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Name: Bjorn Ygsson Player: Fernando Show extra features

6 Class: Cleric (Tempest Domain)


Experience: 14.000 Add: Next level: 23.000
Background: Pirate
LEVEL Race: Human Size: Medium Height: 210cm Weight: 140kg
Gender: Masc Hair: Loiro Eyes: Azuis Skin: Branca
Age: 25 anos Alignment: Chaotic Neutral Faith: Valkur

Skills
Abilities
ADV
DIS BONUS NAME (ABILITY) PROF. EXP.
Show 2nd DC 0 Acrobatics (DEX)
Ability Save DC +3 Animal Handling (WIS)
+3
ABILITY MODIFIER SAVING THROW PROF.
BONUS
PROFIENCY
-1 Arcana (INT)
STR
BONUS

17 +3 +3
+ 8 +
Wis 14 +6 Athletics (STR)
STRENGTH

Senses -1 Deception (CHA)


10 DEX 0 0 -1 History (INT)
Proficiency
DEXTERITY
16 Passive Perception
Bonus +6 Insight (WIS)
14 CON +2 +2 -1 Intimidation (CHA)
CONSTITUTION INSPIRATION
-1 Investigation (INT)

8 INT -1 -1 Limited Features SR LR Dawn +6 Medicine (WIS)


INTELLIGENCE
FEATURE MAX. USAGES RECOVERY USED -1 Nature (INT)

17 WIS +3 +6 Wrath of the Storm 3 LR +6 Perception (WIS)


WISDOM
Channel Divinity 2 SR -1 Performance (CHA)

8 CHA -1 +2 -1 Persuasion (CHA)


CHARISMA
-1 Religion (INT)
0 Sleight of Hand (DEX)
Saving Throw Advantages / Disadvantages 0 Stealth (DEX)
Adv. on Con (Concentration) saves when damaged
+6 Survival (WIS)
Tool
SPEED
DEX MISC. SPEED ENCUMBERED
Combat 0 Initiative 0 + 9 m 6m
Defense Health
AC DURING REST Set Max HP WOUNDS
17 ARMOR
BONUS Splint
+

19
TEMPORARY HP
2 SHIELD
BONUS Escudo Nortenho CURRENT
+ RESISTANCE
AC 0
+
DEXTERITY
MOD
MEDIUM ARMOR (MAX = 2)
HEAVY ARMOR (MOD = 0)
STEALTH
DISADV.
HP 45 Heal
DIE LIVE
6 d8 + 2
MAGIC
+
MAX HIT POINTS I DC10 I
MISC
MOD 1 + II II
+ RECOVER HALF OF YOUR MAXIMUM HIT III III
MISC HALF DAMAGE +
MOD 2 HIT DICE AFTER A LONG REST. DICE
LEVEL DIE CON USED DEATH SAVING THROWS

Attacks ATTACKS
PER ACTION 1 Actions
D PROF ABILITY D D AND

Longsword Str Melee +6 1d8+3 Slashing Attack / Cast a Spell


Versatile (1d10) Dash / Disengage / Dodge

Handaxe Str Melee, 6/18 m +6 1d6+3 Slashing Escape Grapple / Help / Hide
Light, thrown Ready / Search / Use Object
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Overrun / Tumble (or as bonus action)

As 1 attack: Disarm / Grapple / Shove

Channel Divinity: Turn Undead

BONUS ACTIONS REACTIONS USED THIS ROUND

Opportunity Attack
Wrath of the Storm
Opportunity Spell

TYPE TOTAL TYPE TOTAL


Handaxes 4
Reload AMMUNITION Reload AMMUNITION
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Add Features

Features Background
PERSONALITY TRAITS
Racial Options
Racial Traits My language is as foul as an otyugh nest. To me, a tavern brawl is a nice way to get to
know a new city.
Human (+1 to two different ability scores of my choice)
Skills: IDEAL
I gain proficiency in one skill of my choice.
Aspiration: Someday I'll own my own ship and chart my own destiny. (Any)

Feat:
I gain one feat of my choice.
BOND
I'll always remember my first ship.

Class Features FLAW


Once someone questions my courage, I never back down no matter how dangerous the
Cleric (Tempest Domain), level 6: situation.
Spellcasting (Cleric 1, PHB 58) [4 cantrips known]
I can cast prepared cleric cantrips/spells, using Wisdom as my spellcasting ability
I can use a holy symbol as a spellcasting focus Feats
I can cast my prepared cleric spells as rituals if they have the ritual tag
Bonus Proficiency (Tempest Domain 1, PHB 62)
FEAT: War Caster Bonus feat from being a human; (PHB, page 170)
I gain proficiency with martial weapons and heavy armor
Advantage on Con saves to maintain concentration on spells when damaged. Perform
Wrath of the Storm (Tempest Domain 1, PHB 62) [Wisdom modifier per long rest]
somatic components even when holding weapons or shield in one or both hands. Cast spell
When a creature within 1,5 m attacks me and I can see it, I can thunderously rebuke
of 1 action casting time that targets only one creature instead of an opportunity attack.
As a reaction, it takes 2d8 lightning or thunder damage that a Dex save can halve
Channel Divinity (Cleric 2, PHB 58) [2 per short rest] FEAT:
I can channel divine energy to cause an effect; the save for this is my cleric spell DC
Channel Divinity: Turn Undead (Cleric 2, PHB 59)
As an action, all undead within 9 m that can see/hear me must make a Wisdom save
If an undead fails this save, it is turned for 1 minute or until it takes any damage
Turned: move away, never within 9 m of me, no reactions or actions other than Dash
FEAT:
Turned: may Dodge instead of Dash when nowhere to move and unable to escape bonds
Channel Divinity: Destructive Wrath (Tempest Domain 2, PHB 62)
Instead of rolling, I can do maximum damage when I do lightning or thunder damage
Destroy Undead (Cleric 5, PHB 59) [CR or lower]
FEAT:
An undead up to the CR above that fails its save when I use Turn Undead is destroyed
Thunderbolt Strike (Tempest Domain 6, PHB 62)
When I deal lightning damage to a Large or smaller foe, I can push it up to 3 m away

FEAT:

Add Equipment

Equipment
ADVENTURING GEAR # KG ADVENTURING GEAR # KG
Backpack, with: 2,5 Common clothes 1,5

- Silk rope, feet of 50 0,05 Belaying pin (club) 1

- Bedroll 3,5 Lucky charm


- Mess kit 0,5 Belt pouch (with coins) 0,5

- Tinderbox 0,5 Splint armor 30

- Torches 10 0,5 Escudo Nortenho 3

- Rations, days of 10 1 Longsword 1,5

- Waterskin 2,5 Handaxe 5 1

- Hempen rope, feet of 50 0,1 Simbolo Sagrado (Emblema)


Simbolo Sagrado (Amuleto) 1

Ferramenta de Navegao 2

Cavalo de Montaria

Background Feature Sela de Viagem

Bad Reputation
No matter where I go, people are afraid of me due to my reputation. When I am in a
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civilized settlement, I can get away with minor criminal offenses, such as refusing to pay
for food at a tavern or breaking down doors at a local shop, since most people will not
report my activity to the authorities.
ATTUNED MAGICAL ITEMS (MAX 3)

Proficiencies
SUBTOTAL 32 SUBTOTAL 45,5

ARMOR: LIGHT MEDIUM HEAVY SHIELDS OTHER: ENCUMBERED HEAVILY ENCUMBERED PUSH/DRAG/LIFT TOTAL WEIGHT
43 - STR 2,5 86 - STR 5 128 - STR 7,5-15
WEAPONS: SIMPLE MARTIAL OTHER: 85 kg -3 M SPEED
127 kg -D6ISADV.M SPEED
255 kg SPEED = 1,5 M 79 kg
STR, DEX, CON
GEAR & COINS
Languages Tools & Others PLATINUM
= 10 GP
GOLD
=10 SP
ELECTRUM
= 5 SP
SILVER
= 10 CP
COPPER LIFESTYLE:
Modest
Common Navigator's tools 50 100 DAILY PRICE: 1 gp
+1 from Human Vehicles (water)
GEMS AND OTHER VALUABLES:
(Dracnico)

DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE WIZARDS OF THE COAST
CHARACTER: Bjorn Ygsson

Status Possessions

Exhaustion Magic Items


LEVEL EFFECT (CUMULATIVE) MAGIC ITEM: ATTUNED

SOME FOOD AND DRINK.


PROVIDED THAT YOU ALSO INGESTED
THE EXHAUSTION LEVEL BY 1,
FINISHING A LONG REST REDUCES
1 Disadvantage on Ability Checks
2 Speed halved

DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE WIZARDS OF THE COAST
3 Disadvantage on Attack Rolls and Saving Throws
MAGIC ITEM: ATTUNED
4 Hit Point maximum halved
5 Speed reduced to 0
ig
g
6 Death
MAGIC ITEM: ATTUNED

Conditions
Blinded Petrified
Fail checks involving sight. Attacks have Incapacitated. Cant move or speak. Unaware
disadvantage. Enemy attacks have advantage. of surroundings. Resistance to all damage. MAGIC ITEM: ATTUNED
Immune to poison/disease. Fail Str and Dex
Charmed saving throws. Enemy attacks have advantage.
Cant harm/attack charmer. Charmer has Stop aging. Weight increases by factor 10.
advantage on ability checks to interact socially.
Poisoned
Deafened Disadvantage on attack rolls and ability checks.
Fail checks involving hearing. MAGIC ITEM: ATTUNED
Prone
Frightened Crawl (at speed) or stand up (costs speed).
Disadvantage to checks/attacks while source Attacks have disadvantage. Enemy attacks
of fear is in sight. Cant willingly move closer have advantage within 5 ft and disadvantage if
to the source of fear. further away.

Grappled Restrained
Speed 0, regardless of bonus. Disadvantage on
Speed drops to 0, regardless of any bonus.
Dex saving throws. Attacks have disadvantage. MAGIC ITEM: ATTUNED
Enemy attacks have advantage.
Incapacitated
Cant take actions or reactions.
Stunned
Incapacitated. Cant move. Can speak only
Invisible falteringly. Fail Str and Dex saving throws.
Cant be seen, but noise and tracks. Attacks Enemy attacks have advantage.
have advantage, enemy attacks disadvantage.
Unconscious MAGIC ITEM: ATTUNED
Paralyzed Incapacitated. Cant move or speak. Unaware
Incapacitated. Cant move or speak. Fail Str of surroundings. Drop everything. Fail Str
and Dex saving throws. Enemy attacks have and Dex saving throws. Enemy attacks have
advantage. Enemy attacks within 5 ft are advantage. Enemy attacks within 5 ft are
critical hits. critical hits.

Choose Visible Sections

Combat Rules Extra Equipment


GEAR # KG GEAR # KG
Dash Action Gain your speed as extra movement for this turn.

Disengage Action Your movement doesnt provoke opportunity attacks for this turn.
Attack rolls from attackers you can see have disadvantage and you have
Dodge Action
advantage on Dex saving throws until the start of your next turn.
Escape a grapple by winning a Str (Athletics) or Dex (Acrobatics) check
Escape Action
vs. grapplers Str (Athletics) check.
Give an ally advantage on next ability check or attack roll vs. an opponent
Help Action
within 5 ft of you, if done before the start of your next turn.
Hide from those that cant perceive you. Your Dex (Stealth) check is the
Hide Action
DC for anybodys Wis (Perception) check to discover you.
Action or Move through opponents space once by winning opposing Str (Athletics)
Overrun* Bonus Action check. Advantage if you are larger and disadvantage if you are smaller.
Choose an action that you will take in response to a set trigger. Taking
Ready Action
the action uses your reaction. Readying a spell requires concentration.

Search Action Search for something with a Wis (Perception) or Int (Investigation) check.
Action or Move through opponents space once this turn by winning opposing
Tumble* Bonus Action Dex (Acrobatics) check.
You can interact with an object once per turn for free. A second interaction
Use Object Action and special cases take an action to complete (e.g. draw a second weapon,
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equip a shield, drink a potion, retrieve an item from a backpack).


Knock an item from grasp by winning weapon attack roll vs. opponents
Disarm* Attack Str (Athletics) or Dex (Acrobatics) check. Disadvantage if item is held by
two hands. A larger opponent has advantage, smaller has disadvantage. TOTAL WEIGHT TOTAL WEIGHT
With a free hand, give the grappled condition to an opponent that is
Grapple
Other Holdings
Attack within reach and up to one size larger than you by winning Str (Athletics)
check vs. opponents Str (Athletics) or Dex (Acrobatics) check.
Melee Mark target of a melee attack. Next opportunity attack against the mark
Mark* Attack before the end of your next turn has advantage and doesnt use a reaction.
Move opponent 5 ft or make prone by winning opposing Str (Athletics)
Shove Attack
check. Disadvantage if trying to move the opponent to a side.*
Move Bring grappled opponent along as part of your move. You move at half
Move
Grappled speed unless the opponent is two or more sizes smaller than you.
*This action is an optional rule introduced in the Dungeon Master Guide (and is therefore not eligible in Adventurers League play).

Half Cover Gain +2 to AC and +2 to Dex saving throws.

Three-Quarters Cover Gain +5 to AC and +5 to Dex saving throws.


Cant be targeted directly by attack or spell.
Total Cover
Some spells can reach you by including you in its area of effect.
Background

Character History
Filho de um guerreiro do mar, Bjorn viu seu pai se tornar um lder entre os homens de seu antigo jarl. Graas a um
duelo, sua famlia se tornou uma das mais poderosas da costa oeste das ilhas dos nortistas. Seu av, um guerreiro que
lutou ao lado da donzela da guerra que dizem ter sido a personificao de Tempus naquelas ilhas, perdeu sua vida numa
batalha naval. Apesar de Bjorn apreciar a guerra, a perda do av o fez buscar um novo espelho para suas vitrias
pessoais. Valkur dentre os Nortistas visto como um exemplo de um nortenho, que busca se tornar um excelente
navegador, perspicaz e corajoso. Valkur se tornou uma lenda entre os seus e Bjorn se aprofundou por anos no
entendimento de como esse homem um dia ascendeu entre os deuses e heris.
Atravs de sua f, coragem e fora, Bjorn pde se tornar um clrigo de Valkur que buscou ensinamentos com seu tio
que tinha perdido a perna numa terrvel batalha contra a Besta Caolha de Umberlee, a mesma criatura que tinha
devorado seu irmo quando ele tinha apenas 5 anos de idade (um drago marinho que possui uma espada fincada em
um dos seus olhos. Dizem que se retirar tal espada a criatura morreria por ela est alojada no crebro da besta). Sua
perna nunca pde ser regenerada devido ao sangue amaldioado desta criatura que dizem ter sido parida de um aborto
da deusa dos mares, vista como uma prostituta pelos nortenhos!
Aps Bjorn ter completado sua idade adulta e ter conquistado respeito entre seu povo, seu tio lhe aconselhou a tentar
ganhar riquezas alm dos mares. Ele lhe contou sobre a lenda da espada e disse que seu pai certamente viveria por anos
e caso ele no quisesse ficar sombra de seu jarl (pai), teria que fazer algo que ningum jamais tentou! Seu tio explicou
que nenhuma cidade poderia lhe oferecer riquezas que uma pilha de tesouros conseguiria e, certamente, caso ele
conseguisse vingar a perda de sua perna (seu tio), a morte de seu irmo e reconquistasse a espada que pertenceu a sua
Character Portrait
av, uma donzela do escudo que dizem ter encontrado a espada entre a ossada de um drago congelado no norte das
ilhas (localizao nunca encontrada e aparenta ser apenas uma lenda contata na fogueira), sem dvida Bjorn se
tornaria uma lenda entre seu povo! Appearance
Seu pai lhe ofereceu uma festa em sua despedida e disse que daria outra em seu retorno! Bjorn deseja ter um bom
motivo para tal celebrao... Vide imagem acima.

Enemies
Drages. Culto do Drago. Servos de Tiamat. Ffolks. Magos do
Norte da Cidade de Luskan!

Allies & Organizations


Divindade Valkur, Capito das Ondas. Deus dos Marinheiros e dos Nortenhos.
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DOGMA : No h nada mais revigorante do que desafiar os elementos. A sensao do vento e soprando sobre o rosto e o
deck sob seus ps a melhor sensao do mundo. Se a humanidade est expandindo seu alcance, desafiando homens e
mulheres e devem desafiar as probabilidades e ousar o impossvel. A emoo de explorao mais doce do que o vinho
ou rum. H sempre riscos, mas sem risco a vida vazia. A vida para ser vivida e danem-se as consequncias. Lealdade
primeiro aos seus prprios companheiros, em seguida, para um navio, e depois para Valkur, que protege todos os
marinheiros. No confie na mo de Valkur sempre que estiver em dificuldades, pois ele estaria mimando e isso
dificultaria seu crescimento pessoal. Em vez disso, Valkur ajudar aqueles que buscam resolver ativamente seus prprios
problemas, ajudando seus planos a se realizar.

Organization Symbol

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