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2 | Player Name's Character Sheet | i | Only change the white cells. | 🔗 | DnDBeyond Campaign Link | 📜 | Printable DnD Character Sheet | Long Rest Benefits | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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4 | Character Name | Level | Hit Points | Hit Dice | Status | Initiative | 1 | Armor Class | Gold | Silver | . | Copper | |||||||||||||||||||||||||||||||||||||||||||||||||||||
5 | Remy LeBeau | 3 | 19 | 3d6 | Proficiency | 2 | 11 | 13 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
6 | Death Saves | Inspiration H | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
7 | Age | 31 | Prounouns | He/Him | XP | 242 | FX | 0 | 0 | Spend | 0 | Inspiration B | Armor | 0 | $1,300.00 | ||||||||||||||||||||||||||||||||||||||||||||||||||
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9 | Character Details | Ability Checks & Saves | Weapons, Spells & Equipment | Effects cleared, HP and Spell Slots restored | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
10 | 75 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
11 | Class | 🌐 | Strength | -1 | Strength | -1 | -1 | Weapons | Type | Damage | Damage Type | Bonus | Notes | Spellcasting | Spell Slots | Known Spell Count | |||||||||||||||||||||||||||||||||||||||||||||||||
12 | Wizard | 8 | Athletics | -1 | Dagger | Melee | 1d4 | Piercing | 1 | Finesse, light, thrown (range 20/60) | Modifier | 3 | Lvl. | Ttl. | Spend | Cantrips | 3 | ||||||||||||||||||||||||||||||||||||||||||||||||
13 | Dagger | Melee | 1d4 | Piercing | 1 | Finesse, light, thrown (range 20/60) | Save DC | 13 | 1st | 4 | Prepared Spells | 6 | |||||||||||||||||||||||||||||||||||||||||||||||||||||
14 | Sub-Class | 1 | Dexterity | 1 | 1 | Quarterstaff | Melee | 1d6 | Bludgeoning | 1 | Versatile (1d8) | Attack Bonus | 5 | 2nd | 2 | ||||||||||||||||||||||||||||||||||||||||||||||||||
15 | Dexterity | Acrobatics | 1 | 3rd | SpellBook | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
16 | Background | Acolyte | Lawful Evil | 12 | Slight of Hand | 1 | 4th | Light | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
17 | Stealth | 1 | Cantrips | Time | Duration | Range | Effect | Bonus | CVS | Notes | 5th | Mage Hand | |||||||||||||||||||||||||||||||||||||||||||||||||||||
18 | Species | Human | Height | 5'9" | Light | 1 action | 1 hour | Touch | DEX (Fail) | 5 | V | Object sheds light in 20 ft. radious. Hostile targets get DEX save. | 6th | Poison Spray | |||||||||||||||||||||||||||||||||||||||||||||||||||
19 | Speed | 30 | Constitution | 1 | Constitution | 1 | 1 | Mage Hand | 1 action | 1 minute | 30 ft. | 5 | VS | Create spectral hand that manipulates objects. Can pick up <= 10 lbs. | 7th | False Life | |||||||||||||||||||||||||||||||||||||||||||||||||
20 | 13 | Poison Spray | 1 action | Instant | 10 ft. | DAM 1d12 CON (Fail) | 5 | VS | DAM increase. 5th level: 2d12, 11th level: 3d12, 17th level: 4d12. | 8th | Mage Armor | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
21 | Species Traits | 3 | Intelligence | ☑️ | 5 | 3 | 9th | Magic Missile | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
22 | Resourceful | You gain Heroic Inspiration after every Long Rest | Arcana | 7 | Ray of Sickness | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
23 | Intelligence | History | 3 | Lvl. | Prepared Spell | Time | Duration | Range | Effect | Bonus | Materials | RCVS | Notes | Blindness/Deafness | |||||||||||||||||||||||||||||||||||||||||||||||||||
24 | Skillful | Gain Proficeincy in one skill of you choice | 17 | Investigation | 3 | 1 | False Life | 1 action | 1 hour | Self | 5 | alcohol or distilled spirits | VS | You gain 2d4+4 temp HP. | Ray of Enfeeblement | ||||||||||||||||||||||||||||||||||||||||||||||||||
25 | Nature | 3 | 1 | Mage Armor | 1 action | 8 hours | Touch | 5 | piece of cured leather | VS | If target isn't wearing armor, its base AC becomes 13 + DEX modifier. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
26 | Versatile | You gain an Origin Feat of your chocie: Magic Initiate | Religion | 5 | 1 | Magic Missile | 1 action | Instant | 120 ft. | DAM(1d4+1)x3 | 5 | VS | You choose the target for each dart that does 1d4+1 DAM. | ||||||||||||||||||||||||||||||||||||||||||||||||||||
27 | Wisdom | 1 | Ray of Sickness | 1 action | Instant | 60 ft. | DAM 2k8 Ranged Spell Attack | 5 | VS | Target also makes CON save. On fail, poisoned until end of next turn. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
28 | Mantle of Spell Resistance | Advantage on spell saving throws | 10 | 0 | Wisdom | ☑️ | 2 | 0 | 2 | Blindness/Deafness | 1 action | 1 minute | 30 ft. | CON per turn (Fail) | 5 | V | Target becomes blind or deaf (your choice). | ||||||||||||||||||||||||||||||||||||||||||||||||
29 | Animal Handeling | 0 | 2 | Ray of Enfeeblement | 1 action | 1 minute | 60 ft. | Ranged Spell Attack | 5 | CVS | Target deals 1/2 DMG with STR weapon attacks. CON save to end at turn's end. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
30 | Insight | 2 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
31 | Charisma | Medicine | 2 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
32 | 15 | Perception | 2 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
33 | Feats | Survival | 0 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
34 | Magic Initiate | Origin | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
35 | You learn two cantrips and a Level 1 Spell of your choice from either the Cleric, Druid, or Wizard spell lists. You cast these spells with INT, WIS, or CHA. You can cast the spell once per Long Rest without expending a spell slot. When you gain a level, you can swap out these spells for others on the same spell list. This feat is repeatable but you must learn from different spell lists. | Passive | 2 | Charisma | 2 | 2 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
36 | Perception | Deception | 2 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
37 | Level 4ish | 12 | Intimidation | 2 | Proficiencies | +1 | Armor | Other Gear | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
38 | Investigation | Performance | 2 | Armor | Weapon & Tools | Duster | Bones from the minimized skeletons | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
39 | 13 | Pursuasion | 2 | Light | Simple Weapons, , Calligrapher's Supplies | Dirty white tunic | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
40 | Medium | Leather pants | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
41 | Level 8ish | Languages | Heavy | Mantle of Spell Resistance | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
42 | Common, | Shields | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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44 | Total Armor | 0 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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46 | Class Features | Physical Description | Backstory | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
47 | Spellcasting | Ritual Adept | Arcane Recovery You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. | Grim Harvest Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain HP equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead. | Remy is slight of build with pale skin. His body is lithe and bony, but not weak. His hair is shoulder length and greasy. The greasy dark hair often hides his surprisingly soft green eyes. The rest of his face, scarred and pock marked, leads to his mouth which is most often twisted in a scowl. | Remy LeBeau is from the underbelly of Nolens. As a child, he survived on the street as an orphan with his brother Jaques. They stole, scammed and tricked their way through each day just to live on half-full bellies. As they grew older, their talents as thieves caught the attention of the crime bosses of Nolens, much to their detriment. Jaques was caught running one of their regular scams in the market district of Nolens, and was tortured and killed to send a message to any other would be crooks in their city. More than Remy wanted revenge on the evil people who took his brother away, he wanted Jaques back. This drove him to dive into the world of dark amgic and Nolens' voodoo that is necromancy. He now focuses his attnetion on stealing arcane tomes and learning from the witch doctors of his city to gain the ability ot bring his brother back. Then, they can turn their attention to get even with the evil forces that caused them this pain. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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52 | Game Notes | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
53 | Played game of chess with grim reaper type on the beach upon awaking. Some of my pieces were already off the board. After skillfully getting the grim reaper in check, four of my pieces were returned. | Pierpoint Day 1: - Rev and I went to the ship supply. We were able to steal a goat by having Tuni shepard it back to the ship. Before we could steal anymore supplies, the shopkeeper emerged from the back after talking with two brutes. We tried to buy powder, but it was too expensive. After discussing with the shopkeeper, DuPuey, he would be willing to give the powder if his debt with the brutes, Flash and Bang, could be cleared. But he warned they were not to be messed with and could be found at the Olde Ice House. - We arrive at the Tavern to find Murdoc at the bar and Thom singing with a band of 4 Aesmir bards. After speaking about the proposition to deal woth Flash and Bang, Murdoc and Thom agree we should head over to the Olde Ice House, home of the Larkin family, with Mathilda as the matriarch. - Along the way to the Ice House, Thom tells us he is a shift changer, whatever that is. - We stop at the sailmaker to get a quote on a repair for our spanker. When Murdoc sees the sailmaker, Godrick, is clad in orange robes, he almost slashes his head off. - Tata, the tailor, was comissioned by someone from Habeus to make the orange robes. Lalo or something, who's staying at the nearby inn. | Ice House Part 1: - We enter the Ice House which is packed with dancing, drinking, fighting, and gambling - Rev and Thom participate in a high stakes card game where Rev wins big - I hope to get Murdoc involved in the fighting ring to win money of our own Ice House Part 2: - Remy nominates Murdoc to challenge the new champion, Thunderdog the Underdog. - The gang all bets on murdoc and after a masterful fight, we all cash in on 2:1 odds! - We confronted Mathilda, with the hope of blackmailing her for supplies. However, she scared us out with only a couple of fish to show for it | East Sea Dragon Battle: - As we sailed towards Emberlin, we became engulfed in a storm where strange light darted through the clouds - A dragon appeared and struck the water following the path of a bolt of lightning and transformed into a sea dragon - | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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