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Dice Shattered Streets, Characters

JayTee

Eight Thousand Club
Characters start at level 5

Use standard array when assigning Attributes (15, 14, 13, 12, 10, 8)

All official content is allowed (no homebrew or unearthed arcana), please specify where your race/class is from if its not from the corebook. Full casters are discouraged.

When calculating HP, use the average result provided.

Please use the following template that has been provided:

Name:
Race:
Class:
Archetype:
Background:

Basics
Str:
Dex:
Con:
Int:
Wis:
Cha:

HP:
Hit Dice:
AC:
Attacks:

Proficiencies
Proficiency bonus:

Saving Throws:
Equipment:
Skills:

Class Features


Archetype Features


Inventory

Likewise, here is an example of a filled out sheet:

Name: Marcus
Level: 8
Race: Human
Class: Cleric
Archetype: Knowledge
Background: Sailor

Basics
Str 14 (+2)
Dex 12 (+1)
Con 14 (+2)
Int 12 (+1)
Wis 20 (+5)
Cha 9 (-1)

HP: 59/59
Hit Dice: 8d8
AC: 19
Attacks:
Mace, +5 to hit, 1d6+2 bludgeoning damage

Proficiencies
Proficiency Bonus: +3

Saving Throws
Cleric Class: Wisdom, Charisma

Equipment Proficiencies
Cleric Class: Light Armor, Medium Armor, Shields
Cleric Class: All Simple Weapons

Skill Proficiencies
Class: Medicine, Religion,
Background: Perception, Athletics
Class Feature - Blessings of Knowledge: +2 Languages, x2 Proficiency bonus with two knowledge skills (History, Religion)

Class Features
Channel Divinity charges: 2/rest

Channel Divinity: Turn/Destroy Undead - Make undead flee from you. If CR of Undead is low enough, they are destroyed instead.

Channel Divinity: Gain proficiency in any one skill or tool for 10 minutes

Channel Divinity: Read Thoughts - Target makes a wis save, if failed, read surface thoughts for 1 min. Can cancel duration to cast suggestion spell, target automatically fails save vs suggestion.

Blessings of Knowledge: See “Skill Proficiencies”

Potent Spellcasting: Add Wisdom Mod to damage from any Cleric Cantrip

Spell Casting
Spell Save DC: 16
Spell Attack Mod: +8
Prepared Spells: 13 (lvl 8 + Wis Mod 5)

Divine Domain: Knowledge
Domain Spells (D) Are always considered prepared.
Ritual Spells (R) Can be cast without a spell slot, so long as they are prepared.

Cantrips: 4/4, Guidance, Light, Sacred Flame, Thaumaturgy
1st level: 4/4, Command (D), Identify (D,R) Detect Magic (R), Healing Word, Detect Evil and Good, Bless
2nd level: 3/3, Augury (D,R), Suggestion (D) Enhance Ability, Calm Emotion, Spiritual Weapon,
3rd level: 3/3, Nondetection (D), Speak with Dead (D), Spirit Guardians, Dispel Magic, Remove Curse
4th level: 2/2, Arcane Eye (D), Confusion (D), Banishment, Divination (R)

Inventory
667gp

Mace 1d6 Bludgeoning
Chain Mail+1 AC 17
Holy Symbol
Explorer’s Pack: Backpack, Bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50ft of hemp rope.

Note that you do not need to fill out a description of your class features. Simply note down what you have and how frequently you can use it.

Wherever applicable, Spellcasters should specify which spells are Domain (D) or Ritual (R) and what spells they have prepared and/or available.

IC thread can be found Here
OOC thread can be found Here
Dice rolling room can be found Here
 
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Name: Vesryn Galanodel
Race: Wood Elf
Class: Monk
Archetype: Way of the Open Hand
Background: Criminal

Basics
Str: 10(0)
Dex: 16(+3)
Con:13(+1)
Int: 12(+1)
Wis: 16(+3)
Cha: 10(0)

HP: 33
Hit Dice: 5d8
AC: 16
Attacks:
Unarmed (1d6+3)
10 darts (1d4+3)
Quarterstaff (1d6+3)

Proficiencies
Proficiency bonus: +3
Deception
Stealth
Insight
Acrobatics


Saving Throws: Strength, Dexterity
Equipment: martial weapons, simple weapons
Skills: thieves tools, woodcarver's kit, deck of cards

Class Features
Unarmored movement- +10 move speed
Flurry of Blows- 1 ki point to use two extra unarmed attacks
Martial arts- unarmed 1d6
Extra attack- attack twice
Deflect missles- if able to be held, reduce by 1d10+ monk level, if reduced to zero, it can be thrown for damage of weapon in the same reaction, counts as a monk weapon, 1 ki point
Fleet of foot- 1ki point jump doubled, dash or disengage as a bonus action
Patient defense- dodge as a bonus action
Slow fall- reaction to lower fall damage by 5x monk level
Stunning strike- you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a constitution saving throw or be stunned until the end of your next turn.

Archetype Features
Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It can’t take reactions until the end of your next turn.

Inventory
Adventurers Pack
hood
crowbar
set of dark common clothes

10 darts
Quarterstaff
 
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Name: Aster Dewlight
Race: Half-Elf (wood-elf)
Class: Fighter
Archetype: Eldritch Knight
Background: Folk Hero

Basics
Str: 16
Dex: 14
Con: 14
Int: 10
Wis: 10
Cha: 14

HP: 44
Hit Dice: d10
AC: 13
Attacks:
Longsword: 1d8 + 5 (1d10 + 3)
Whip: 1d4 + 5
Longbow: 1d8 + 2
Handaxe: 1d6 + 5/3

Proficiencies
Proficiency bonus: +3

Saving Throws: STR, CON
Equipment: All Weapons, All Armor, Cooking Utensils, Land Vehicles
Skills: Athletics, Acrobatics, Nature, Animal Handling, Survival, Persuasion

Class Features
Fighting Style: Dueling
Second Wind
Extra Attack

Archetype Features
Spellcasting
Weapon Bond

Inventory
Explorer's Kit (full)
Cook's utensils
Clothes
Leather Armor
Longsword (Bonded)
Whip
Longbow
Arrows (20)
Handaxe (2)
10 gp

Spells
Cantrips
Firebolt
Blade Ward

1st level: 3 slots
Shield
Burning hands
Thunderwave
Magic Missile
 
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ashleaygh.png

"I never agree to a fetch quest until I know just how much that quest item is really worth... and not just to the quest giver."
" 'Paranoid' is really just another word for 'prepared'."
"I'm not stupid. I would never steal from my allies, or do anything that would screw them over. Well, unless they screwed me over first. Or if they seemed like they were thinking about screwing me over. Or if they looked at me funny. Or if I was in a bad mood. Or if it was Thursday."
"I might be a coward, but I won't leave my friends in danger if there's anything I can do about it."
"You can't help anyone if you're dead."

Name: Ashleaygh Nailo (first name is pronounced just like "Ashley" but she's an elf so it has to be spelled all weird)
Race: Wood Elf
Class: Rogue
Archetype: Arcane Trickster
Background: Charlatan

Basics
Str: 8 (-1)
Dex: 17 (+3)
Con: 10 (+0)
Int: 16 (+3)
Wis: 14 (+2)
Cha: 12 (+1)

HP: 7 | 28

Hit Dice: 5d8
AC: 14
Attacks:
Shortsword +6 to hit, 1d6 +3 piercing (finesse, light)
Shortbow +6 to hit, 1d6 +3 piercing (range 80 / 320, two handed, 20 arrows)
Dagger +6 to hit, 1d4 +3 piercing (range 20 / 60, finesse, light, thrown)

Proficiencies
Proficiency bonus: +3

Saving Throws
Rogue: Dexterity, Intelligence

Equipment
Wood Elf: longsword, shortsword, longbow, shortbow
Rogue: light armor, simple weapons, hand crossbow, longsword, shortsword, rapier, thieves' tools
Charlatan: disguise kit, forgery kit

Skills
Rogue: perception, stealth (exp), insight, investigation
Charlatan: deception (exp), sleight of hand

Class Features
Expertise: stealth, deception
Sneak Attack: 3d6
Thieves' Cant
Cunning Action
Archetype: Arcane Trickster
Lv 4 ASI: INT +2
Uncanny Dodge

Arcane Trickster
Save DC: 14
Spell Attack: +6
Mage Hand Legerdemain
Spells Known
Lv 0: mage hand, minor illusion, prestidigitation
Lv 1: disguise self, silent image, charm person, sleep
Spell Slots: Lv 1 [*] [*] [_]

Inventory
leather armor
shortsword
shortbow
quiver: 20 arrows
burglar's pack: backpack, bag of 1000 ball bearings, 10 ft of string, bell, 5 candles, crowbar, hammer, 10 pitons, hooded lantern, 2 oil flasks, 5 days rations, tinderbox, waterskin, 50 ft rope
two daggers (hidden in left and right boot)
thieves' tools
 
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e35ed94af71e83f5f4a54f8c903dfe6c.jpg


Name: Eltin
Race: Stout Halfling
Class: Ranger
Archetype: Horizon Walker
Background: Outlander

Basics
Str: 8
Dex: 15(+3)
Con: 13(+1)
Int: 10
Wis: 14(+1)
Cha: 12

HP: 44
Hit Dice: 5d10+2
AC: 15
Attacks:
  • Longbow +9 to hit 1d8+4 Piercing (Range 150/600)
  • 2 Shortswords +7 to hit 1d6+4 Piercing
Speed: 25

Proficiencies
Proficiency bonus: +3

Saving Throws: Strength and Dexterity

Equipment:
  • Light Armor, Medium Armor, Shields
  • Simple Weapons, Martial Weapons
  • Flute
Skills:
  • Perception
  • Stealth
  • Athletics
  • Insight
  • Nature

Class Features
  • Favored Enemy (Goblinoid, Kobold)
  • Natural Explorer (Forest)
  • Fighting Style (Archery)
  • Spellcasting
  • Ranger Archetype (Horizon Walker)
  • Primeval Awareness
  • Ranger ASI (Dexerity, Wisdom)
  • Extra Attack

Archetype Features
  • Planar Magic
  • Planar Warrior
  • Portal Lore

Inventory
  • Leather Armor
  • Longbow
  • Shortsword x2
  • 20 Arrows
  • Dungeoneer's Pack
https://dicecloud.com/character/TWfTPCPQCH5M7J9ne/Eltin
 
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f3c8f0450ba1ccf445540421712325af.jpg
Name: Alura Midici
Race: Aasimar
Class: Paladin
Archetype: Devotion
Background: Acolyte

Basics:
Str: 16
Dex: 10
Con: 15
Int: 8
Wis: 14
Cha: 14

Modifiers:
Str: +3
Dex: +0
Con: +2
Int: -1
Wis: +2
Cha: +2

Saving Throws:
Str: +3
Dex: +0
Con: +2
Int: -1
Wis: +5
Cha: +5

HP: 44
Hit Dice: 5d10
AC: 19
Attacks:
Halberd 10 feet slashing +6 1d10+3
Mace 5 feet Bludgeon +6 1d6+3

Proficiencies
Light, Medium, Heavy Armor
Shields
Simple & Martial Weapons
Languages: Common, Celestial, Elven, Dwarven
Proficiency bonus: +3


Equipment: Chain Mail, Shield, Mace, Halberd,
Skills:
Str
-Athletics +6
Dex
-Acrobatics +0
-Sleight of Hand +0
-Steath +0
Int
-Arcana -1
-History -1
-Investigation -1
-Nature -1
-Religion +2
Wis
-Animal Handling +2
Insight +5
-Medicine +2
-Perception +2
-Survival +2
Char
-Deception +2
-Intimidation +2
-Performance +2
-Persuasion +5

Features

Aasimar Features:
• Within 60 feet of you, treat dim light as bright, darkness as dim light
• Gain radiant and necrotic resistance
• You can heal a creature your level hit points with a touch as an action (1/day)
• Can cast the light cantrip
• At 3rd level you can gain a 30 foot fly speed and deal your level in radiant damage to one spell or attack target each turn for 1 minute as an action (1/day)

Acolyte Feature:
• Receive aid from those who share your faith

Paladin Features:
• As an action, detect the location of any celestial, fiend or undead and any consecrated or desecrated place or object within 60 feet (1 + Cha mod per day)
• Gain a reservoir of healing power (25hp), and as an action, you can heal a creature you touch by draining that power. You can also cure one poison or disease from the creature by sacrificing 5hp from the reservoir
• Fighting Style - Defense: +1 to AC while wearing armor
• You can sacrifice a spell slot to deal (1 + spell level)d8 radiant damage plus 1d8 extra damage vs undead/fiends, when you hit with a melee weapon attack
• Gain immunity to disease
• Paladin Archetype: Devotion
• Sacred Weapon (see rules)
• Turn the Unholy (see rules)
• You can make two attacks on your turn

Inventory
Priest's Pack, Holy Symbol, Prayer Book, Stick of Incense (5), Vestments, set of common clothes, Belt Pouch

Spell Slots 1st- 4/4, 2nd- 2/2
Spells
1st Level
-Command
-Cure Wounds
-Shield of Faith
-Purify Food & Drink
-Protection from Evil & Good
-Sanctuary
2nd Level
-Lesser Restoration
-Zone of Truth


JayTee JayTee
Sara Sidereal Sara Sidereal
 
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