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Player Name's Character Sheeti
Only change the white cells.
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DnDBeyond Campaign Link
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Printable DnD Character Sheet
Long Rest Benefits
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Character NameLevelHit PointsHit DiceStatusInitiative1Armor ClassGoldSilver.Copper
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Remy LeBeau3193d6Proficiency21113
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Death SavesInspiration H
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Age31ProunounsHe/HimXP242FX00Spend0Inspiration BArmor0$1,300.00
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Character DetailsAbility Checks & SavesWeapons, Spells & EquipmentEffects cleared, HP and Spell Slots restored
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Class🌐Strength-1Strength-1-1WeaponsTypeDamageDamage TypeBonusNotesSpellcastingSpell SlotsKnown Spell Count
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Wizard8Athletics-1DaggerMelee1d4Piercing1Finesse, light, thrown (range 20/60)Modifier3Lvl.Ttl.SpendCantrips3
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DaggerMelee1d4Piercing1Finesse, light, thrown (range 20/60)Save DC131st4Prepared Spells6
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Sub-Class1Dexterity11QuarterstaffMelee1d6Bludgeoning1Versatile (1d8)Attack Bonus52nd2
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DexterityAcrobatics13rdSpellBook
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BackgroundAcolyteLawful Evil12Slight of Hand14thLight
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Stealth1CantripsTimeDurationRangeEffectBonusCVSNotes5thMage Hand
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SpeciesHumanHeight5'9"Light1 action1 hourTouch DEX (Fail)5VObject sheds light in 20 ft. radious. Hostile targets get DEX save.6thPoison Spray
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Speed30Constitution1Constitution11Mage Hand1 action1 minute30 ft. 5VSCreate spectral hand that manipulates objects. Can pick up <= 10 lbs.7thFalse Life
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13Poison Spray1 actionInstant10 ft.DAM 1d12 CON (Fail)5VSDAM increase. 5th level: 2d12, 11th level: 3d12, 17th level: 4d12.8thMage Armor
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Species Traits3Intelligence☑️539thMagic Missile
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ResourcefulYou gain Heroic Inspiration after every Long RestArcana7Ray of Sickness
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IntelligenceHistory3Lvl.Prepared SpellTimeDurationRangeEffectBonusMaterialsRCVSNotesBlindness/Deafness
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SkillfulGain Proficeincy in one skill of you choice17Investigation31False Life1 action1 hourSelf 5alcohol or distilled spiritsVSYou gain 2d4+4 temp HP.Ray of Enfeeblement
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Nature31Mage Armor1 action8 hoursTouch 5piece of cured leatherVSIf target isn't wearing armor, its base AC becomes 13 + DEX modifier.
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VersatileYou gain an Origin Feat of your chocie:
Magic Initiate
Religion51Magic Missile1 actionInstant120 ft.DAM(1d4+1)x3 5VSYou choose the target for each dart that does 1d4+1 DAM.
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Wisdom1Ray of Sickness1 actionInstant60 ft.DAM 2k8 Ranged Spell Attack5VSTarget also makes CON save. On fail, poisoned until end of next turn.
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Mantle of Spell ResistanceAdvantage on spell saving throws100Wisdom☑️202Blindness/Deafness1 action1 minute30 ft. CON per turn (Fail)5VTarget becomes blind or deaf (your choice).
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Animal Handeling02Ray of Enfeeblement1 action1 minute60 ft. Ranged Spell Attack5CVSTarget deals 1/2 DMG with STR weapon attacks. CON save to end at turn's end.
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Insight2
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CharismaMedicine2
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15Perception2
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FeatsSurvival0
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Magic InitiateOrigin
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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.Passive2Charisma22
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PerceptionDeception2
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Level 4ish12Intimidation2Proficiencies+1ArmorOther Gear
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InvestigationPerformance2ArmorWeapon & ToolsDusterBones from the minimized skeletons
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13Pursuasion2LightSimple Weapons, , Calligrapher's SuppliesDirty white tunic
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MediumLeather pants
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Level 8ishLanguagesHeavyMantle of Spell Resistance
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Common, Shields
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Total Armor0
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Class FeaturesPhysical DescriptionBackstory
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SpellcastingRitual AdeptArcane 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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Game Notes
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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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