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5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
[+]
Generate Character
[+]
Campaign Manager
Potat
Character Name
Rogue 4
Class & Level
Potato Merchant and house keeper
Background
Shiba Inu
Race
Alignment
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
-1
8
8
+
0
(Race)
DEXTERITY
+4
19
15
+
4
(Race)
CONSTITUTION
-1
8
8
+
0
(Race)
INTELLIGENCE
+3
17
15
+
2
(Race)
WISDOM
+0
11
11
+
0
(Race)
CHARISMA
+2
14
14
+
0
(Race)
ARMOR CLASS
15
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
0
PERCEPTION
1010
+
0
SPEED
30 ft
HIT POINTS
Max:
53
19
TEMP HP
0
POINT BUY
28
Picture URL:
0
Token URL:
-1 -1
+
0
Strength
+
0
Dexterity
-1 -1
+
0
Constitution
+
0
Intelligence
+
0
Wisdom
+
0
Charisma
+0
+
Global Bonus
Saving Throws
+
0
Acrobatics (Dex)
+
0
Animal Handling (Wis)
+
0
Arcana (Int)
-1 -1
+
0
Athletics (Str)
+
0
Deception (Cha)
+
0
History (Int)
+
0
Insight (Wis)
+
0
Intimidation (Cha)
+
0
Investigation (Int)
+
2
Medicine (Wis)
+
0
Nature (Int)
+
0
Perception (Wis)
+
0
Performance (Cha)
+
0
Persuasion (Cha)
+
0
Religion (Int)
+
2
Sleight of Hand (Dex)
+
0
* Stealth (Dex)
+
0
Survival (Wis)
+
2
Thieves' Tools (Dex)
+0
+
0
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Rapier+51d8+3 piercing5
Shortbow+51d6+3 piercing80/320
Dagger+51d4+3 piercing20/60
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
2
KNOWN
13
DC
Cast Mod
Cantrip:
/
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
Cantrips:
-Frostbite:

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

-Spare the Dying:
You touch a living creature that has 0 Hit Points. The creature becomes stable. This spell has no Effect on Undead or Constructs.
Cantrips:
-Frostbite:
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes [1d6] cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

The spell’s damage increases by [1d6] when you reach 5th level ([2d6]), 11th level ([3d6]), and 17th level ([4d6]).

-Spare the Dying:
You touch a living creature that has 0 Hit Points. The creature becomes stable. This spell has no Effect on Undead or Constructs.
SPELLCASTING
[+instructions]

Class

Bite: +5 to hit, reach 5ft, one target. Piercing damage (1d8+2). Creature must succeed DC 11 Strength saving throw or be knocked prone.

Sneak Attack: Once per turn add 1d6 damage to an attack if you have advantage or a non-incapacitated ally adjacent (and you don't have disadvantage). Attack must be a ranged weapon or finesse. Damage increases as you level.

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.

Fast Hands: You can use the bonus Action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to Disarm a trap or open a lock, or take the Use an Object Action.

Second-Story Work: You gain the ability to climb faster than normal; climbing no longer costs you extra Movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

[b]Class[/b]

[b]Bite:[/b] [+5] to hit, reach 5ft, one target. Piercing damage ([1d8+2]). Creature must succeed DC 11 Strength saving throw or be knocked prone.

[b]Sneak Attack:[/b] Once per turn add [1d6] damage to an attack if you have advantage or a non-incapacitated ally adjacent (and you don't have disadvantage). Attack must be a ranged weapon or finesse. Damage increases as you level.

[b]Cunning Action:[/b] 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.

Fast Hands: You can use the bonus Action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to Disarm a trap or open a lock, or take the Use an Object Action.

[b]Second-Story Work:[/b] You gain the ability to climb faster than normal; climbing no longer costs you extra Movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
FEATURES & TRAITS
1d6
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Rapier
Shortbow
2 Daggers
Leather Armor
20 Arrows

Collar of the Good Boy
Gauntlet (light)

Lamp: A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.

Wand of Misplaced Objects:
This wand emits a multitude of golden orbs that rush toward a target creature. The orbs surround the victim and swirl around him wildly for 1 round. During this time the victim is confused and can take no action.

At the end of the round, the orbs vanish and the victim is free to act. He discovers, however, that all objects on his person have been moved.

The victims movement is reduced by half. Armor class of characters wearing armor is reduced by 2, since pieces are not worn properly. Attack rolls made by the victim are made at a -2 penalty. These penalties are eliminated if the victim devotes 2-5 rounds ([1d4+1]) to rearranging his gear.

Wand of Wonders (7 Charges per day):
While holding it, you can use an Action to expend 1 of its Charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll [d100].

If the Effect causes you to Cast a Spell from the wand, the spell's save DC is 15.

The wand regains [1d6+1] expended Charges daily at dawn. If you expend the wand's last charge, roll a [d20]. On a 1, the wand crumbles into dust and is destroyed.

Bag of Beans (6 left):
If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking [5d4] fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.

If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table, determine it randomly, or create an effect.

The perfume of Bewitching:
This perfume was contained in a very small vial, so small it held only enough perfume for a single application. When applied, the individual appeared more charismatic and confident to others for a duration of one hour

Thieves' Tools:
• a small file,
• a set of lock picks,
• a small mirror mounted on a metal handle,
• a set of narrow-bladed scissors,
• a pair of pliers.
Proficiency with these tools lets you add your Proficiency bonus to any Ability Checks you make to Disarm traps or open locks.

Explorer's Pack
• a Backpack
• a Bedroll
• a Mess kit
• a Tinderbox
• 10 torches
• 10 days of Rations
• a Waterskin
• 50 feet of Hempen rope
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
23gp 5sp
WEALTH
Proficiencies:
light armor,
simple weapons,
hand crossbows,
longswords,
rapiers,
shortswords,
thieves' tools,
human cooking,
stealth dash

Languages: bork in 20 diffrent tones
PROFICIENCIES & LANGUAGES
Will refuse to go out for walks, fast learner and independent. Has anger issues.
PERSONALITY TRAITS
Food is life.
IDEALS
Is bonded to their owner.
BONDS
Bad hearing and is afraid of the dark.
FLAWS
 
Owner: old uncle who lives alone in countryside
Occupation: Owns Vegetable store, and small plot of farmland. (Runs plantation with machinery like in Japan)
Habit: Enjoys sleeping early and working early, very generous to his nieces and nephews when they come visit, and lets them play with his doggo as he go work, only has time at home on Sundays, so Doggo is left home alone a lot.
Occasionally teaches his pet tricks and house chores. and borking in different tones

Potat has heated feet andtwin siblings, who got seperated in the shelter. Potat's tail has the opposite meaning than from a regular dog. Potat does not remember humans when she was in the shelter. Salt water is drinkable for Poatat and she pulls a weird face of enjoyment after drinking it.
DESCRIPTION & EXTRA INFO
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