Examples | Dungeons and Dragons 5e in Sheet Creation Discussion Boards | World Anvil
Sat, Oct 9th 2021 06:31   Edited on Fri, Apr 21st 2023 07:37

Examples

Sat, Oct 9th 2021 06:37   Edited on Tue, Jan 11th 2022 04:11

Here you can see how the sheets look when embedded into articles. Some features may not be visible for embedded blocks.  
Character

Pippin, Cleric from Khinamay (5e)

3 Level (0/2700 XP for level-up) Acolyte Background Rock Gnome Race / Species / Heritage Chaotic Good Alignment
Cleric
Level 3
Hit Dice: 3/3
1d8+2 Class 1

STR
14
+2
DEX
10
+0
CON
14
+2
INT
10
+0
WIS
16
+3
CHA
12
+1
24
Hit Points
+0
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+5 Attack mod
WIS Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+0 Dexterity
+2 Constitution
+0 Intelligence
+5 Wisdom
+3 Charisma
saving throws
+0 Acrobatics DEX
+3 Animal Handling WIS
+0 Arcana INT
+2 Athletics STR
+1 Deception CHA
+2 History INT
+5 Insight WIS
+1 Intimidation CHA
+0 Investigation INT
skills
+5 Medicine WIS
+0 Nature INT
+3 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+2 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +4 STR 1d4+2 Piercing
 Finesse, Light, Thrown
Mace +2 DEX 1d6 Bludgeoning
Attacks

Spell Book

Shield, Chain Mail, Dagger, Mace, Backpack, Clothes Common, Reliquary, Alms Box, Holy Symbol, Blanket, Candle, Rations (1 day), Tinderbox, Waterskin, Block of Incense, Censer, Vestments

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Common, Gnomish, Celestial, Draconic

Languages & Proficiencies
Tradition. The ancient traditions of worship and sacrifice must be restored to where they were years ago.

Ideals
I will do anything to get my temple back to its former glory and trust. I would die to recover an ancient relic of my faith that was lost long ago and that might help to restore the temple.


Bonds
My piety has lead me to blindly trust those that profess faith in my god, only to find out it was all a con for wealth and power. Therefor I am suspicious of strangers now and expect the worst of them.

Flaws
She wears bright robes with leather applications and pouches for all her stuff, like documents and spell components, with a chainmail shirt on top. She also carries a big mace and a shield. Strapped to her belt is a small stuffed puppet from her childhood. His name is "Mr. Booze." The tips of her shoes are pointy and slightly bent upwards.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
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.
 
Item

Handcannon

Firearm

Common

Ammunition

CHARGED SHOT:
Any shot with a firearm can be declared as a charged shot by consuming 5 ammunition instead of 1. A charged shot uses the secondary damage value

Type Damage Damage Range
Martial Ranged 1d8 / 3d8 Force 20/60ft

Cost: 25 gp
Weight: 8 lb.

 
Race

SRD

Mousari

The Mousari are a small race of mice. The biggest part for the Mousari race lives as the Mousari Tribe in Bridgeport.   Lorem ipsum dolor sit amet, consectetur adipiscing elit. Mauris velit dolor, vestibulum vel luctus et, viverra eu lectus. Donec vulputate mi at massa malesuada posuere. Sed ultricies dictum ipsum. Curabitur commodo nisi in est iaculis finibus. Suspendisse consectetur interdum posuere. Cras consectetur neque nisi, eu condimentum magna venenatis ultrices. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Maecenas elit mi, vulputate sit amet vehicula eget, mollis ac neque. Aenean fermentum vestibulum augue, gravida venenatis massa tincidunt ut. Donec pulvinar commodo viverra. Vivamus interdum id nunc eu pellentesque. Vestibulum a nunc purus. Proin sed posuere risus.
ability score increase: Your Dexterity score increases by 2, your Strength score decreases by 2.
age: 20 to 30 years
Size: Tiny
speed: walk/run/climb: 20ft, swim: 10ft
Languages: Mouse, Common
parent race: Mousari
sub races:
Mousari
Mousari
race features:
Climb Walls
Mousari can climb walls at run speed.   Disorienting Bite
The victim loses its action for the current round. Can only happen once per fight per target.
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Mauris velit dolor, vestibulum vel luctus et, viverra eu lectus. Donec vulputate mi at massa malesuada posuere. Sed ultricies dictum ipsum. Curabitur commodo nisi in est iaculis finibus. Suspendisse consectetur interdum posuere. Cras consectetur neque nisi, eu condimentum magna venenatis ultrices. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Maecenas elit mi, vulputate sit amet vehicula eget, mollis ac neque. Aenean fermentum vestibulum augue, gravida venenatis massa tincidunt ut. Donec pulvinar commodo viverra. Vivamus interdum id nunc eu pellentesque. Vestibulum a nunc purus. Proin sed posuere risus.   Donec lobortis enim in fringilla aliquam. Sed sollicitudin vehicula ipsum in iaculis. Nam a ex orci. Nulla facilisi. Phasellus facilisis, mauris eu lobortis mollis, justo mi luctus eros, et vehicula leo nisl sit amet augue. Fusce molestie urna id arcu sagittis lacinia. Duis at sollicitudin enim. Donec eget sodales felis.
 
Spell

Horrofication

4-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action (ritual: 1 hour)
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: A drop of blood from the user, a bit of ash. (Both are consume by the spell)
Duration: Concentration, 1 hour
You touch a creature (Humanoid or Beast) within reach, they must success a Constitution Saving Throw, they have desadvantage if their current Hit Points are below their maximun Hit Points, and they fail if they are unconscious. If they fail, they are transformed into any kind of aberration, monstrocity or beast that the spellcaster knows. It must have a CR and Size equal to the creature, their Inteligence is reduce to 10 and they gain gain the creature's maximun Hit Points until the spell ends. They are under complete control of the spellcaster. They can repeat the Saving Throw when they take damage. If they can use magic or have magic items, it fusion during the transformation and can be used on coman with the same conditions.   The transformation last until the spell ends, the creature's Hit points are reduced to 0, or until the Spellcaster is reduce to 0. When the spell finish, the creature goes back to their normal form, with the same Hit Points as they had before the transformation. They fall unconscious, but stable.   Additionaly, the spellcaster can use this spell on theirselves, causing them to transform into the same kind of creatures, however, they keep their Inteligence. Alternatively, they may have a parcial transformation, gaining a feat of selectoin from a creature (eg., the bite attack from the Giant Wolf Spider with all its benefits) until the spell finish. It can have only one feat at time.
At higher levels: If use with a Higher Spell level Slot, you may transform them into a creature of Higher CR, being CR + 1 for each Spell Slot, incluying yourself.
Available for: Wizard, Sorcerer, Warlock, Druid.
 
Monster

Sun Scorched Zombie CR: 1/2

Medium undead, any
Armor Class: 8
Hit Points: 22 (3d8 + 9)
Speed: 20 ft

STR

13 +1

DEX

6 -2

CON

16 +3

INT

3 -4

WIS

6 -2

CHA

5 -3

Damage Resistances: Fire
Senses: Darkvision 60 ft., Passive Perception 8
Languages: Any Language it knew in life, but cannot speak it
Challenge Rating: 1/2
by Midjourney

At will: Fiery Gaze (Su): A sunbaked zombie's eye sockets flicker with a small flame that gives light equivalent to that of a candle. As a standard action, a sunbaked zombie can direct its gaze against a single creature within 15 feet of it. A creature targeted must succeed at a Fortitude save or take ld6 points of fire damage.


Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

One of the terrible fates in the Deshret is not making it through its trials. a nameless death buried in the sand is not all bad. Even being picked on by scavengers is only part of the circle of life. A WORSE fate is your body being left to bake under the merciless sun, where the whispers of rituals of incantations and curses still hold power on the wind. it is by this fate you become sun scorched as negative Ka finds refuge. Other than the dry, leathery skin clinging to the creature’s bones, the most striking physical difference between a sunbaked zombie and a normal zombie is the sunbaked zombie’s flame-filled eye sockets. Though it lacks functioning eyes—those having long since shriveled to dust—the sunbaked zombie can see as well as any other zombie, and the flames in its dried sockets can set enemies afir. The sunscorched are considered mindless, though more specifically they have no original motivation. legends speak of magical words whispered on the desert winds giving them direction to some long forgotten purpose. So far the Sun-Scorched slowly shamble towards the rising sun.   Modified from Sunbaked Zombie, Pathfinder Empty Graves p.88

Suggested Environments

Sun-Scorched zombies most often rise near pyramids and other burial sites in hot deserts, where latent necromantic energy lingers from countless arcane rituals and restless spirits.

 
Class

Ranger, Windwalker Archetype

The practice of Windwalking is a tradition passed down by enthusiasts, professionals, award-winning athletes, and military programs. From a young age, many Svindilians are introduced to the Zephyr rune, a rune that when engraved into a board and imbued with the user’s aura functions like a hoverboard. This board is then referred to as a 'Zephyr Board' but many tend to give their personal boards a nickname. A spiritual, artisanal culture surrounds Windwalking, as creating your own board is viewed as sharing a small piece of your soul and trust with this magical instrument to become one with the air and go with the flow of the currents.

However, once the sport was big enough to catch the attention of world leaders, the practice was snatched up for royal armies across the realm, most notably so within Halos*. Skilled Windwalkers picked up archery midair, becoming perfect eagle-eye sharpshooters, deadly alone and in numbers.

hit dice: d10
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 + your Constitution modifier per ranger level after 1st
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools: Zephyr Board, Wood Carving Tools
saving throws: Strength, Dexterity
skills: Choose four from: Animal Handling, Athletics, Flying, Insight, Investigation, Nature, Perception, Stealth, Survival, and Technology
starting equipment:
(a) scale mail or (b) leather armor
(a) two shortswords or (b) two simple melee weapons
(a) a dungeoneer’s pack or (b) an explorer’s pack
A longbow and a quiver of 20 arrows
Wood Carving tools
Zephyr Board (at 3rd Level)
spellcasting:
Casting: Proficiency bonus + your Aura modifier
Saves: 8 + Proficiency bonus + your Aura modifier
class features:
At Level 3, Choose one:
  • Eagle’s Eye: Gain advantage on perception checks from the sky with a +2 bonus. Increases to +3 at level 10, +4 at level 15.
  • Owl’s Stealth: When tracking a target from the air, gain advantage on stealth checks. When in an open terrain, you may also hide in plain sight in the air, spending a bonus action to hide amongst treetops, clouds, or other obstacles.
Level 7
  • feat, Falcon’s Dive: Thrice per long rest, you may perform a Dive attack as an action from the sky. Choose a target below, and on impact (roll to hit with proficiency) the target takes 2d10 Force Damage, increasing +1d10 at levels 10 and 15, and DC 15 Dexterity save or fall prone.
Level 11
  • feat, Volley: You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
At Level 15, Choose one:
  • Evasion: When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
  • Roc’s Strength: Thrice per long rest, you may perform a Drop attack as an action from the sky. Choose a target below, equal or smaller to your own size, and on a failed DC 17 dexterity check, lift the creature your full movement up into the air and drop them. They land prone and take the appropriate impact damage.
  • Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
subclass options:

Archetype Prerequisite:

Before this Archetype can be achieved, a character must complete a ritual to carve, engrave, and imbue a personal board with the Zephyr rune.
  • Cut down a tree within the Aerial realm.
  • Shape this tree into an aerodynamic board with traditional carving tools. Carve the rune into the topside of the board, beneath where the dominant foot will stand.
  • Create a stain of pure rainwater, distilled aura, and the user’s blood. Pour into the rune carving’s lines at dawn atop a windy hill.

Archetype Additions:

  • Favored terrain may now include Sky
  • Naturally cast Fog Cloud, Gust of Wind, and Wind Wall.
  • When on their board, a character’s Flying Speed equals 50ft.
  • Best suited for Aerial races, especially Aashamir or Leykari.
LevelXPAbilities
10Favored Enemy, Natural Explorer
2300Fighting Style (Archer), Spellcasting
3900Ranger Archetype (Windwalker), Primeval Awareness, Archetype: Choose Feat
42,700Ability Score Improvement
56,500Extra Attack
614,000Favored Enemy, Natural Explorer
723,000Archetype Feat: Falcons Dive
834,000Ability Score Improvement, Land's Stride
948,000-
1064,000Natural Explorer, Hide in Plain Sight
1185,000Archetype Feat: Volley
12100,000Ability Score Improvement
13120,000-
14140,000Favored Enemy, Vanish
15165,000Archetype: Choose Feat
16195,000Ability Score Improvement
17225,000-
18265,000Feral Senses
19305,000Ability Score Improvement
20355,000Foe Slayer
 
NPC

Gundren Rockseeker

Medium Dwarf, Miner/Archaeologist, Neutral Good

Armor Class 13
Hit Points 44
Speed: 25 ft

STR

13
( +1 )

DEX

13
( +1 )

CON

18
( +4 )

INT

16
( +3 )

WIS

10
( +0 )

CHA

11
( +0 )

Saving Throws Dex +3
Skills History +7 , Investigation +5 , Religion +5 , Survival +2
Thieves' Tools +2 , Cartographer's Tools +4
Jack of Many Trades: +1 to all non-proficient skills
Languages Common, Dwarvish
Challenge Rating 1/2

Dwarven Resilience: Advantage on saving throws against poison.
Helpful: Can take the Help action as a bonus action.
Cunning Action: Can take the Dash, Disengage, or Hide action as a bonus action.

Actions

Pickaxe Melee Weapon Attack: +3 to hit, reach 5ft. one target. Hit: 5 1d8+1 / 1d10+1 piercing damage, Versatile (1d10)

This thread is locked. You cannot leave a reply here.
Powered by World Anvil