You are on page 1of 5

Show extra features

8 Ancestral Guardian Ben


Thuradin Battlehammer
LEVEL & CLASS PLAYER NAME

Noble Dwarf, Hill 34,000 Add: 48,000


BACKGROUND RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
● +7 STR -1 INT
PRO

15 Armor Half Plate

106 +3 20
Set Max HP
STRENGTH +1 DEX +1 WIS
2 Shield Fire Beetle

+4 ● +8 CON
RESISTANCES
+1 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
1 Dex ● Medium Armor Heavy Armor

1 Magic Gaunlet
Bludgeon. (in rage) Poison
18 1 Misc Skull Cap (att)
Piercing (in rage) Cold
Temporary Hit Points: Misc
Fire
+1
Slashing (in rage)
DEXTERITY ARMOR
Adv. on Strength saves in rage;

+1 Adv. on Dex saves vs. seen effects;


Adv. vs. Poison
CURRENT HIT POINTS Heal INITIATIVE
INSPIRATION

12 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
8 d12+5 35 ft
ABILITY

CONSTITUTION SAVING THROWS FAILURES


35 ft SAVE DC

+5
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+1 Acrobatics (Dex) ● Light ● Medium ● Shields

PRO
Heavy
PRO

20 +1 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple ● Martial Other Weapons:
-1 Arcana (Int) > Rage (+2 melee damage) 4 LR
INTELLIGENCE +4 Athletics (Str) >
LANGUAGES TOOLS & OTHERS

-1
+1 Deception (Cha) > Common Dragons Ante
●● +5 History (Int) > Elven smith tools
+1 Insight (Wis) Dwarvish
8
>
● +4 Intimidation (Cha) >

-1 Investigation (Int) >


WISDOM
+1 Medicine (Wis) >

+1 -1 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES


● +4 Perception (Wis)
12 +1 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

● +4 Persuasion (Cha) > Attack (2 attacks per action) Rage (start/stop) < Ancestral Shield <

CHARISMA -1 Religion (Int) > Ancestral Protectors (in Rage)< <

+1 +1 Sleight of Hand (Dex) > < <

+1 Stealth (Dex) [disadv.] > < <

+1 Survival (Wis) > < <


12 > < <
● smith Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

14 PASSIVE WISDOM (PERCEPTION) Battleaxe +2 ✔ Str Melee +9 1d8+6 Slashing


>
Versatile (1d10) - Axe of the Dwarvish Lords
DESCRIPTION
Darkvision 60 ft
>

SENSES
>

NAME TOTAL NAME TOTAL

>
Reload Reload

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.82 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Add Features
Ancestral Guardian, level 8:
◆ Rage (Barbarian 1, PHB 48) [+2 melee damage, 4× per long rest] Despite my noble birth, I do not place myself above other folk.
Start/end as bonus action; add damage to melee weapons that use Str; lasts 1 min We all have the same blood.
Adv. on Strength checks/saves (not attacks); resistance to bludgeoning/piercing/slashing
Stops if I end turn without attacking or taking damage since last turn, or unconscious
◆ Unarmored Defense (Barbarian 1, PHB 48) PERSONALITY TRAITS
Without armor, my AC is 10 + Dexterity modifier + Constitution modifier + shield
◆ Danger Sense (Barbarian 2, PHB 48) Family: Blood runs thicker than water. (Any)
Adv. on Dexterity saves against seen effects (not blinded/deafened/incapacitated)
◆ Reckless Attack (Barbarian 2, PHB 48)
Adv. on melee weapon attacks during my turn, but attacks vs. me adv. until next turn IDEALS
◆ Ancestral Protectors (Path of the Ancestral Guardian 3, UA:BPP 1)
My loyalty to my sovereign is unwavering.
◆ Fast Movement (Barbarian 5, PHB 49)
I gain +10 ft speed when I'm not wearing heavy armor
◆ Ancestral Shield (Path of the Ancestral Guardian 6, UA:BPP 1)
BONDS

◆ Feral Instinct (Barbarian 7, PHB 49)


By my words and actions, I often bring shame to my family.
Adv. on Initiative; I can enter rage to act normally on the first turn when surprised

FLAWS

Feature Name: Position of Privilege

I am welcome in high society, and people assume I have the right to


be wherever I am. The common folk make every effort to
accommodate me and avoid my displeasure, and other people of
high birth treat me as a member of the same social sphere. I can
secure an audience with a local noble if I need to.

BACKGROUND FEATURE

Hill Dwarf (+2 Constitution, +1 Wisdom)

Stonecunning: Whenever I make an Intelligence (History) check


related to the origin of stonework, I am considered proficient in the
History skill and add double my proficiency bonus to the check,
instead of my normal proficiency bonus.

Dwarven Toughness: My hit point maximum increases by 1 for every


level I have.

CLASS FEATURES RACIAL TRAITS

ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB


CP
> Backpack, with: 5 > > Blood stone
> - Bedroll 7 > > Javelin of lightening
- Mess kit 1 Fine clothes 6
8
> > > SP
> - Tinderbox 1 > > Signet ring
> - Torches 10 1 > > Purse (with coins) 1 EP
> - Rations, days of 10 2 > > Half plate, of fire resistance 40
> - Waterskin 5 > > Yes shield 6
- Hempen rope, feet of 50 0.2 Battleaxe +2 4
2,860
> > > GP
> - Scroll of pedigree > >
> - Smith's tools 8 > > Magic Cloak (Billowing) PP
> - Emblem holy symbol > > Battlehammer Crests - find other battlehammers
> > >
WEIGHT CARRIED
> > >
124 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
91 - 180 lb
> > > Skull Cap HEAVILY ENCUMBERED
> > > Ring of Warmth 181 - 270 lb
> > > Axe of the Dwarvish Lords PUSH/DRAG/LIFT
SUBTOTAL 67 SUBTOTAL SUBTOTAL 57 271 - 540 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.82 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
> FEAT:

Axe Abilities
Dwarven Thrower
It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When
you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is
a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.

Proficiency with a warhammer allows you to add your proficiency bonus to the attack roll for > FEAT:

any attack you make with it.

Belt of Dwavenkind
While wearing this belt, you gain the following benefits:
• Your Constitution score increases by 2, to a maximum of 20.
• You have advantage on Charisma (Persuasion) checks made to interact with Dwarves.
> FEAT:
Aid - once a day
Proficiency/expertise into History
Smell like cabbage
Immune to poison

Fire Beetle Shield


Expending a Hit Die adds +2 AC for amount of round equal to Die Roll > FEAT:

FEATS

> MAGIC ITEM: Skull Cap ●Attuned


+1 AC
NOTES +1 STR

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> <
> <
> MAGIC ITEM: Ring of Warmth ●Attuned
> <
While wearing this ring, you have Resistance to cold damage. In
> <
addition, you and everything you wear and carry are unharmed
> <
by temperatures as low as -50 degrees Fahrenheit
> <
> <
> <
> <
> MAGIC ITEM: Axe of the Dwarvish Lords ●Attuned
> <
> < As per Tinas Message, alters with levels
> < Belt of Dwavernkind
> < Dwarven Thrower
> < Immunity Poison
> < Aid, roll d 6 1-5 must wait till next Dawn to cast again
> < Expertise (History)
> <
> Smell like
MAGIC Blood stone
ITEM:cabbage Attuned

> < +1 Dex saves


SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM: Javelin of lightening Attuned

This javelin is a magic weapon. When you hurl it and speak its
command word, it transforms into a bolt of lightning, forming a
line 5 feet wide that extends out from you to a target within 120
feet. Each creature in the line excluding you and the target must
make a DC 13 Dexterity saving throw, taking 4d6 lightning
OTHER HOLDINGS damage on a failed save, and halfITEMS
MAGIC as much damage on a
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.82 (Printer Friendly - Redesign) Based on Wizardssuccessful one.sheet;
of the Coast character TheDragon
lightning bolt
Head design turns back
by spikeilustra; into
made by Joost a javelin
Wijnen when
- Flapkan@gmail.com

it reaches the target. Make a ranged weapon attack against the


Male 183 Medium 4' 10'' 185
Thuradin Battlehammer
GENDER AGE SIZE HEIGHT WEIGHT

Lawful Good Moradin Brown Brown tan


ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME

ORGANIZATION

CLICK HERE
TO CHANGE
THIS ICON

SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Thuradin, second youngest of eight, son on Thelgrom Battlehammer who was son of Bruenor Battlehammer,
King of Gauntlgrym. He was of royal blood but too far down the line to have any hopes of being King.
Thuradin was given the typical dwarven upbringing one would expect from being part of the royal blood line.
Given best tutors in combat, smithing and history, but since he was not far up the royal line was able to spend
time with the dwarven commoners. Thuradin was more interested in the other dwarven customs of drinking
and brawls then those trained to him. The honour of the fight and the respect that came with it.
It was in his adulthood when the City of Gauntlgrym fell to the Illithid. The days before were long, full of death
and violence, but the Illithid seemed to know the dwarfs every move, ever little secret passage, every weakness.
Once the city fell Thuradin was captured, taken as a slave. Once the Illthid took control it was revealed to
Thuradin that his little brother Thernur was working with the Illthtid. Offering up information to them in return
for a position of power within Gauntlgrym, his greed taking control.
APPEARANCE Thuradin was destroyed by this, his anger and vengeance grew each day he was forced to work.
One day whilst working the opening up the mines to the underdark his group were attacked by drow. The
slave guards taken out by their ambush first, many slaves tried to flee, Thuradin stood his ground but was
Wealthy LIFESTYLE DAILY PRICE 4 gp easily captured by the Drow, however, this day was not all bad for whilst being dragged into the underdark a
small band of elves attacked the drow killing them all. These elves led Thuradin and the other dwarfs back to
land, freed them, gave them food and basic weapons before leaving them.
Thuradin found himself in a small human town, where he took up a small job as a blacksmith to pay his way
but every day his vengeance against his brother and the Illthid grew stronger and stronger. He found solace in
the god Hoar, the doombring, the poet of justice. He knew if he walked his path he would find his revenge.

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.82 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
PLAYER REFERENCE
LINE

Point of Origin CONE CUBE SPHERE CYLINDER


AREA OF EFFECT

ATTACK (action) HIDE (action) BLINDED


Make one melee or ranged attack with a weapon, or Hide from those that can’t perceive you. Your Dex Fail checks involving sight. LEVEL EFFECT (cumulative)
multiple attacks with the ‘Extra Attack’ class feature. (Stealth) check is the DC for anybody’s Wis (Perception) Attacks have disadvantage. 1 Disadvantage on ability checks
(See the ‘Attack Action’ section below.) check to discover you. Enemy attacks have advantage. 2 Speed halved
CAST A SPELL (casting time of the spell) OVERRUN (action or bonus action) (DMG 272) CHARMED 3 Disadvantage on attacks / saves
Effect depends on the spell being cast. Move through hostile’s space once by winning opposing Can’t harm/attack charmer. 4 Hit Point maximum halved
DASH (action) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on 5 Speed reduced to 0
Gain your speed as extra movement for this turn. disadvantage if you are smaller than the opponent. ability checks to interact socially. 6 Death
READY (action) DEAFENED EXHAUSTION (PHB 291)
DISENGAGE (action)
Your movement doesn’t provoke opportunity attacks for Choose an action that you will take in response to a set Fail checks involving hearing.
the rest of the turn. trigger. Taking the action uses your reaction. Readying a FRIGHTENED
DODGE (action)
spell requires concentration. Disadvantage to checks/attacks while the source of fear is in sight.
Attack rolls from attackers you can see have disadvantage SEARCH (action) Can’t willingly move closer to the source of fear.
and you have advantage on Dex saving throws until the Search for something, possibly with a Wis (Perception) GRAPPLED
start of your next turn, until you become incapacitated or or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
your speed drops to 0. TUMBLE (action or bonus action) (DMG 272) moved out of grappler’s reach by an effect.
ESCAPE (action) Move through hostile’s space once by winning opposing INCAPACITATED
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Can’t take actions or reactions.
(Acrobatics) check vs. grappler’s Str (Athletics) check. USE OBJECT (action) INVISIBLE
HELP (action) You can interact with an object once per turn for free. A Can’t be seen (normally), but still make noise and tracks.
Give an ally advantage on next ability check or attack roll second interaction and special cases take an action to Attacks have advantage. Enemy attacks have disadvantage.
vs. an opponent within 5 ft of you, if done before the complete (e.g. draw a second weapon, equip a shield, PARALYZED
start of your next turn. drink a potion, retrieve an item from a backpack). Incapacitated. Can’t move or speak. Fail Str and Dex saving throws.
COMBAT ACTIONS (PHB 192) Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
PETRIFIED
Incapacitated. Can’t move or speak. Unaware of surroundings. Resistance
MELEE ATTACK (one attack) to all damage. Immune to poison / disease. Fail Str and Dex saving throws.
Normal attack on target within 5 ft. If attacking with a light HALF +2 AC and Dex saving throws Enemy attacks have advantage. Stop aging. Weight increases by factor 10.
melee weapon in one hand, allowed to make an attack with a 3/4 +5 AC and Dex saving throws POISONED
light melee weapon in other hand as a bonus action, see ‘Two- TOTAL Can’t be targeted directly by attack or spell Disadvantage on attack rolls and ability checks.
Weapon Fighting’. If either weapon has the thrown property, it COVER (PHB 196) PRONE
may be thrown as part of this action. Crawl (at ½ speed) or stand up (costs ½ speed). Attacks have disadvantage.
RANGED ATTACK (one attack) Enemy attacks have advantage within 5 ft and disadvantage if further away.
Normal attack up to normal range (first number). Disadvantage on the attack if the target is up to long range away
RESTRAINED
(second number) or if a hostile is within 5 ft that is not incapacitated and can see you. Speed 0, regardless of bonus. Disadvantage on Dex saving throws.
TWO-WEAPON FIGHTING (bonus action with attack action) Attacks have disadvantage. Enemy attacks have advantage.
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
STUNNED
other hand as a bonus action. This off-hand attack can’t add a positive ability score modifier to the damage roll. If the Incapacitated. Can’t move. Can speak only falteringly.
weapon has the thrown property, it may be thrown as part of this action. Fail Str and Dex saving throws. Enemy attacks have advantage.
DISARM (instead of one attack) (DMG 271)
UNCONSCIOUS
Knock an item from grasp by winning weapon attack roll vs. opponent’s Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Can’t move or speak. Unaware of surroundings.
Disadvantage if item is being held by two or more hands. Larger opponents have advantage and smaller have Drop everything. Fail Str and Dex saving throws.
disadvantage. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
GRAPPLE (instead of one attack)
With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you CONDITIONS (PHB 290)

by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
MARK (with melee attack) (DMG 271)
LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
BLINDSIGHT Out to range, perceive without sight.
SHOVE (instead of one attack)
DARKVISION Out to range, treat dim light as bright light. Can’t see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. TRUESIGHT Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
ATTACK ACTION (PHB 195) LIGHT & VISION (PHB 183)

MOVE (limited by movement speed) FORCED MARCH


You can move your movement speed every turn. You can break up your Marching more than 8 hours per day requires a Con PACE MINUTE HOUR DAY EFFECT
movement between actions. You can switch back and forth between different saving throw at DC 10 + 1 per additional hour, at the Fast 400 feet 4 miles 30 miles -5 passive Perception
types (e.g. from flying to walking), by subtracting the distance already moved end of each additional hour. If failed, suffer one level Normal 300 feet 3 miles 24 miles ––
from the new speed. of exhaustion (see conditions). Slow 200 feet 2 miles 18 miles Able to use stealth
You can freely move through a nonhostile’s space, and through a hostile’s FOOD (one pound per day) TRAVEL PACE (PHB 182)
space if it is two sizes larger or smaller than you. Another creature’s space Go without food for 3 + Con modifier of consecutive
counts as difficult terrain. days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions).
CLIMB / SWIM (at ½ speed) WATER (one gallon per day)
May involve a Str (Athletics) check if the climb / swim is difficult. If only half a gallon is consumed, DC 15 Con saving throw at end of day. If failed or consumed less than half, suffer
CRAWL (at ½ speed) one level of exhaustion, or two levels of exhaustion if currently already exhausted (see conditions).
Crawl while prone (see conditions). Dropping prone costs no movement speed. FALLING
DIFFICULT TERRAIN (at ½ speed) 1d6 bludgeoning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from the fall.
Moving through difficult terrain costs twice as much speed. Another creature’s SUFFOCATING
space counts as difficult terrain. Hold breath for 1 + Con modifier in minutes (30 seconds minimum). After that, survive for Con modifier in
JUMP rounds, after which drop to 0 hit points and dying.
After moving at least 10 feet on foot, you can jump you Str score in feet straight SHORT REST
forward, or 3 + your Str modifier in feet up. The jump distance is halved when A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit points.
performing a standing jump. LONG REST
STAND UP (costs ½ speed) A long rest takes 8 hours with nothing too strenuous for more than 1 hour of that. Regain all hit points and half hit
Standing up from being prone costs half your movement speed for this turn. dice at end. If food and water are consumed, reduce exhaustion level by 1. Maximum of 1 long rest per 24 hours.
MOVEMENT (PHB 182) ENVIRONMENT (PHB 183)
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.82 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com

You might also like