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Below you may find my template and an example.

Template

Character Name:
Level and Class: Level 3/
Race:
Background:
Alignment:
Languages: Common

Proficiencies:
Armor -
Weapons - Simple,
Tools -
Vehicles:

HP Max:
Hit Dice: 3d
Armor Class:
Experience: 0
Initiative:
Speed:

Attacks:


~Stats~
Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:

~Skills~


~Features~



~Equipment~



Example

Character Name: Logan McBray
Level and Class: Level 5/ Fighter Thrown Weapon.
Race: Human.
Background: Lumberjack
Alignment: True Nuetral
Languages: Common

Proficiencies:
Armor - All armor, shields
Weapons - Simple, Martial Weapons
Tools -
Vehicles:

HP Max: 44
Hit Dice: 5d10
Armor Class: 16
Experience: 0
Initiative: 2
Speed: 30

Attacks:
Throwing Axe: +5, 1d6+5
Chopping Axe: +6, 1d6+3
Light Crossbow, +5 1d8+2

~Stats~
Strength: 16 (+3) Saving Throw +6
Dexterity: 14 (+2)
Constitution: 14(+2) Saving Throw +5
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 12 (+1)

~Skills~
Athletics: +6
Nature: +4
Perception: +5
Survival: +5

~Features~

Fighting Style: Two-Weapon, When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Action Surge (1/short or long rest)

Second Wind (1d10+5, 1/short or long rest)

Close Combat Thrower
At 3rd level, you can throw a weapon while an enemy is within 5 feet without taking disadvantage on the attack roll.

Tricks: Double Throw. Throw a Melee Weapon. Powerful Chuck.

Extra Attack

You can attack twice, instead of once whenever you take the Attack action on your turn.

Just like home: Can identify trees, name and economic value.

~Equipment~
A set of traveler's clothes, and a waterskin. Chainmail,
Two axes, red flannel. Light crossbow, 20 bolts, explorer pack. 15gp in a belt pouch. Iron cooking pot.
https://www.myth-weavers.com/sheet.html#id=2561346 Ashe

https://www.myth-weavers.com/sheet.html#id=2561349 Flower


a pair of youths known by thier titles. who were part of a tag team gimmick in the arena for gnoll entertainment. because a pair of cute human girls struggling to fend off gnoll masters for gruesome entertainment. was something they did throughout thier childhood. not even given proper names. as if the gnolls hoped for them to mature into a spectacle. now in adulthood, these sisters born in gnoll captivity. have recently rediscovered gnoll society and are expected to face the gnolls once again. going by the surrogate names of Ash and Flower. Ash, the older sister, is a dancer of the spear who puts up a nimble 1handed halberd display, her younger sister, Flower, is a frail scout and researcher.
Missy 5e Spheres Character #1

Character Name: SizzL
Level and Class:
Lvl 3 / Incanter / Temporalist
Race: Goblin Female
Background:
Sorcerous Blood / Inherent Divinity
Alignment: Chaotic Neutral (Asmodeus)
Languages: Common, Goblin

Proficiencies:
Armor - none
Weapons - Simple
Tools - disguise kit, thieve’s tools
Vehicles: -none
Abilities:
-Stealth,
-Sleight of Hand
-Acrobatics
-Persuasion
Saving Throws: Intelligence & Wisdom

HP Max: 23
Hit Dice: 3d6
Armor Class: 13 AC
Initiative: +3 (w/ adv.)
Speed: 40 ft.

Attacks:
-dirty trick (gauge): +7 sleight of hand
-hand crossbow: +5 to hit, dmg 1d8+3
-destruct: +4 spell, 1d8 (radiant or force)
-destruct aug or ray sp1: 2d8
-destruction ray and aug sp2: 4d8

Actions:
-rapid response (continuous when possible)
-attack
-teleport
-dodge
-dirty trick
-interact w/
-active perception
-dash
-disengage
-hide

Bonus Actions:
-dash
-disengage
-hide
-borrow time (self)
-store time



~Stats~
Str: 8
Dex: 17
Con: 16
Int: 8
Wis: 8
Cha: 15 (Key Ability)

~Saving Throws~
Strength: -1
Dexterity: +3
Constitution: +3 (w/ adv. for concentration)
Intelligence: +1
Wisdom: +1
Charisma: +2



~Skills~

SCOUNDREL SPHERE

Dirty Trick
As an action, you may attempt to gouge a creature’s eyes, kick dirt in its face, box its ears, tangle its limbs together, tie their clothing in a knot, or any other, similarly underhanded maneuver. You must make a Dexterity ability (Sleight of Hand) check contested by that creature’s Strength (Athletics) or Dexterity (Acrobatics) check. The GM determines the exact dirty tricks available depending on what the target is wearing, what is nearby, or how you plan to inhibit it. Depending on the exact dirty trick performed, if you succeed, you could make the creature deafened for 1 minute, knock the target prone, the target’s movement speed is reduced by half for 1 minute, the target is grappled for 1 round, or blind the target for 1 round, or something else similar. Usually, a target can spend an action to rub out their eyes, untie their clothing, or otherwise undo the dirty trick and end this effect early.
Disarm
A creature can use a weapon attack to knock a weapon or another item from a target’s grasp. The attacker makes an attack roll contested by the target’s Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.
The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature or disadvantage if it is smaller.
Sleight of Hand
Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person’s pocket.
Steal
You may make a Dexterity (Sleight of Hand) check as an action to take something from a target. This is contested by their Wisdom (Perception) skill if they are not aware of you, or their Strength (Athletics) or Dexterity (Acrobatics) skill if they are aware of you. You have disadvantage on this check if the target object is securely fastened (such as a backpack they are wearing or a sword inside its scabbard at their belt). You may plant an item instead of taking an item with a similar check.

Cleaned Out (trick)
Whenever you successfully use steal, you may steal up to two items from the target of your maneuver instead of one.

Improved Grifting
You add twice your proficiency bonus to Sleight of Hand checks.



WARP SPHERE

Teleport
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Target: 1 creature
Cost: 0 sp
You can teleport yourself or a willing creature and anything up to the target’s carrying capacity to any place within 10 feet. You must have line of sight to your destination. The distance that you can teleport a target increases by 10 feet at 5th level (20 feet), 11th level (30 feet), and 17th level (40 feet).
Augment 1 sp: The distance you can teleport a target increases to 30 feet at 1st level, 60 feet at 5th level, 90 feet at 11th level, and 120 feet at 17th level.
Talents marked (teleport) improve or grant you new ways of utilizing your teleport sphere ability.

Bend Space
Casting Time: 1 action
Range: Touch
Duration: varies
Target: varies
Cost: 0 sp
Talents marked (space) grant you ways of bending and folding space. You must be touching the target or location to be affected.



TIME SPHERE

Alter Time
Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 minute
Target: 1 creature
Manipulate time around a target by applying the effects of a single (chronos) talent you possess.
Augment 2 sp: Alter Time effects with non-instantaneous durations persist for the remaining duration without concentration. This augment may be applied after the effect is cast on your turn without an action.

Rapid Response (chronos)
Cost: 0 sp
For the duration, you grant the target advantage on Dexterity checks for initiative and the ability to take an action or bonus action in a round when surprised.
Augment 1 sp: Affected creatures also gain evasion (when the target is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and half damage if it fails).
Augment 1 sp: Attackers the target is not aware of do not gain advantage on attack rolls made against the target.

Shift Time (chronos)
You gain the following abilities:
Borrow Time
Casting Time: 1 action (self-only: bonus or free action, see text)
Duration: Instantaneous
Cost: 1 sp
You can grant the target the ability to immediately take an action, move up to their speed, or take a bonus action if they choose. Any target who takes an action, bonus action, or moves with this ability loses that action, bonus action, or movement distance for their next turn. You can use this ability on yourself and only yourself as a bonus action, or a free action if you choose to take a bonus action with this ability. You cannot use this ability as a bonus or free action in this manner if combining it with the Mass (metasphere) talent. A creature cannot benefit from Shift Time abilities (borrow time and store time) more than once per round.
Store Time
Casting Time: 1 bonus action
Cost: 0 sp
You can grant a creature the ability to store actions for future use for the duration of the effect. On the target’s turn, it may store an action, bonus action, or its entire movement. Before the end of its next turn, it gains that stored action or stored movement distance as a free action of the same type. A creature may only gain one additional action or movement from this ability in a round and any unspent actions are lost at the end of the creature’s next turn. A creature cannot benefit from Shift Time abilities (borrow time and store time) more than once per round.
Augment 1 sp: Targets may store the action or movement for a number of rounds equal to your key ability modifier (minimum 2 rounds).



DESTRUCTION SPHERE

Destructive Blast
Casting Time: 1 action
Range: 30 feet
Duration: Instantaneous
Target: 1 creature or object
Cost: 0 sp
Choose a blast type and blast shape you possess. Affected targets take 1d8 damage of a type determined by the (blast type) talent being applied to the destructive blast. The destructive blast’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Augment 1 sp: The destructive blast instead deals 1d8 damage + 1d8 damage per 2 levels.
*When augmenting a destructive blast with Destruction sphere talents, you can only apply 1 (blast type) talent and 1 (blast shape) talent to each individual destructive blast.*

Ray (blast shape)
You can shoot your destructive blast as a ray, making a ranged spell attack. You can make a melee spell attack instead, if the target is within your natural reach.
Augment 1 sp: You can shoot 2 rays. The number of rays you can shoot increases by 1 at 5th level (3 rays), 11th level (4 rays), and 17th level (5 rays), but no creature or object can be targeted by more than a single ray.

Invigorating (blast type) “life”
Healing energy is drawn inward toward you as radiant energy burns your foes.
Your destructive blast deals radiant damage. Whenever you damage creatures with your blast, you gain temporary hit points equal to the number of damage dice rolled that last until the beginning of your next turn.
Augment 1 sp: The temporary hit points last for 1 minute.
Augment 1 sp: Instead of gaining temporary hit points, you regain hit points.

Slowing (blast type) “time”
Temporal energy envelopes the creature, slowing down its actions. Your destructive blast deals force damage. Any creature damaged by the blast must make a Wisdom saving throw or else for 1 round on its turn it can use either an action or a bonus action, not both. Any blast shape talent that allows a Dexterity saving throw instead allows a Wisdom saving throw.
Augment 1 sp: Creatures that fail their saving throw are instead stunned for 1 round.

Dismissing (blast type) “warp”
Anti-planar energy punishes those not native to the current plane.
Your destructive blast deals force damage. You have advantage on any attack rolls made as part of the destructive blast if the target is conjured or summoned (such as with the Conjuration sphere or a spell from the Conjuration school). Conjured or summoned creatures have disadvantage on any saving throws made against your destructive blast. Any blast shape talent that allows a Dexterity saving throw instead allows a Charisma saving throw.
Augment 1 sp: Dismissing works on any target that is not on their native plane, not just summoned or conjured creatures.
Augment 4 sp: Damaged conjured or summoned creatures (or any target that is not on their native plane if augmented with 1 sp), must succeed a Charisma saving throw or be banished, returning to their home plane.



~Features~

Spell Points
Key attribute modifier 2 + incanter lvl 3 = 5

Magical Potency
At 1st level you have learned to regain some of your magical energy through meditation, study, or some other fashion that reflects your style of magic. Once per day when you finish a short rest, you can regain spell points. You can recover a total number of spell points equal to 2 + half your incanter level (rounded up).

Quick
At 2nd level, your familiarity with time and space gives you a bonus to your +10 walking speed, and you can take the dash action as a bonus action.

Emotional Casting
When subject to the charmed or frightened conditions, or other effects that result in a heightened emotional state (such as the hostility (charm) of the Mind sphere or the rage spell), you are unable to cast or concentrate on any magic sphere effect.

Somatic Casting
You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied.

Easy Focus
You have advantage on saving throws made to maintain concentration.



~Equipment~

Incanter
* a light crossbow and 20 bolts
* an explorer’s pack
* a dagger
Urchin
* a map of the city you grew up in
* a pet mouse
* a token to remember your parents by
* a set of common clothes
* A pouch
* 10 gold
my Backups in Either Order

https://www.myth-weavers.com/sheet.html#id=2564250

Aisha Sieghart. a Leyline Tapping Primalist who isn't the persuasive sort. but she is an intuitive and booksmart prodigy who has been teaching herself via reading gnoll writings from prior eras written by old gnoll shamans long lost. an Air and Fire Geomancer who dabbles in Magic Considered to be Primal and Unrefined in form.

https://www.myth-weavers.com/sheet.html#id=2564268

Dusk Walker: a wholesome cinnamon roll of a Shadowdancer and heiress to the Shadowdancing Martial Arts Style. a nimble martial tradition that mostly emphasizes footwork and draws power from her untapped connection to an extraplanar realm called the shroud. effectively a variant of the performer tradition that traded dual wield for scout to emphasize the shadowdancer flavor and nod back to the legacy prestige class being shadow and stealth based and well, recon focused.
Arix, Cunning Tinker

Arix Character Sheet
Arix Sphere Talents

Arix is an aging Kobold tinker, a longtime resident of the town, father to a half-dozen, and grandfather to a few dozen more. He's run a moderately profitable tinker-shop at the edge of town, whipping up little household devices and animal snares, selling poisons to keep vermin in check. His nimble fingers have served him well crafting clever locks and puzzles. It was enough to keep his shop running, but never quite the kind of money he desired; the kind of money he once used to establish his business in the first place.

You see, Arix wasn't always a docile old tinker, and his clever fingers have created far more than snares for rabbits and poison for rats; in his youth he was part of a splinter group of Kobolds who departed their mines, tired of waging endless war against the dour and well-armored dwarves with their careful poking and prodding, seeking out danger in every shadow. No, Arix had a preference for soft, juicy, unwary targets with full pockets. With his ratty band of backstabbers, Arix marauded his way across the countryside for nearly a decade.

Regrettably, as time passed, a few missteps were made, culminating in the destruction of a caravan of goods earmarked for an order of Paladins. Drawn to the vast store of shiny gold and silver, it made an irresistible target for the roving Kobolds. Unfortunately, this also made the band of minute marauders a quite visible target for the understandably outraged Paladins.

A year and several names later, Arix had settled into the nearby town as a helpful and unassuming tinker, his middle age turning his crimson scales a dull pink, aided by the consumption of some otherwise harmless plankton and herbs.

Over the years, Arix has taken up a rather different hobby; preparing himself endlessly for the coming end of days, the apocalypse that will come upon leathery wings. His obsession has nearly bankrupted him, however, and led him to even go so far as to borrow money from an infamous loan Orc; a barely reformed bandit by the name of Gand the Shark - so called for his jagged teeth and immense horns.

Unfortunately, apocalypse prepping is an investment that only pays out in extremity, leaving him regrettably bereft of coin or collateral to make good his debt.

It's certainly a shame he's had to come out of retirement; on the other hand, he does seem to have quite some unseemly excitement.

Zanoh, The Would-Be Savior
Zanoh Sheet
Zanoh Talents

Zanoh Bloodbone is a name that once provoked fear amongst the Gnoll people; a name that evoked honor and savagery in equal measure. It was not just any man who could carry the crushing weight of such a name, or the immense responsibility of such a vocation: Zanoh was determined to save his people from themselves. Unfortunately for his short-lived rebellion, Zanoh found relatively few among his people who had any desire to change their natures and walk in the light, and after being rapidly quashed by a neighboring, less reserved tribe, he was driven into exile. Now, far from his home, his dream has yet to die; he carries with him the fate of his people, after all.
Aearak Grimsdottir

Half-Drow Warlock

The ocean is vast, and mysterious, with untold mysteries hidden within. It contains powerful entities, that probably could swallow all who walk on land, without a single burp. Aearak knows this, hence she was only happy to form a contract with one of the inhibiters of the great, deep, blue. No one is safe from the deep ones, and all shall one day be swallowed into the depths... Except Aearak, she's securing herself a nice coral reef to spend eternity in. All hail The Lurker baby....

Character sheet, on Google Docs, for convenience.
Bronwynn Hellerstone

Dwarven Striker

One day, after having had enough of her foolery, someone told Bronwynn to go kick rocks. And so, Bronwynn did, and then she incorporated punching as well. Eventually, she was arguably as tough with her hammer, as she was with her bare fists. Either way, the dwarven woman has since learned the true meaning of the phrase 'kick rocks', and she now owes that bloke who said it to her a nice kick in the teeth. Oh, and a drink, for accidentally setting her on awesome path of punching things, and having a blast.

Character sheet, on Google Docs, for convenience

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