A play by post 5E DnD campaign created and played by fans of The Adventure Zone.
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Character sheet from
downwarddawn
Player Name
:
Dawn
Name
:
Cordial Deadheart
Experience
:
(0/0)
Level
:
4
Race
:
Tiefling
Class
:
Druid, Circle of the Land (Underdark)
Background
:
Hermit
Alignment
:
Chaotic Neutral
Hit Die
:
Hit Die
Die Type
Current
Total
Hit Die
1d8
4
4
Hit Points
:
Hit Points
Current
Total
Hit Points
27
36
Temporary Hit Points
N/A
Death Saves
:
Death Saves
Current
Failed Saves
Passed Saves
Stats
:
Stats
Full Statistic
Modifier
Saving Throw
STR
15
+2
+2
CON
18
+4
+4
DEX
18
+4
+4
INT
14
+2
+4
WIS
18
+4
+6
CHA
17
+3
+3
Proficiency Bonus
:
+2
Initiative
:
+3
Speed
:
30
AC
:
14
Inspiration
:
No
Weapons
:
Weapons
Weapon Name
Attack Bonus
Damage/Type
Range
Weapon 1
Dagger
+4
1d4 +2 piercing
5
Weapon 2
Sling
+5
1d4 +3 bludgeoning
60
Weapon 3
Railgun Pistol
1d8+3 slashing/bludgeoning/piercing - depends on ammo
50-150
Weapon 4
Staff of the Python
Weapon 5
Other Equipment
:
Fantasy Costco Healer's Kit, has ten uses. As an action, you can expend one use of the kit to stabilize a party member or creature that has 0 hit points, without needing to make a Medicine check. Railgun Pistol, a 1d8 ranged weapon that does different types of damage depending on what you load in it: coins do slashing damage), sling bullets, lumps of ore, or small stones or debris do bludgeoning damage, and arrow heads, darts, or pokey things do piercing damage. It also has armor-piercing capability; targets with natural armor or worn armor and an AC of 14 or better take a -1 penalty to AC. Targets with natural armor or worn armor and an AC of 16 or better take a -2 penalty to AC. Additionally, if you have spell slots, you can expend one when you attack with this weapon. It deals an additional 1d8 damage for each level of spell slot you expend.
Skills
:
Skills
Proficiency
Skill Bonus
Total
Acrobatics (Dex)
+3
+3
Animal Handling (Wis)
+4
+4
Arcana (Int)
+2
+2
Athletics (Str)
+2
+2
Deception (Cha)
+3
+3
History (Int)
+2
+2
Insight (Wis)
+4
+4
Intimidation (Cha)
+3
+3
Investigation (Int)
+2
+2
Medicine (Wis)
+2
+4
+6
Nature (Int)
+2
+2
Perception (Wis)
+2
+4
+6
Performance (Cha)
+3
+3
Persuasion (Cha)
+3
+3
Religion (Int)
+2
+2
+5
Sleight of Hand (Dex)
+3
+3
Stealth (Dex)
+3
+3
Survival (Wis)
+2
+4
+6
Passive Perception (10+Total Skill Modifier)
:
14
Vision
:
Darkvision
Languages
:
Common, Infernal, Druidic
Other Proficiencies
:
Dagger, sickle, spear, mace, quarterstaff, sling, javelin, club, scimitar, dart
Features and Traits
:
Hellish Resistance. You have resistance to fire damage. Darkvision Infernal Legacy. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. Druidic. You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic. Wild Shape. Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. (see the Players Handbook for further details) Circle of the Land - Underdark: Circle Features: BONUS CANTRIP: starting at 2nd level, learn one additional druid cantrip Underdark Features: 3rd level: spider climb, web 5th level: gaseous form, stinking cloud 7th level: greater invisibility, stone shape 9th level: cloudkill, insect plague
Personality Traits
:
I feel tremendous empathy for all who suffer.
Ideals
:
My gifts are meant to be shared with all, not used for my own benefit.
Bonds
:
I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
Flaws
:
I harbour dark, bloodthirsty thoughts that my isolation and meditation failed to quell.
Spellcasting Ability
:
Spellcasting Ability
Ability
Spell Attack Modifier
Spell Save DC (8+Prof+Ability Mod)
Spellcasting Ability
Wisdom
+6
14
Spell Book
:
Cantrips: GUIDANCE Divination CANTRIP Casting Time:1 action Range:Touch Components:V, S Duration:Concentration, up to 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. SPARE THE DYING Necromancy CANTRIP Casting Time:1 action Range:Touch Components:V, S Duration:Instantaneous You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs. THAUMATURGY (from infernal legacy) Transmutation CANTRIP Casting Time:1 action Range:30 feet Components:V Duration:Up to 1 minute You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: • Your voice booms up to three times as loud as normal for 1 minute. • You cause flames to flicker, brighten, dim, or change colour for 1 minute. • You cause harmless tremors in the ground for 1 minute. • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. • You instantaneously cause an unlocked door or window to fly open or slam shut. • You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action. SPELLS (4 SLOTS level 1, 2 SLOTS level 2) -------------------------- ABSORB ELEMENTS Level: 1 Casting time: Special Range: Self Components: S Duration: 1 round 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. -At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. CURE WOUNDS 1st-level evocation Casting Time:1 action Range:Touch Components:V, S Duration:Instantaneous A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. -At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. CHARM PERSON Level: 1 Enchantment Casting time: 1 Action Range: 30 feet Components: V, S Duration: 1 hour You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it.The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. -At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. CURE WOUNDS Level: 1 Evocation Casting time: 1 Action Range: Touch Components: V, S Duration: Instantaneous A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. -At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. DETECT MAGIC Level: 1 Divination (Ritual) Casting time: 1 Action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. HEALING WORD Level: 1 Evocation Casting time: 1 Bonus Action Range: 60 feet Components: V Duration: Instantaneous A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. HELLISH REBUKE Level: 1 Evocation Casting time: Special Range: 60 feet Components: V, S Duration: Instantaneous Reaction: you are being damaged by a creature within 60 feet of you that you can see. You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. -At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. SPEAK WITH ANIMALS Level: 1 Divination (Ritual) Casting time: 1 Action Range: Self Components: V, S Duration: 10 minutes You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion. SPIDER CLIMB Level: 2 Transmutation Casting time: 1 Action Range: Touch Components: V, S, M (a drop of bitumen and a spider) Duration: Concentration, up to 1 hour Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed. WEB Level: 2 Conjuration Casting time: 1 Action Range: 60 feet Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
Gold
:
Items
: