Friday 15 February 2019

Unwelcomed Vistors Character Sheet

Finished Character sheet Followed by work shown to get final product.

Name: Flint IronBeard         Age: 163             Gender: Male              Race: Hill Dwarf
Class: Divine Soul Sorcerer 1                 Background: Acolyte          Level: Three
                              Barbarian 2                Deity: Torag

Strength        15    (+2)           Dexterity       12    (+1)           Constitution  16    (+3)
Intelligence    8      (-1)           Wisdom         11    (+0)           Charisma      13    (+1)

Hit Points: 32      Hit Dice: 1d6 + 2d12          Armor Class: 16

Proficiency Bonus: 2           Passsive Perception : 10              Initiative: +1
Proficiencies
Armor: Shields,
Weapons: simple weapons, martial weapons
Tools: None
Saving Throws: Constitution  (+5) , Charisma (+3)
Skills: Arcana, Intimidation, Insight, Religion
Languages: Common, Dwarvish, Elvish, Halfling

Handaxe  1d6+2
Battleaxe 1d8+2


Darkvision. 60 feet
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).
Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.
Tool Proficiency. smith’s tools
Stonecunning. Whenever you make an Intelligence (History) check related to the origin o f stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Spells Known:
Cantrips: Mage Hand, Mending, Message, Minor Illusion
First Level: Cure Wounds, Feather Fall, Shield

Able to cast: 2 level one spells

Athelitcs: 2
Medicine: -1
Acrobatics:  1
Nature: 0
Animal Handling: 0
Perception: 0
Arcana: 1
Performance 1
Deception:  1
Persuasion:  1
History:  -1
Religion 1
Insight: 2
Sleight of Hand:  1
Intimidation:  3
Stealth:  1
Investigation: -1
Survival: 0


Rage ( 2 times per long rest) (+2 damage)
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
• You have advantage on Strength checks and Strength saving throws.
• When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column o f the Barbarian table.
• You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number o f times shown for your barbarian level in the Rages column o f the Barbarian table, you must finish a long rest before you can rage again.
U n a r m o r e d D e f e n s e
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity m odifier + your Constitution modifier. You can use a shield and still gain this benefit.
R e c k l e s s A t t a c k
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
D a n g e r S e n s e
At 2nd level, you gain an uncanny sense o f when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.
To gain this benefit, you can’t be blinded, deafened, or incapacitated.
FAVORED BY THE GODS
Starting at 1st level, divine power guards your destiny.
If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.

Equipment: Handaxe x 3, Battle Axe x1, Holy Symbol (amulet), Fishing Tackle, Shield, Blanket, bedroll, Tent (2-man), Set of street clothes x 2, holy robes
Coins: 15 gold Peices

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Start with standard array 15, 14, 13, 12, 10, 8.
Apply them to Stats.
Strength        15    (+2)           Dexterity       12    (+1)           Constitution  14    (+2)
Intelligence    8      (-1)           Wisdom         10    (+0)           Charisma      13    (+1)

Hill Dwarfs get +2 to Constitution and +1 to wisdom

Strength        15    (+2)           Dexterity       12    (+1)           Constitution  16    (+3)
Intelligence    8      (-1)           Wisdom         11    (+0)           Charisma      13    (+1)

HP: Max for first level + Con bonus + 1 for hill dwarf + Average for 2nd level + Average for 3rd level + con bonus(2) + 1 for hill dwarf (2)

Hit Points: HP: 6+ 3 + 1 + 7 + 7 +3(2) + 1 (2)
HP: 24 + 6 + 2
HP: 32

Normal Armour Class: 10 + Shield + Dex bonus
Shield=2         Dex Bonus = 1          Armour Class : 13

Barbarian Armour Class: 10 + shield + Dex Bonus + Con bonus
Shield = 2       Dex Bonus = 1          Con Bonus = 3              Armour Class: 16

Proficiencies
Armor: None
Multiclassing into Barbarian gives shields
Weapons: Daggers, darts, slings, quarterstaff, light crossbows
Multiclassing into Barbarian changes above to Simple weapons, Martial Weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight,
Intimidation, Persuasion, and Religion
Background Acoylte Adds Insight and Religion. So take Arcana and Intimidation


Background Adds two languages of choice, - Choose Halfling and Elven. Common races.
Race gives Dwarvish and Common.

Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60)
Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10)

Spells Known:
Cantrips: Mage Hand, Mending, Message, Minor Illusion
First Level: Feather Fall, Shield
From Subclass: Cure Wounds

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