances. You have blindsight to a range of 20 feet.
Drift Walker. (Racial: Namahage Culture)
A life traversing icy and snowy terrain has taught you how to navigate such difficulties. Deep snow and slippery ice are not difficult terrain for you.
Chastisement. (Racial: Namahage Culture)
Namahage communities practice how to tell when someone is lying or hiding the truth, and the best methods to scare them straight. You have proficiency with Insight and Intimidation.
Mask Maker. (Racial: Namahage Culture)
In namahage communities, every member wears a mask they carve by hand from wood and straw. You have proficiency with woodcarver’s tools and painter’s tools.
Wanderer. (Background: Outlander)
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Lay on Hands. (Class: Paladin)
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 × 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.
Divine Sense. (Class: Paladin)
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.
Divine Smite. (Class: Paladin)
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
Divine Health. (Class: Paladin)
By 3rd level, the divine magic flowing through you makes you immune to disease.
Harness Divine Power. (Class: Paladin)
You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.
Martial Versatility. (Class: Paladin)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.
Extra Attack. (Class: Paladin)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fighting Style: Great Weapon Fighting. (Class: Paladin)
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.
Tenets of Redemption. (Subclass: Oath of Redemption)
Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.
Innocence. All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.
Patience. Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish.
Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.
Channel Divinity: Emissary of Peace. (Subclass: Oath of Redemption)
You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.
Channel Divinity: Rebuke the Violent. (Subclass: Oath of Redemption)
You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
Features & Traits
Holy Symbol
Trophy from an animal you killed
Traveler's clothes
Belt Pouch
Staff
Hunting Trap
Explorer's Pack
Chain Mail
Odachi
Chigiriki
Javelin (5)
Potion of Healing (5)
Trophy from an animal you killed
Traveler's clothes
Belt Pouch
Staff
Hunting Trap
Explorer's Pack
Chain Mail
Odachi
Chigiriki
Javelin (5)
Potion of Healing (5)
Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 510, Platinum: 0 Money
Level 1 Spells (total 4 slots )
Bless
Cure Wounds
Sanctuary
Sleep
Wrathful Smite
Level 2 Spells (total 2 slots )
Calm Emotions
Gentle Repose
Hold Person
Warding Bond
Zone of Truth
Tools
Woodcarver's Tools, Painter's Supplies, Lute
Languages
Common, Azumese, Primordial
Armor
All Armor, Shields
Weapons
Simple Weapons, Martial Weapons
Woodcarver's Tools, Painter's Supplies, Lute
Languages
Common, Azumese, Primordial
Armor
All Armor, Shields
Weapons
Simple Weapons, Martial Weapons
Languages & Proficiencies
I watch over my friends as if they were a litter of newborn pups.
I’m driven by a wanderlust that led me away from home.
I’m driven by a wanderlust that led me away from home.
Personality Traits
Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good)
Ideals
My family, clan, or tribe is the most important thing in my life, even when they are far from me.
Bonds
I am too enamored of ale, wine, and other intoxicants.
Flaws
™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.
Jiro Kazama, Battle Smith Artificer
A human artificer from Azuma who works under Lord Imagawa of Suzaku. Rather than relying on technology, Jiro uses his excellent craftsmanship to draw out the spirit of items, enhancing them with magical effects and qualities. His "steel defender" is a kura yaro, a fiesty tsukumogami created when a samurai and his horse fell in battle, and the saddle sat abandoned for 100 years before coming to life. The kuro yaro carries on the samurai's lust for battle, and Jiro still has a hard time keeping it leashed.
Character Sheet
Jiro Kazama
5 Level (6,500/14000 XP for level-up) Guild Artisan Background Human Ancestry, Azumese Culture Race / Species / Heritage Lawful Good Alignment
Battle Smith Artificer
Level 5
Hit Dice: 5/5
1d8+2 Class 1
Level 5
Hit Dice: 5/5
1d8+2 Class 1
STR
13
13
+1
DEX
14
14
+2
CON
14
14
+2
INT
16
16
+3
WIS
13
13
+1
CHA
14
14
+2
38
Hit Points
Hit Points
+2
Initiative (DEX)
Initiative (DEX)
14
Armor Class (AC)
Armor Class (AC)
+3
Prof. Bonus
Prof. Bonus
30
Speed (walk/run/fly)
Speed (walk/run/fly)
2 / 2
Infusions
Infusions
Spellcasting ...
+6
Attack mod
INT
Ability
+3
Abi Mod
14
Save DC
+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+1 | Strength | |
+2 | Dexterity | |
+5 | Constitution | |
+6 | Intelligence | |
+1 | Wisdom | |
+2 | Charisma |
+2 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+6 | Arcana | INT | |
+1 | Athletics | STR | |
+2 | Deception | CHA | |
+6 | History | INT | |
+4 | Insight | WIS | |
+2 | Intimidation | CHA | |
+3 | Investigation | INT |
+1 | Medicine | WIS | |
+3 | Nature | INT | |
+1 | Perception | WIS | |
+2 | Performance | CHA | |
+5 | Persuasion | CHA | |
+3 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+4 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type |
---|
Spell Book
Curiosity (Racial: Human Ancestry)
Your natural curiosity leads you to dabble in a variety of activities. You gain proficiency in a skill of your choice, as well as with an artisan tool of your choice.
Craftwork (Racial: Azumese Culture)
You gain proficiency with your choice of artisan tools, usually studying under one of the guildmasters of the community and working to sell the guild’s wares.
Survival Training (Racial: Azumese Culture)
While the Azumese rely on the protection of the kitsune, everyone living in their communities is expected to contribute to the community’s survival. You have proficiency in the Survival skill as well as with the shortbow, shortsword, and naginata (glaive).
Guild Membership (Background: Guild Artisan)
As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.
Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.
You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
Magical Tinkering (Class: Artificer)
At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
• The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
• Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
• The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
• A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
Infuse Item (Class: Artificer)
At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.
Infusions Known
When you gain this feature, pick four artificer infusions to learn, choosing from the “Artificer Infusions” section at the end of the class’s description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
Infusing an Item
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in chapter 7 of the Dungeon Master’s Guide).
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.
Infusions Known
The Right Tool for the Job (Class: Artificer)
At 3rd level, you learn how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan’s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
Tool Proficiency (Class: Battle Smith)
When you adopt this specialization at 3rd level, you gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Battle Ready (Class: Battle Smith)
When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:
You gain proficiency with martial weapons.
When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Steel Defender (Class: Battle Smith)
By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Steel Defender stat blocks, which use your proficiency bonus (PB) in several places. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics.
In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.
If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new steel defender if you have your smith’s tools with you. If you already have a steel defender from this feature, the first one immediately perishes. The defender also perishes if you die.
Extra Attack (Class: Battle Smith)
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Your natural curiosity leads you to dabble in a variety of activities. You gain proficiency in a skill of your choice, as well as with an artisan tool of your choice.
Craftwork (Racial: Azumese Culture)
You gain proficiency with your choice of artisan tools, usually studying under one of the guildmasters of the community and working to sell the guild’s wares.
Survival Training (Racial: Azumese Culture)
While the Azumese rely on the protection of the kitsune, everyone living in their communities is expected to contribute to the community’s survival. You have proficiency in the Survival skill as well as with the shortbow, shortsword, and naginata (glaive).
Guild Membership (Background: Guild Artisan)
As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.
Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.
You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
Magical Tinkering (Class: Artificer)
At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
• The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
• Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
• The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
• A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
Infuse Item (Class: Artificer)
At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.
Infusions Known
When you gain this feature, pick four artificer infusions to learn, choosing from the “Artificer Infusions” section at the end of the class’s description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
Infusing an Item
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in chapter 7 of the Dungeon Master’s Guide).
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.
Infusions Known
Enhanced Weapon
Item: A simple or martial weapon
This magic weapon grants a +1 bonus to attack and damage rolls made with it.
The bonus increases to +2 when you reach 10th level in this class.
Repeating Shot
Item: A simple or martial weapon with the ammunition property (requires attunement)
This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a ranged attack, and it ignores the loading property if it has it.
If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
Replicate Magic Item (Alchemy Jug)
Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. A table’s title tells you the level you must be in the class to choose an item from the table.
In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making.
If you have Xanathar’s Guide to Everything, you can choose from among the common magic items in that book when you pick a magic item you can replicate with this infusion.
Enhanced Defense
Item: A suit of armor or a shield
A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.
The bonus increases to +2 when you reach 10th level in this class.
Item: A simple or martial weapon
This magic weapon grants a +1 bonus to attack and damage rolls made with it.
The bonus increases to +2 when you reach 10th level in this class.
Repeating Shot
Item: A simple or martial weapon with the ammunition property (requires attunement)
This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a ranged attack, and it ignores the loading property if it has it.
If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
Replicate Magic Item (Alchemy Jug)
Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. A table’s title tells you the level you must be in the class to choose an item from the table.
In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making.
If you have Xanathar’s Guide to Everything, you can choose from among the common magic items in that book when you pick a magic item you can replicate with this infusion.
Enhanced Defense
Item: A suit of armor or a shield
A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.
The bonus increases to +2 when you reach 10th level in this class.
The Right Tool for the Job (Class: Artificer)
At 3rd level, you learn how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan’s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
Tool Proficiency (Class: Battle Smith)
When you adopt this specialization at 3rd level, you gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Battle Ready (Class: Battle Smith)
When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:
You gain proficiency with martial weapons.
When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Steel Defender (Class: Battle Smith)
By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Steel Defender stat blocks, which use your proficiency bonus (PB) in several places. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics.
In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.
If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new steel defender if you have your smith’s tools with you. If you already have a steel defender from this feature, the first one immediately perishes. The defender also perishes if you die.
Extra Attack (Class: Battle Smith)
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Features & Traits
Letter of Introduction from Your Guild
Belt Pouch
Traveler's clothes
Dungeoneer's Pack
Leatherworker's Tools
Woodcarver's Tools
Thieves' Tools
Studded Leather Armor
Light Crossbow
Crossbow Bolts (20)
Kusarigama
Naginata
Arquebus
Bullets (20)
Potion of Healing (5)
Belt Pouch
Traveler's clothes
Dungeoneer's Pack
Leatherworker's Tools
Woodcarver's Tools
Thieves' Tools
Studded Leather Armor
Light Crossbow
Crossbow Bolts (20)
Kusarigama
Naginata
Arquebus
Bullets (20)
Potion of Healing (5)
Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 515, Platinum: 0 Money
Cantrips (total 2)
Blade Ward
Thunderclap
Vicious Mockery
Level 1 Spells (total 4 slots )
Faerie Fire
Expeditious Retreat
Catapult
Heroism
Shield
Level 2 Spells (total 2 slots )
Enhance Ability
Magic Weapon
Branding Smite
Warding Bond
Tools
Thieves' Tools, Tinker's Tools, Painter's Supplies, Woodcarver's Tools, Leatherworker's Tools, Smith's Tools
Languages
Common, Azumese, East Itharan, West Itharan
Armor
Light Armor, Medium Armor, Shields
Weapons
Simple Weapons, Martial Weapons
Thieves' Tools, Tinker's Tools, Painter's Supplies, Woodcarver's Tools, Leatherworker's Tools, Smith's Tools
Languages
Common, Azumese, East Itharan, West Itharan
Armor
Light Armor, Medium Armor, Shields
Weapons
Simple Weapons, Martial Weapons
Languages & Proficiencies
I believe that anything worth doing is worth doing right. I can’t help it—I’m a perfectionist.
I like to talk at length about my profession.
I like to talk at length about my profession.
Personality Traits
Aspiration. I work hard to be the best there is at my craft.
Ideals
I pursue wealth to secure someone’s love.
Bonds
No one must ever learn that I once stole money from guild coffers.
Flaws
™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.
Laleh Zadeh, Swarmkeeper Ranger
A harpy of Ithara, taken from the wilderness and raised on a kuzazu orchard. She trained as a chef in the connected cafe and formed an incredible bondage with the bees raised by her kuzazu family; with their help, she was able to save the orchard from a rampaging ngoubou, making her a local hero. She's developed a soft spot for various alcohols brewed at the orchard, and her avian heritage, like with most harpies, makes cooking spicy food other people can tolerate a challenge.
Character Sheet
Laleh Zadeh
5 Level (6,500/14000 XP for level-up) Folk Hero Background Harpy Ancestry, Kuzazu Culture Race / Species / Heritage Lawful Neutral Alignment
Swarmkeeper Ranger
Level 5
Hit Dice: 5/5
1d10+0 Class 1
Level 5
Hit Dice: 5/5
1d10+0 Class 1
STR
10
10
+0
DEX
18
18
+4
CON
10
10
+0
INT
14
14
+2
WIS
14
14
+2
CHA
7
7
-2
34
Hit Points
Hit Points
+4
Initiative (DEX)
Initiative (DEX)
15
Armor Class (AC)
Armor Class (AC)
+3
Prof. Bonus
Prof. Bonus
30
Speed (walk/run/fly)
Speed (walk/run/fly)
Spellcasting ...
+5
Attack mod
WIS
Ability
+2
Abi Mod
13
Save DC
+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+3 | Strength | |
+7 | Dexterity | |
+0 | Constitution | |
+2 | Intelligence | |
+2 | Wisdom | |
-2 | Charisma |
+4 | Acrobatics | DEX | |
+5 | Animal Handling | WIS | |
+2 | Arcana | INT | |
+0 | Athletics | STR | |
-2 | Deception | CHA | |
+2 | History | INT | |
+5 | Insight | WIS | |
-2 | Intimidation | CHA | |
+2 | Investigation | INT |
+2 | Medicine | WIS | |
+5 | Nature | INT | |
+5 | Perception | WIS | |
-2 | Performance | CHA | |
-2 | Persuasion | CHA | |
+2 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+4 | Stealth | DEX | |
+5 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type |
---|
Spell Book
Pseudo-Wings. (Racial: Harpy Ancestry)
Your avian ancestry provides you with feathered half-wings that grow along your arms. You have a flying speed equal to your current walking speed, though only for short distances. You fall if you end your turn in the air with nothing holding you aloft. When you reach 5th level, you may remain aloft by continuing to glide at your flying speed, descending at the same speed.
Keen Sight. (Racial: Harpy Ancestry)
Some harpies have extremely keen vision, either to spot prey from afar or to find shiny objects. You have advantage on Wisdom (Perception) checks that rely on sight.
Honey and Wine. (Racial: Kuzazu Culture)
You have proficiency with brewer’s supplies and the herbalism kit.
Unconventional Farmhand. (Racial: Kuzazu Culture)
You are familiar with the subtle, yet distinct social tells of insects and how to soothe and handle them as skillfully as a shepherd with sheep. You have proficiency with Animal Handling and Insight checks when interacting with insects, arachnids, or other arthropods of any size.
Rustic Hospitality. (Background: Folk Hero)
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Favored Enemy: Beasts. (Class: Ranger)
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Natural Explorer: Desert. (Class: Ranger)
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. 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:
You choose additional favored terrain types at 6th and 10th level.
Fighting Style: Two-Weapon Fighting. (Class: Ranger)
At 2nd level, you adopt a particular style of fighting as your specialty. You can’t take a Fighting Style option more than once, even if you later get to choose again.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Primeval Awareness. (Class: Ranger)
Beginning at 3rd level, you can use your action and expend one ranger 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 (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.
Extra Attack. (Class: Ranger)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Gathered Swarm: Honeybees. (Class: Swarmkeeper)
At 3rd level, a swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.
Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:
Swarmkeeper Magic. (Class: Swarmkeeper)
Also at 3rd level, you learn the Mage Hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.
You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Your avian ancestry provides you with feathered half-wings that grow along your arms. You have a flying speed equal to your current walking speed, though only for short distances. You fall if you end your turn in the air with nothing holding you aloft. When you reach 5th level, you may remain aloft by continuing to glide at your flying speed, descending at the same speed.
Keen Sight. (Racial: Harpy Ancestry)
Some harpies have extremely keen vision, either to spot prey from afar or to find shiny objects. You have advantage on Wisdom (Perception) checks that rely on sight.
Honey and Wine. (Racial: Kuzazu Culture)
You have proficiency with brewer’s supplies and the herbalism kit.
Unconventional Farmhand. (Racial: Kuzazu Culture)
You are familiar with the subtle, yet distinct social tells of insects and how to soothe and handle them as skillfully as a shepherd with sheep. You have proficiency with Animal Handling and Insight checks when interacting with insects, arachnids, or other arthropods of any size.
Rustic Hospitality. (Background: Folk Hero)
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Favored Enemy: Beasts. (Class: Ranger)
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Natural Explorer: Desert. (Class: Ranger)
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. 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.
You choose additional favored terrain types at 6th and 10th level.
Fighting Style: Two-Weapon Fighting. (Class: Ranger)
At 2nd level, you adopt a particular style of fighting as your specialty. You can’t take a Fighting Style option more than once, even if you later get to choose again.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Primeval Awareness. (Class: Ranger)
Beginning at 3rd level, you can use your action and expend one ranger 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 (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.
Extra Attack. (Class: Ranger)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Gathered Swarm: Honeybees. (Class: Swarmkeeper)
At 3rd level, a swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.
Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:
- The attack's target takes 1d6 piercing damage from the swarm.
- The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
- You are moved by the swarm 5 feet horizontally in a direction of your choice.
Swarmkeeper Magic. (Class: Swarmkeeper)
Also at 3rd level, you learn the Mage Hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.
You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Features & Traits
Belt Pouch
Cook's Utensils
Leather Armor
Short Sword
Javelin
Longbow
Arrows (20)
Iron pot
Common clothes
Explorer's pack
Cook's Utensils
Leather Armor
Short Sword
Javelin
Longbow
Arrows (20)
Iron pot
Common clothes
Explorer's pack
Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 510, Platinum: 0 Money
Cantrips
Mage Hand
Level 1 Spells (total 4 slots )
Hunter's Mark
Speak with Animals
Faerie Fire
Level 2 Spells (total 2 slots )
Animal Messenger
Protection from Poison
Web
Tools
Land Vehicles, Cook's Utensils, Brewer's Supplies, Herbalism Kit
Languages
Common, East Itharan, West Itharan
Weapons
Simple Weapons, Martial Weapons
Armor
Light Armor, Medium Armor, Shields
Languages & Proficiencies
I’m confident in my own abilities and do what I can to instill confidence in others.
I judge people by their actions, not their words.
I judge people by their actions, not their words.
Personality Traits
Sincerity. There’s no good in pretending to be something I’m not. (Neutral)
Ideals
I worked the land, I love the land, and I will protect the land.
Bonds
I have a weakness for the vices of the city, especially hard drink.
Flaws
™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.
Trygonina, Storm Herald Barbarian
A siren, formerly a member of an Ogygian naval army. Her companions were wary of allowing a siren among their rank, but she proved herself to be a reliable and devoted soldier. She was a famed warrior on the seas, using both her furious strength and magical song to bring terror to her enemies among the storms and crashing waves.
Character Sheet
Trygonina
5 Level (6,500/14000 XP for level-up) Marine Background Siren Race / Species / Heritage Chaotic Good Alignment
Storm Herald Barbarian
Level 5
Hit Dice: 5/5
1d12+0 Class 1
Level 5
Hit Dice: 5/5
1d12+0 Class 1
STR
16
16
+3
DEX
14
14
+2
CON
11
11
+0
INT
9
9
-1
WIS
10
10
+0
CHA
14
14
+2
40
Hit Points
Hit Points
+2
Initiative (DEX)
Initiative (DEX)
12
Armor Class (AC)
Armor Class (AC)
+3
Prof. Bonus
Prof. Bonus
25, swim 40
Speed (walk/run/fly)
Speed (walk/run/fly)
3 / 3
Rage
Rage
+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+6 | Strength | |
+2 | Dexterity | |
+3 | Constitution | |
-1 | Intelligence | |
+0 | Wisdom | |
+2 | Charisma |
+2 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
-1 | Arcana | INT | |
+6 | Athletics | STR | |
+2 | Deception | CHA | |
-1 | History | INT | |
+0 | Insight | WIS | |
+5 | Intimidation | CHA | |
-1 | Investigation | INT |
+0 | Medicine | WIS | |
+2 | Nature | INT | |
+0 | Perception | WIS | |
+2 | Performance | CHA | |
+2 | Persuasion | CHA | |
-1 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+3 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type |
---|
Aquatic. (Race: Siren Ancestry)
You can breathe air and water and have a swim speed of 40 feet. Despite your ability to survive on land, you need to be submerged in water for at least one hour every three days. If you do not, you suffer the poisoned condition until you do.
Darkvision. (Race: Siren Ancestry)
Due to centuries of life in the deeps, sirens can see well in darkness. 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.
Bioluminescence. (Race: Siren Ancestry)
Your skin has haunting patterns of lights, often used as lures in the deep. You emit bright light for 5 feet and dim light for an additional 20 feet. You can choose to dim or completely hide your lights, and you can choose the pattern they appear in.
Octopodal. (Race: Siren Ancestry)
You can use your four octopus arms to grab onto objects and foes. When you use your action to attempt to grapple a foe, you do so with advantage. As a bonus action, you can use your tentacles to take the Use an Item action.
Camouflage. (Race: Siren Ancestry)
You can use your action to change the patterns and colors of your body and eyes, or retract or extend your back tentacles, granting you advantage on Dexterity (Stealth) checks. You revert to your true form if you die.
Siren Song. (Race: Siren Culture)
Siren songs strike deep into the souls of those who hear them, moving hearts and minds with their powerful voices. Whenever you make a Charisma (Performance) check to sing, you are considered proficient in the Performance skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Magic of the Tides. (Race: Siren Ancestry)
Sirens have trained their voices over centuries to become sources of magic, allowing them to manipulate hearts and minds as well as the tides and wind. You know the shape water cantrip, which is verbal instead of somatic for you. When you reach 3rd level, you can cast the charm person spell once with this trait. When you reach 5th level, you can cast the gust of wind spell once with this trait. You regain the ability to cast these spells with this trait when you finish a long rest. Charisma is your spellcasting ability for these spells.
Hardship Endured (Background: Marine)
Hardship in your past has forged you into an unstoppable living weapon. This hardship is essential to you and is at the heart of a personal philosophy or ethos that often guides your actions.
For days, you hid in the bilge of an enemy ship, surviving on brackish water and foolhardy rats. At the right moment, you crept up to the deck and took over the ship on your own.
Steady. (Background: Marine)
You can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march (see "Travel Pace" in chapter 8 of the Player's Handbook). Additionally, you can automatically find a safe route to land a boat on shore, provided such a route exists.
Rage. (Class: Barbarian)
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
-You have advantage on Strength checks and Strength saving throws.
-When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
-You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
Unarmored Defense. (Class: Barbarian)
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Reckless Attack. (Class: Barbarian)
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Danger Sense. (Class: Barbarian)
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Extra Attack. (Class: Barbarian)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Storm Aura: Sea Aura. (Class: Path of the Storm Herald)
Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.
Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.
If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
You can breathe air and water and have a swim speed of 40 feet. Despite your ability to survive on land, you need to be submerged in water for at least one hour every three days. If you do not, you suffer the poisoned condition until you do.
Darkvision. (Race: Siren Ancestry)
Due to centuries of life in the deeps, sirens can see well in darkness. 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.
Bioluminescence. (Race: Siren Ancestry)
Your skin has haunting patterns of lights, often used as lures in the deep. You emit bright light for 5 feet and dim light for an additional 20 feet. You can choose to dim or completely hide your lights, and you can choose the pattern they appear in.
Octopodal. (Race: Siren Ancestry)
You can use your four octopus arms to grab onto objects and foes. When you use your action to attempt to grapple a foe, you do so with advantage. As a bonus action, you can use your tentacles to take the Use an Item action.
Camouflage. (Race: Siren Ancestry)
You can use your action to change the patterns and colors of your body and eyes, or retract or extend your back tentacles, granting you advantage on Dexterity (Stealth) checks. You revert to your true form if you die.
Siren Song. (Race: Siren Culture)
Siren songs strike deep into the souls of those who hear them, moving hearts and minds with their powerful voices. Whenever you make a Charisma (Performance) check to sing, you are considered proficient in the Performance skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Magic of the Tides. (Race: Siren Ancestry)
Sirens have trained their voices over centuries to become sources of magic, allowing them to manipulate hearts and minds as well as the tides and wind. You know the shape water cantrip, which is verbal instead of somatic for you. When you reach 3rd level, you can cast the charm person spell once with this trait. When you reach 5th level, you can cast the gust of wind spell once with this trait. You regain the ability to cast these spells with this trait when you finish a long rest. Charisma is your spellcasting ability for these spells.
Hardship Endured (Background: Marine)
Hardship in your past has forged you into an unstoppable living weapon. This hardship is essential to you and is at the heart of a personal philosophy or ethos that often guides your actions.
For days, you hid in the bilge of an enemy ship, surviving on brackish water and foolhardy rats. At the right moment, you crept up to the deck and took over the ship on your own.
Steady. (Background: Marine)
You can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march (see "Travel Pace" in chapter 8 of the Player's Handbook). Additionally, you can automatically find a safe route to land a boat on shore, provided such a route exists.
Rage. (Class: Barbarian)
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
-You have advantage on Strength checks and Strength saving throws.
-When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
-You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
Unarmored Defense. (Class: Barbarian)
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Reckless Attack. (Class: Barbarian)
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Danger Sense. (Class: Barbarian)
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Extra Attack. (Class: Barbarian)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Storm Aura: Sea Aura. (Class: Path of the Storm Herald)
Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.
Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.
If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
Features & Traits
A dagger that belonged to a fallen comrade
A folded rag emblazoned with the symbol of your ship or company
Traveler's clothes
Explorer's Pack
Trident
Javelin (4)
Handaxe (2)
Potion of Healing (4)
A folded rag emblazoned with the symbol of your ship or company
Traveler's clothes
Explorer's Pack
Trident
Javelin (4)
Handaxe (2)
Potion of Healing (4)
Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 510, Platinum: 0 Money
Tools
Land Vehicles, Water Vehicles
Languages
Common, Ogygian, Primordial
Armor
Light Armor, Medium Armor, Shields
Weapons
Simple Weapons, Martial Weapons
Languages & Proficiencies
I enjoy being out in nature; poor weather never sours my mood.
I prefer to solve problems without violence, but I finish fights decisively.
I prefer to solve problems without violence, but I finish fights decisively.
Personality Traits
Embracing. Life is messy. Throwing yourself into the worst of it is necessary to get the job done. (Chaotic)
Ideals
Fear leads to tyranny, and both must be eradicated.
Bonds
I sometimes stay up all night listening to the ghosts of my fallen enemies.
Flaws
™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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