A play by post 5E DnD campaign created and played by fans of The Adventure Zone.
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Ezythyr Coalthane
Player Name
:
Josh Theobald
Name
:
Ezythyr Coalthane
Experience
:
(0/0)
Level
:
4
Race
:
Mountain Dwarf
Class
:
Wizard
Background
:
Noble
Alignment
:
Lawful Neutral
Hit Die
:
Hit Die
Die Type
Current
Total
Hit Die
1d6
4
4
Hit Points
:
Hit Points
Current
Total
Hit Points
38
38
Temporary Hit Points
14
Death Saves
:
Death Saves
Current
Failed Saves
Passed Saves
Stats
:
Stats
Full Statistic
Modifier
Saving Throw
STR
17
+3
+3
CON
19
+4
+4
DEX
16
+3
+3
INT
18
+4
+6
WIS
16
+3
+5
CHA
16
+3
+3
Proficiency Bonus
:
+2
Initiative
:
+3
Speed
:
25 ft
AC
:
15
Inspiration
:
No
Weapons
:
Weapons
Weapon Name
Attack Bonus
Damage/Type
Range
Weapon 1
+2 Arbuckler
+7
1d8+2d6+5 Slashing
N/A
Weapon 2
Staff
+5
1d6+3 Bludgeoning
N/A
Weapon 3
Weapon 4
Weapon 5
Other Equipment
:
Chain Shirt Dagger 1 set of Green Leather Armor Handaxe Dagger Battleaxe of Fiery Might (Arbuckler); a battleaxe that does 1d8 (or 1d10 if two-handed) slashing damage, with a +2 to attack and damage rolls made with this magic weapon. When you hit a creature with this magic weapon, it deals an extra 2d6 necrotic damage. You gain temporary hit points equal to the extra necrotic damage dealt. BUT... If the enemy is vulnerable to fire, it takes 2d8 necrotic damage that is then conferred to you as temporary hit points. A set of fine clothes, a signet ring, a scroll of pedigree, and a purse. A backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feel of hempen rope strapped lo lhe side of it.
Skills
:
Skills
Proficiency
Skill Bonus
Total
Acrobatics (Dex)
+3
+3
Animal Handling (Wis)
+3
+3
Arcana (Int)
+2
+4
+6
Athletics (Str)
+3
+3
Deception (Cha)
+3
+3
History (Int)
+2
+4
+6
Insight (Wis)
+3
+3
Intimidation (Cha)
+3
+3
Investigation (Int)
+3
+3
Medicine (Wis)
+2
+3
+5
Nature (Int)
+4
+4
Perception (Wis)
+3
+3
Performance (Cha)
+3
+3
Persuasion (Cha)
+2
+3
+5
Religion (Int)
+4
+4
Sleight of Hand (Dex)
+3
+3
Stealth (Dex)
+3
+3
Survival (Wis)
+3
+3
Passive Perception (10+Total Skill Modifier)
:
13
Vision
:
Darkvision
Languages
:
Common, Dwarvish, Giant
Other Proficiencies
:
Chess Mason's Tools
Features and Traits
:
RACIAL: Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer. Tool Proficiency. You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools. Stonecunning. Whenever you make an Intelligence (History) check related to the origin of 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 Armor Training. You have proficiency with light and medium armor. BACKGROUND: POSITION OF PRIVILEGE Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. CLASS: GRIM HARVEST At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points 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. --- Glissen, Ooze familiar. Tiny ooze, unaligned Armor Class: 13 Hit Points: 2(1d4) Speed: 10 ft., climb 10 ft. STR 2 (-4) DEX 16 (+3) CON 11 (0) INT 1 (-5) WIS 10 (0) CHA 3 (-4) Proficiency Bonus: +2 Senses: blindsight 10 ft., passive Perception 10 Challenge: 1/8(25 XP) Actions Pseudopod: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) acid damage on a failed save, or half as much damage on a successful one. FEATS: Necromantic Adept Prereq: Must have taken the necromancer school specialization. You’ve specialized in Necromancy and have learned to instill some of your knowledge into your creations. Your Intelligence goes up by 1, to a max of 20. When you create an undead creature using a Necromancy spell, it gains proficiency with any weapons and armor you are proficient in. When you cast a spell that deals Necrotic damage, you can target one of your undead creations to instead heal it for the amount of damage rolled.
Personality Traits
:
No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.
Ideals
:
Responsibility. My family is charged with a sacred duty to care for the dead, and to raise them in times of need.
Bonds
:
My loyalty to my duty is unwavering.
Flaws
:
I take great pleasure in raising the dead and seek to do so as often as possible.
Spellcasting Ability
:
Spellcasting Ability
Ability
Spell Attack Modifier
Spell Save DC (8+Prof+Ability Mod)
Spellcasting Ability
Intelligence
+6
14
Spell Book
:
Cantrips: Chill Touch Green-Flame Blade Lightning Lure Mage Hand Level 1: Absorb Elements Earth Tremor False Life Feather Fall Find Familiar Magic Missile Ray of Sickness Shield Level 2: Blur Enlarge/Reduce Misty Step Phantasmal Force
Gold
:
305
Items
:
Enormous scale. Perhaps from a dragon. Bottle of Red Liquid to be delivered to Cloakwood: Potion of Greater Healing with a hidden effect of Energy Drain. Will kill anyone who drinks it within a few hours. 8 Potions of Healing. 5 Scorched Tomes. Unintelligible text. 3 Pouches of Spell Components. 2 Rubies (50g Ea) 1 Gem of Brightness 1 Bottle of Bees 2 Sending Stones (Not paired together) 1 Cleaned Skeleton.