[ +- ] Bug Sheet
Create character
[table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=14] | [_str$=+floor((s-10)/2)]|[_p=1/1]|[_strs$=+str+(p*prof)]
Dex | [_d=12] | [_dex$=+floor((d-10)/2)]|[_p=0/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=13] | [_con$=+floor((c-10)/2)]|[_p=1/1]|[_cons$=+con+(p*prof)]
Int | [_i=13] | [_int$=+floor((i-10)/2)]|[_p=0/1]|[_ints$=+int+(p*prof)]
Wis | [_w=13] | [_wis$=+floor((w-10)/2)]|[_p=0/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=9] | [_cha$=+floor((C-10)/2)]|[_p=0/1]|[_chas$=+cha+(p*prof)]
[/table]
[table="rolls d20 dnd5e"]
Skill |mod| Half | Prof |expertise | misc | Bonus
[_=Acrobatics]|dex|[_jack=0/1]|[_p=0/1]|[_e=0/1]|[_misc=0]| [_$=+dex+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Animal Handling]|wis|[_jack=0/1]|[_p=0/1]|[_e=0/1]|[_misc=0]|[_$=+wis+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Arcana]|int|[_jack=0/1]|[_p=0/1]|[_e=0/1]|[_misc=0]|[_$=+int+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Athletics]|str|[_jack=0/1]|[_p=0/1]|[_e=0/1]| [_misc=0]|[_$=+str+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Deception]|cha|[_jack=0/1]|[_p=1/1]|[_e=0/1]|[_misc=0]|[_$=+cha+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=History]|int|[_jack=0/1]|[_p=0/1]|[_e=0/1]| [_misc=0]|[_$=+int+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Insight]|wis|[_jack=0/1]|[_p=0/1]|[_e=0/1]| [_misc=0]|[_$=+wis+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Intimidation]|cha|[_jack=0/1]|[_p=1/1]|[_e=0/1]| [_misc=0]|[_$=+cha+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Investigation]|int|[_jack=0/1]|[_p=0/1]|[_e=0/1]| [_misc=0]|[_$=+int+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Medicine]|wis|[_jack=0/1]|[_p=0/1]|[_e=0/1]| [_misc=0]|[_$=+wis+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Nature]|int|[_jack=0/1]|[_p=0/1]|[_e=0/1]| [_misc=0]|[_$=+int+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Perception]|wis|[_jack=0/1]|[_p=1/1]|[_e=0/1]| [_misc=0]|[_$=+wis+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Performance]|cha|[_jack=0/1]|[_p=0/1]|[_e=0/1]|[_misc=0]| [_$=+cha+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Persuasion]|cha|[_jack=0/1]|[_p=0/1]|[_e=0/1]| [_misc=0]|[_$=+cha+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Religion]|int|[_jack=0/1]|[_p=0/1]|[_e=0/1]| [_misc=0]|[_$=+int+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Sleight Of Hand]|dex|[_jack=0/1]|[_p=0/1]|[_e=0/1]| [_misc=0]|[_$=+dex+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Stealth]|dex|[_jack=0/1]|[_p=0/1]|[_e=0/1]| [_misc=0]|[_$=+dex+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Survival]|wis|[_jack=0/1]|[_p=1/1]|[_e=0/1]| [_misc=0]|[_$=+wis+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[/table]
HP: | 21 /
|
Temp HP: | 0
|
AC: |
|
Initiative: |
|
Speed: | 25 |
[table]
HP: | [_=21] / [_$=12+(level-1)*7+(level*con)]
Temp HP: | [_=0]
AC: | [_armor$=10+dex+con]
Initiative: | [_$=+dex]
Speed: |[_=25]
[/table]
Proficiencies
NotesArmor: Light Medium Sheilds
Weapons: All Weapons
Tools: Herbalism Kit
Languages: Common, Halflling, Elfish
[b]Armor:[/b] [_=Light Medium Sheilds ]
[b]Weapons:[/b] [_=All Weapons ]
[b]Tools:[/b] [_=Herbalism Kit ]
[b]Languages:[/b] [_=Common, Halflling, Elfish ]
Rage
NotesIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
Unarmored Defense
NotesWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Reckless Attack
NotesStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Danger Sense
NotesAt 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Lucky.
NotesWhen you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave.
NotesYou have advantage on saving throws against being frightened.
You have advantage on saving throws against being frightened.
Halfling Nimbleness.
NotesYou can move through the space of any creature that is of a size larger than yours.
You can move through the space of any creature that is of a size larger than yours.
Stout Resilience.
NotesYou have advantage on saving throws against poison, and you have resistance against poison damage.
You have advantage on saving throws against poison, and you have resistance against poison damage.
Feature: Discovery DM
NotesThe quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society.
Work with your DM to determine the details of your discovery and its impact on the campaign.
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society.
Work with your DM to determine the details of your discovery and its impact on the campaign.
Weapon | Info | Attack | Damage
|
Unarmed Strike | | | 1d1
|
Lance | Two Handed, Reach | | 1d12
|
Handaxe | Light, Range (20/60) | | 1d6
|
Javelin | Range (39/120) | | 1d6 |
[table="rolls d20 dnd5e"]
Weapon|Info|Attack|Damage
Unarmed Strike||[_$=+str+prof]|1d1[_$=+str]
[_=Lance]|[_=Two Handed, Reach]|[_$=+str+prof]|[_=1]d[_=12][_$=+str]
[_=Handaxe]|[_=Light, Range (20/60)]|[_$=+str+prof]|[_=1]d[_=6][_$=+str]
[_=Javelin]|[_=Range (39/120)]|[_$=+str+prof]|[_=1]d[_=6][_$=+str]
[/table]
Scroll case stuffed full of notes
Winter blanket
Common clothes
Herbalism kit.
Lance
(
5) handaxes
explorer’s pack and four javelins
Scroll case stuffed full of notes
Winter blanket
Common clothes
Herbalism kit.
Lance
([_=5]) handaxes
explorer’s pack and four javelins
[table]PP|GP|EP|SP|CP
[_=0]|[_=5]|[_=0]|[_=12]|[_=0][/table]
Very blunt and to the point.
Very blunt and to the point.
[table="compact"]
[b]Name[/b]|[_=Vincent Paperwood]|[b]Race[/b]|[_=Halflling]|[b]background[/b]|[_=Hermit]|[b]Level(s):[/b] | [_level=2]
[b]Class(es)[/b]|[_=Barbarian]|[b]Inspiration:[/b] | [_=1/1] | [b]Proficiency:[/b] | [_prof$=+floor(((level-1)/4)+2)][/table]
[2column]
[col]
[abilities="Stats"][table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=14] | [_str$=+floor((s-10)/2)]|[_p=1/1]|[_strs$=+str+(p*prof)]
Dex | [_d=12] | [_dex$=+floor((d-10)/2)]|[_p=0/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=13] | [_con$=+floor((c-10)/2)]|[_p=1/1]|[_cons$=+con+(p*prof)]
Int | [_i=13] | [_int$=+floor((i-10)/2)]|[_p=0/1]|[_ints$=+int+(p*prof)]
Wis | [_w=13] | [_wis$=+floor((w-10)/2)]|[_p=0/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=9] | [_cha$=+floor((C-10)/2)]|[_p=0/1]|[_chas$=+cha+(p*prof)]
[/table][/abilities]
[abilities="Skills"][table="rolls d20 dnd5e"]
Skill |mod| Half | Prof |expertise | misc | Bonus
[_=Acrobatics]|dex|[_jack=0/1]|[_p=0/1]|[_e=0/1]|[_misc=0]| [_$=+dex+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Animal Handling]|wis|[_jack=0/1]|[_p=0/1]|[_e=0/1]|[_misc=0]|[_$=+wis+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Arcana]|int|[_jack=0/1]|[_p=0/1]|[_e=0/1]|[_misc=0]|[_$=+int+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Athletics]|str|[_jack=0/1]|[_p=0/1]|[_e=0/1]| [_misc=0]|[_$=+str+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Deception]|cha|[_jack=0/1]|[_p=1/1]|[_e=0/1]|[_misc=0]|[_$=+cha+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=History]|int|[_jack=0/1]|[_p=0/1]|[_e=0/1]| [_misc=0]|[_$=+int+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Insight]|wis|[_jack=0/1]|[_p=0/1]|[_e=0/1]| [_misc=0]|[_$=+wis+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Intimidation]|cha|[_jack=0/1]|[_p=1/1]|[_e=0/1]| [_misc=0]|[_$=+cha+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Investigation]|int|[_jack=0/1]|[_p=0/1]|[_e=0/1]| [_misc=0]|[_$=+int+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Medicine]|wis|[_jack=0/1]|[_p=0/1]|[_e=0/1]| [_misc=0]|[_$=+wis+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Nature]|int|[_jack=0/1]|[_p=0/1]|[_e=0/1]| [_misc=0]|[_$=+int+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Perception]|wis|[_jack=0/1]|[_p=1/1]|[_e=0/1]| [_misc=0]|[_$=+wis+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Performance]|cha|[_jack=0/1]|[_p=0/1]|[_e=0/1]|[_misc=0]| [_$=+cha+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Persuasion]|cha|[_jack=0/1]|[_p=0/1]|[_e=0/1]| [_misc=0]|[_$=+cha+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Religion]|int|[_jack=0/1]|[_p=0/1]|[_e=0/1]| [_misc=0]|[_$=+int+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Sleight Of Hand]|dex|[_jack=0/1]|[_p=0/1]|[_e=0/1]| [_misc=0]|[_$=+dex+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Stealth]|dex|[_jack=0/1]|[_p=0/1]|[_e=0/1]| [_misc=0]|[_$=+dex+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[_=Survival]|wis|[_jack=0/1]|[_p=1/1]|[_e=0/1]| [_misc=0]|[_$=+wis+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[/table][/abilities]
[/col][col]
[abilities=][table]
HP: | [_=21] / [_$=12+(level-1)*7+(level*con)]
Temp HP: | [_=0]
AC: | [_armor$=10+dex+con]
Initiative: | [_$=+dex]
Speed: |[_=25]
[/table][/abilities]
[abilities=Features And Traits]
# Proficiencies
[b]Armor:[/b] [_=Light Medium Sheilds ]
[b]Weapons:[/b] [_=All Weapons ]
[b]Tools:[/b] [_=Herbalism Kit ]
[b]Languages:[/b] [_=Common, Halflling, Elfish ]
# Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
# Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
# Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
# Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
# Lucky.
When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
# Brave.
You have advantage on saving throws against being frightened.
# Halfling Nimbleness.
You can move through the space of any creature that is of a size larger than yours.
# Stout Resilience.
You have advantage on saving throws against poison, and you have resistance against poison damage.
# Feature: Discovery [color="red"]DM[/color]
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society.
Work with your DM to determine the details of your discovery and its impact on the campaign.[/abilities]
[abilities=Attacks]
[table="rolls d20 dnd5e"]
Weapon|Info|Attack|Damage
Unarmed Strike||[_$=+str+prof]|1d1[_$=+str]
[_=Lance]|[_=Two Handed, Reach]|[_$=+str+prof]|[_=1]d[_=12][_$=+str]
[_=Handaxe]|[_=Light, Range (20/60)]|[_$=+str+prof]|[_=1]d[_=6][_$=+str]
[_=Javelin]|[_=Range (39/120)]|[_$=+str+prof]|[_=1]d[_=6][_$=+str]
[/table][/abilities]
[/col][/2column]
[abilities=Equipment]
Scroll case stuffed full of notes
Winter blanket
Common clothes
Herbalism kit.
Lance
([_=5]) handaxes
explorer’s pack and four javelins
[table]PP|GP|EP|SP|CP
[_=0]|[_=5]|[_=0]|[_=12]|[_=0][/table]
[/abilities]
[abilities=Background]
Very blunt and to the point.[/abilities]