Dhatir Trace: Character Level, Race, & Class Experience
Dhatir Trace: Character Level, Race, & Class Experience
Dhatir Trace: Character Level, Race, & Class Experience
STEALTH DISADVANTAGE
✘
+5 archetype, you can replace one maneuver you know with a
+1 Dexterity different maneuver.
✘ +11 Constitution ARMOR CLASS Sentinel. When you hit a creature with an opportunity attack,
DEXTERITY the creature’s speed becomes 0 for the rest of the
-1 Intelligence turn.Creatures provoke opportunity attacks from you even if
MAXIMUM HIT DICE TEMPORARY
+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft. Second Wind (Bonus Action—1/Short Rest). You regain
Y
PROFI
1d10+20 hp.
RT
EXPE
8 -1 History (Int) Indomitable (3/Long Rest). You can reroll a saving throw that
you fail. If you do so, you must use the new roll.
✘ +7 Insight (Wis)
Born to the Saddle. You have advantage on saving throws
✘ +6 Intimidation (Cha) SPEED, SENSES, & CONDITIONS made to avoid falling off your mount. If you fall no more than
-1 -1 Investigation (Int)
10ft, you land on your feet. Mounting and dismounting a
creature costs you only 5ft of movement.
+1 Medicine (Wis) Horns. Your horns are natural melee weapons,
which you can use to make unarmed strikes. If you Unwavering Mark (5/Long Rest). When you hit a creature
WISDOM -1 Nature (Int) with a melee weapon attack, mark it until the end of your
hit with them, you deal piercing damage equal to next turn. While it is within 5ft of you it has disadvantage on
13 ✘ +7 Perception (Wis) 1d6+5. attack rolls that don’t target you. If it does deal damage to
anyone other than you, make a special melee weapon attack
+0 Performance (Cha) Goring Rush. Immediately after you use the Dash as a bonus action on your next turn. You have advantage on
✘ +6 Persuasion (Cha) action on your turn and move at least 20 feet, you this attack, and if it hits, it deals an extra 10 damage.
+1 -1 Religion (Int)
can make one melee attack with your horns as a
Warding Maneuver (Reaction—5/Long Rest). If you or a
bonus action. creature within 5ft is hit by an attack, and you are wielding a
+1 Sleight of Hand (Dex) melee weapon or shield, roll 1d8 and add the number rolled
CHARISMA Hammering Horns. Immediately after you hit a to its AC. If the attack still hits, it has resistance against the
+1 Stealth (Dex) creature with a melee attack as part of the Attack attack’s damage.
11 ✘ +7 Survival (Wis) action on your turn, you can use a bonus action to
Hold the Line. Oppertunity attack if creature moves 5ft or
SKILLS attempt to shove that target with your horns. The more while within your reach. If you hit, its speed is reduced
target must be no more than one size larger than to 0 until the end of the current turn.
you and within 5 feet of you. Unless it succeeds on
+0 17 PASSIVE PERCEPTION a DC 19 Strength saving throw, you push it up to Ferocious Charger (1/Turn). If you move at least 10ft in a
10 feet away from you straight line before attacking a creature and hit it, it makes a
DC19 Strength saving throw or is knocked prone.
ADVANTAGE
✘ Vigilant Defender. Oppertunity attack on each creature’s
turn.
INITIATIVE +1 4 Attacks / Attack Action RACIAL TRAITS
BOND
I am slow to trust.
41316jink
Deep Delver 364 dtp
You have a knack for making your way in the deep 6 ejderha pulu
places of the world. You can recall the twists and
turns of passageways and tunnels such that you can Reborn ırkı
always retrace your steps underground. You’re also Değişim hakkı
well acquainted with foraging and survival in the
Underdark, and can determine when sources of food Hexblood ırkı
and water are safe to consume. You can always find Dhampir ırkı
sufficient food and water for yourself and up to five Süpriz Cadılar Bayramı Hediyesi (alındı)
other people in the Underdark, as long as
sustenance is available in the area.
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Sentinel Shield. While holding this shield, you have
advantage on initiative rolls and Wisdom (Perception)
Clothes, Traveler’s 1 4 [Sentinel Shield] 1 6 checks. The shield is emblazoned with a symbol of an
Dice Set 1 — [Crystal Longsword] 1 3 eye.
Handaxe 2 4 [Periapt of Wound Closure] 1 —
Periapt of Wound Closure. While you wear this pendant,
Explorer’s Pack 1 10 Driftglobe 1 1 you stabilize whenever you are dying at the start of your
Flail 1 2 [Blood Fury Tattoo] 1 — turn. In addition, whenever you roll a Hit Die to regain
hit points, double the number of hit points it restores.
Clothing, Cold Weather 1 5 Decanter of Endless Water 1 2
Climber’s Kit 1 12 Bag of Holding 1 15 Crystal Longsword. This magic sword’s blade is
fashioned from a horn or spine from a crystal dragon.
Waterskin 10 50 Unbreakable Arrow 40 — When you hit with an attack roll using this sword, the
Rations (1 day) 10 20 Potion of Healing 9 4.5 target takes an extra 1d8 radiant damage.
Shortbow 1 2 Potion of Giant Size 1 .5 The sword has 3 charges and regains 1d3 expended
charges daily at dawn. When you hit a creature with an
Potion of Storm Giant Strength 1 .5 attack roll using the sword, you can expend 1 charge to
Potion of Supreme Healing 4 2 regain a number of hit points equal to the extra radiant
damage the sword dealt.
While you’re holding the sword, you can use a bonus
action to cause it to shed bright light in a 30-foot radius
and dim light for an additional 30 feet, to cause it to
shed dim light in a 10-foot radius, or to douse the light.
0 0 0 34426 0
Kademe 1: Portal Anahtarları sayesinde sabit geçitler ile birlikte istenilen düzleme gitme hakkı.
Kademe 2: Maceradan dönünce kendi aşamanın iki alt aşamasından bir adet eşya alırsın. Aşama 3 iseniz
Aşama 1'den gibi.
Kademe 3: Dabuslar ile iletişim kurmayı mümkün hale getiren Brooch of the Dabus ve hafif suçlarda ceza
ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES
indirimi.
Kademe 4: İstenilen düzlemde ücretsiz bir adet "Kademe 1 İşletme" ve büyünün olduğu düzlemlerde
Sigil'i ifşa etmekten yargılanmazsınız.
#1 #2
Kademe 5: Sadece bu kademeye ulaşanların bilebileceği bir özellik.
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Scorpion Armor Signet Rings of Blindness, Deafness, and SilenceRing, rareEach of these
Brooch of the dabus three signets is decorated with the carving of a skull and a pair of skeletal
Source: Tomb of Annihilation hands that cover either its eyes (blindness), ears (deafness), or mouth (in
+3 flail an area of silence). Each ring has 1 charge, which it regains each day at
2x potion of invisibility dawn. If you are wearing the corresponding signet when you are blinded,
Helm imbues your blade with great power. You gain a +2 bonus to attack deafened, or in an area of magical silence, you can expend 1 charge from
and damage rolls with flails. the ring (no action required) to be cured of the condition or to speak a
Armor (plate), rare (requires attunement) word or sentence (such as a verbal arcane components) that can be heard
This suit of plate armor is fashioned from giant scorpion chitin. While through the magical silence. Wearing the rings together as a set combines
wearing this armor, you gain the following benefits: their collective charges: potentially allowing you to use one of the ring's
The armor improves your combat readiness, granting you a +5 bonus to properties multiple times."I will see what I please. Listen to what I please.
initiative as long as you aren't incapacitated. And say what I please. I will see that you die, hear you take your last
The armor doesn't impose disadvantage on your Dexterity (Stealth) checks. breath, and sing over your grave."
The armor doesn't impose disadvantage on saving throws made to resist
the effects of extreme heat (see chapter 5 of the Dungeon Master's
Guide).
Curse. This armor is cursed. Whenever you don or doff it, you must make a
DC 15 Constitution saving throw, taking 100 (10d10 + 45) poison damage
on a failed save, or half as much damage on a successful one. Only a Wish
spell can remove the armor's curse.
NOTES NOTES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Clothes, Traveler’s Dice Set Handaxe
Adventuring Gear Tools Weapons
If you are proficient with the Dice Set, you can add your
proficiency bonus to ability checks you make to play a
game.
Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 You can equip this item to “enable” it. It remains hidden
torches, 10 days of rations, and a waterskin. The pack also from the inventory on your character sheet.
has 50 feet of hempen rope strapped to the side of it.
Additional Proficiency, Tool Proficiency (Horn) Potion of Healing Fighter, LV04: Martial Versatility
Additional Proficiency Potions Optional Class Features
You can equip this item to “enable” it. It remains hidden You regain 2d4 + 2 hit points when you drink this potion. You can equip this item to “enable” it. It remains hidden
from the inventory on your character sheet. Whatever its potency, the potion’s red liquid glimmers from the inventory on your character sheet.
when agitated.
While holding this shield, you have advantage on initiative You can equip this item to “enable” it. It remains hidden
rolls and Wisdom (Perception) checks. The shield is from the inventory on your character sheet.
emblazoned with a symbol of an eye.
While you wear this pendant, you stabilize whenever you This magic sword’s blade is fashioned from a horn or spine This outfit consists of a heavy fur coat or cloak over layers
are dying at the start of your turn. In addition, whenever from a crystal dragon. When you hit with an attack roll of wool clothing, as well as a fur-lined hat or hood, goggles,
you roll a Hit Die to regain hit points, double the number of using this sword, the target takes an extra 1d8 radiant and fur-lined leather boots and gloves.
hit points it restores. damage. As long as cold weather clothing remains dry, its wearer
The sword has 3 charges and regains 1d3 expended automatically succeeds on saving throws against the effects
charges daily at dawn. When you hit a creature with an of extreme cold.
attack roll using the sword, you can expend 1 charge to
regain a number of hit points equal to the extra radiant
damage the sword dealt.
While you’re holding the sword, you can use a bonus
action to cause it to shed bright light in a 30-foot radius and
dim light for an additional 30 feet, to cause it to shed dim
light in a 10-foot radius, or to douse the light.
0 lb. Dungeon Master’s Guide 3 lb. Fizban's Treasury of Dragons 5 lb. Icewind Dale: Rime of the Frostmaiden
A climber’s kit includes special pitons, boot tips, gloves, and This small sphere of thick glass weighs 1 pound. If you are
a harness. You can use the climber’s kit as an action to within 60 feet of it, you can speak its command word and
anchor yourself; when you do, you can’t fall more than 25 cause it to emanate the light or daylight spell. Once used,
feet from the point where you anchored yourself, and you the daylight effect can't be used again until the next dawn.
can’t climb more than 25 feet away from that point without You can speak another command word as an action to
undoing the anchor. make the illuminated globe rise into the air and float no
more than 5 feet off the ground. The globe hovers in this
way until you or another creature grasps it. If you mpve
more than 60 feet from the hovering globe, it follows you
until it is within 60 feet of you. It takes the shortest route
to do so. If prevented from moving, the globe sinks gently
to the ground and becomes inactive, and its light winks out.
12 lb. Player’s Handbook 5 lb. (full) Player’s Handbook 1 lb. Dungeon Master’s Guide
Blood Fury Tattoo Additional Proficiency, Skill Proficiency (Survival) Decanter of Endless Water
Wondrous Items Additional Proficiency Wondrous Items
Produced by a special needle, this magic tattoo evokes fury You can equip this item to “enable” it. It remains hidden This stoppered flask sloshes when shaken, as if it contains
in its form and colors. from the inventory on your character sheet. water. The decanter weighs 2 pounds.
Tattoo Attunement. To attune to this item, you hold the You can use an action to remove the stopper and speak
needle to your skin where you want the tattoo to appear, one of three command words, whereupon an amount of
pressing the needle there throughout the attunement fresh water or salt water (your choice) pours out of the
process. When the attunement is complete, the needle flask. The water stops pouring out at the start of your next
turns into the ink that becomes the tattoo, which appears turn. Choose from the following options:
on the skin. • "Stream" produces 1 gallon of water.
If your attunement to the tattoo ends, the tattoo • "Fountain" produces 5 gallons of water.
vanishes, and the needle reappears in your space. • "Geyser" produces 30 gallons of water that gushes
Bloodthirsty Strikes. The tattoo has 10 charges, and it forth in a geyser 30 feet long and 1 foot wide. As a bonus
regains all expended charges daily at dawn. While this action while holding the decanter, you can aim the geyser
tattoo is on your skin, you gain the following benefits: at a creature you can see within 30 feet of you. The target
• When you hit a creature with a weapon attack, you must succeed on a DC 13 Strength saving throw or take 1d4
can expend a charge to deal an extra 4d6 necrotic damage bludgeoning damage and fall prone. Instead of a creature,
to the target, and you regain a number of hit points equal you can target an object that isn't being worn or carried
to the necrotic damage dealt. and that weighs no more than 200 pounds. The object is
• When a creature you can see damages you, you can either knocked over or pushed up to 15 feet away from
expend a charge and use your reaction to make a melee you.
attack against that creature, with advantage on your attack
roll.
This bag has an interior space considerably larger than its This arrow can’t be broken, except when it is within an When you drink this potion, you become Huge for 24 hours
outside dimensions, roughly 2 feet in diameter at the antimagic field. if you are Medium or smaller, otherwise the potion does
mouth and 4 feet deep. The bag can hold up to 500 nothing. For that duration, your Strength becomes 25, if it
pounds, not exceeding a volume of 64 cubic feet. The bag isn't already higher, and your hit point maximum is doubled
weighs 15 pounds, regardless of its contents. Retrieving an (your current hit points are doubled when you drink the
item from the bag requires an action. potion). In addition, the reach of your melee attacks
If the bag is overloaded, pierced, or torn, it ruptures and increases by 5 feet.
is destroyed, and its contents are scattered in the Astral Everything you are carrying and wearing also increases in
Plane. If the bag is turned inside out, its contents spill forth, size for the duration. When rolling damage for weapons
unharmed, but the bag must be put right before it can be enlarged in this manner, roll three times the normal
used again. Breathing creatures inside the bag can survive number of dice; for example, an enlarged longsword would
up to a number of minutes equal to 10 divided by the deal 3d8 slashing damage (instead of 1d8), or 3d10 slashing
number of creatures (minimum 1 minute), after which time damage (instead of 1d10) when used with two hands.
they begin to suffocate. When the effect ends, any hit points you have above
Placing a bag of holding inside an extradimensional space your hit point maximum become temporary hit points.
created by a handy haversack, portable hole, or similar item This potion is a pale white liquid made from the tongue
instantly destroys both items and opens a gate to the Astral of a giant clam, with a pungent aroma akin to that of
Plane. The gate originates where the one item was placed rotting algae. It tastes sweet, however, when consumed.
inside the other. Any creature within 10 feet of the gate is
sucked through it to a random location on the Astral Plane.
The gate then closes. The gate is one-way only and can't be
reopened.
15 lb. Dungeon Master’s Guide 0 lb. Xanathar’s Guide to Everything ½ lb. Storm King’s Thunder
When you drink this potion, your Strength score changes You regain 10d4 + 20 hit points when you drink this potion. Rations consist of dry foods suitable for extended travel,
for 1 hour. The type of giant determines the score (see the Whatever its potency, the potion’s red liquid glimmers including jerky, dried fruit, hardtack, and nuts.
table below). The potion has no effect on you if your when agitated.
Strength is equal to or greater than that score.
This potion’s transparent liquid has floating in it a sliver
of fingernail from a giant of the appropriate type. The
potion of frost giant strength and the potion of stone giant
strength have the same effect.
Type of Giant Strength Rarity
Hill giant 21 Uncommon
Frost/stone giant 23 Rare
Fire giant 25 Rare
Cloud giant 27 Very rare
Storm giant 29 Legendary
½ lb. Dungeon Master’s Guide ½ lb. Dungeon Master’s Guide 2 lb. Player’s Handbook
Shortbow
Weapons