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Superwholock

History Nerd at your service//I Miss Hugs
Name: Edward Elric
Race: Lightfoot Halfling
Class: Rogue/Sorcerer
Level: 2 and 3
AC: 14
HP: 27
Str: 8 (-1)
Dex: 16 (+3)
Con: 12 (+1)
Int: 13 (+1)
Wis: 10 (+0)
Cha: 16 (+3)
Speed: 25
Saving Throws:
Str: -1
Dex: +5
Con: +1
Int: +3
Wis: +2
Cha: +3
Skill List: (+2)
A
crobatics: +5
Animal Handling: +0
ArcanaE:+5
Athletics: -1
Deception: +5
History: +3
Insight: +0
Intimidation: +3
InvestigationE: +5
Medicine: +0
Nature: +1
Perception: +2
Performance: +3
Persuasion: +3
Religion: +1
Sleight of Hand: +3
Stealth: +3
Survival: +0
Languages:
Infernal, Celestial, Halfling, Common
Inventory:
Pocket watch
Shortsword (1d6+3 P F/L)
Thieves’ Tools
Alchemist’s Tools
Spear (1d6/1d8-1 P)
Leather armor (red coat)
Race Features:
Lucky:
When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave: You have advantage on saving throws against being frightened.
Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.
Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Proficiencies:
Light armor
Simple weapons, hand crossbows, longswords, rapiers, shortswords
Thieves’ Tools
Class Features:
Sneak attack (1d6):
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll
Thieves’ Cant
Cunning Action:
You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action
Wild Magic: Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.
Tides of Chaos: Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again
Font of Magic (3)
Metamagic
Careful spell: When you cast a spell that forces other creatures to make
a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw
against the spell
Subtle Spell: When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components)
Spells: 4 known
Cantrips: (4)
Mold Earth: You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effet as an action. (30 ft range)
Shocking Grasp: Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Chill Touch: You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). (120 ft range)
Mending: This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
1st Level: 4 slots
Earth Tremor: You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand. 1d6 for each slot above 1st (10 ft range)
Thunderwave: A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. 1d8 for each slot above 1st
2nd Level: 2 slots
Dust Devil: Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration. Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed. As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area. 1d8 for each slot above 2nd (60 ft range)
Earthbind: Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends. (300 ft range)
Spell Save DC: 13
Spell Attack Modifier: +5
Background Features: Sage
Researcher
Infernal & Celestial Languages
 
Name: Captain Jack Sparrow
Race: Human
Class: Rogue 3 (Swashbuckler), Monk 2
Background: Sailor (Pirate)

Str: 11 (+0) (Sav)
Dex: 16 (+3) (Sav)
Con: 14 (+2)
Int: 10 (+0) (Sav)
Wis: 14 (+2)
Cha: 14 (+2)

HP: 41
AC: 15
Speed: 40ft
KiDC: 12
Sneak: 2d6
US: 1d4

Skills:
Acrobatics, Insight, Deception, Intimidation, Investigation, Sleight of Hand, Athletics, Perception
Languages:
Common, Theives Cant

Rogue:
  1. Sneak Attack: 2d6 extra damage
  2. Cunning Action: Bonus Action (Dash, Disengage, Hide)
  3. Fancy Footwork: During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
    Rakish Audacity: ou can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
    You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
Monk:
Ki:
Flurry of Blows.
Patient Defence.
Step of the Wind.
 
Posting this for RpIsaiah RpIsaiah since we scanned it with my printer and my computer
 

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Traumatized teen druid, reporting for duty. (Yes, this is Cassie from Animorphs, yes I spent too much time at the scholastic book fair as a child)

Tl;dr she's a circle of the moon druid w/ a folk hero background.
Screen Shot 2019-12-19 at 6.34.31 PM.png
 

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Last edited:
Also, darkred darkred I just realized that your character is a level 3 fighter; is he a multiclass? Cause Everyone's a level 5, so he can either be a level 5 fighter or a multiclasser
 
Would you mind updating your character sheet and posting again? And could you maybe post all 3 pages? I would very much appreciate that!
 
Name: Razputin Aquato
Race: Halfling
Class: Wizard 5 (UA Psionic)
Background: Spy

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Ignore the spells shown, D&D Beyond doesn't have the UA psychic spells or the psychic spells in Xanathar's or PHB.

My spell list is as follows (P for Prepared):
Cantrips:
- Fire Bolt
- Mind Sliver
- Message
- Control Flames
- Mage Hand (from Psionic Devotion)

1st Level
- Id Insinuation
- Catapult (P)
- Magic Missile (P)
- Shield (P)
- Jump

2nd Level
- Detect Thoughts (P)
- Invisibility (P)
- Levitate (P)
- Mirror Image
- Mind Spike

3rd Level
- Clairvoyance (P)
- Fireball (P)
- Hypnotic Pattern
- Sending


Equipment:
- Explorer's Pack
- Psionic Focus (Goggles)
- Dagger
- Spellbook (His Psychonaut Badges)
- 15 GP

Features:
- Lucky
- Brave
- Halfling Nimbleness
- Naturally Stealthy
- Spellcasting
- Arcane Recovery
- Psionic Focus (for Psychic and Force damage, reroll any die that rolls 1 and take new result)
- Psionic Devotion (Upgraded Mage Hand)

Superwholock Superwholock Let me know if any of the UA stuff, such as the Psionic subclass or psychic spells, need to be replaced. It would also be okay if you have balance suggestions for those features.
 

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