Character Sheets - OG Myth-Weavers
Character Sheets - OG Myth-Weavers
User CP Site Tools Wiki Games Sheets Help MW (new site)Vittorio the Red 5:53am
Notices
Hey Vittorio the Red , having trouble logging into your https://www.myth-weavers.com because we now use email? The email address we have
on record for you is [email protected] .
Failing that, it may be another email you've used in the past. Here's a list of emails associated with your account:
[email protected]
Automatic archival of games has been disabled and will remain off when OGMW transitions to read-only status in April 2024. If you
have any issues with archival, contact Eric for assistance.
Character Sheets
character sheets
Roach
http://
(Murderer) / Barbarian 2
HP 30
HD 2
AC 18
Saves
+5 Strength (advantage when raging)
+4 Dexterity (advantage if you can see)
+6 Constitution
-1 Intelligence
+3 Wisdom
+2 Charisma
Attacks
+5 battleaxe 1d8+3 slashing; versatile 1d10+3 slashing (plus +2 when raging, +2 if using fury of the Small)
Skills
Animal Handling*
Athletics*
Deception*
Intimidation*
Perception*
Sleight of Hand*
Stealth*
Feats/Flaws
Not the Brightest Torch -3 intelligence
Skilled
Tough
Features
Ruthless Strike. In the first round of combat if you have successfully concealed a weapon by making a (retroactive if
necessary) Dexterity (Sleight of Hand) check, you gain advantage on your first attack roll as long as it is made before
the next round. If this attack hits a creature that was unaware of the weapon it is a critical hit (if you roll a natural
critical hit you deal double your proficiency bonus in extra damage).
Darkvision. 60
Fury of the Small. When you damage a creature with an attack or spell and the creature's size is larger than yours,
you can cause the attack or spell to do extra damage to the creature. The extra damage your level 2. Once you use this
trait, you can't use it again until you complete a short or long rest.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Rage. Advantage on Strength checks and saves, Rage damage +2, resistance to bludgeoning, piercing, slashing; lasts
1 minute or ends early if you are bonus action to rage or end rage. 2 rages per long rest
Reckless Attack. When you make your first attack on your turn, you can be reckless giving you advantage on melee
weapon attack rolls using Strength, but attack rolls against you have advantage until your next turn.
Unarmored Defense While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier +
your Constitution modifier.
Danger Sense. you have advantage on Dex saves against effects that you can see, such as traps and spells. To gain
this benefit, you can't be blinded, deafened, or incapacitated
Equipment
Painter's supplies, trophy (severed hobgoblin tongue), old brass lamp, dagger, 10 gp, 4 javelins, greataxe, emre (Lunch)
mount
200 silver
20 gold
1 10 gp agate
http://
***********************************
http://
(Castaway) / Sorceress 2
Alignment CG
Trinket a tiny sketch portrait of a goblin ("Roach")
Emre Mount Sage (white feathered)
Emre Traitsturdy legs (advantage on Strength saving throws against being knocked prone)
Background Castaway (washed up on shore from Zeboim's Deep as a baby, recused by kender)
Tool Proficiencies Herbalism kit, vehicles (water), thieves' tolls
Languages Kenderspeak, Trade Tongue, Goblin
Arcane Origin your power arises from your family's bloodline, and you are related to some powerful creature,
inheriting a blessing
Reaction your powers are seen as a great blessing by those around you, and hope you use them in service to
community
Supernatural Mark your eyes are copper
Sign of Sorcery if you are standing when you cast a spell, you rise six inches into the air and gently float back down
Speed 30
Age 23
Armor Proficiency none
Weapon Proficiency daggers, darts, slings, quarterstaffs, light crossbow, hoopak
Proficiency Bonus +2
Initiative +3
Inspiration 2
Experience 400
HP 14 (2d6+2)
HD 2
AC 13
Saves
+0 Strength
+3 Dexterity
+2 Constitution*
+1 Intelligence
+1 Wisdom (adv vs frightened)
+5 Charisma*
Skills
+3 Animal Handling*
+2 Athletics*
+5 Deception*
+3 Insight* (disadvantage to see through deceptions)
+7 Persuasion* (exp) (prodigy feat)
+3 Religion*
+5 Sleight of Hand*
+5 Stealth*
+3 Survival*
Feats/Flaws
Naive
Prodigy
Skilled
Features
Cantrips. 4 from sorcerer list: light, acid splash, infestation, friends
Fearless. You have advantage on saving throws you make to avoid or end the frightened condition on yourself. When
you fail a saving throw to avoid or end the frightened condition on yourself, you can choose to succeed instead. Once
you succeed on a saving throw in this way, you can't do it again until you finish a long rest.
Kender Aptitude.
Kender Grab Pouch. 1/day
Font of Magic. Sorcery Points 2
Survivor. You can conserve rations and water. If needed, you can easily survive on half the normal rations and water. If
you are in the wilderness you do not empty your waterskin and you create two rations per day if you are traveling no
faster than a normal pace.
Spellcasting.
Taunt. As a Bonus Action, you can unleash a string of provoking words as a creature within 60 feet of yourself that can
hear and understand you. The target must succeed on a Wisdom saving throw, or it has disadvantage on attack rolls
against targets other than you until the start of your next turn. The DC = 8 + your proficiency bonus plus your
Charisma modifier (DC 13). You can use this Bonus Action a number of times equal to your proficiency bonus, and you
regain expended uses when you finish a long rest.
Equipment
a small knife, a set of common clothes, herbalism kit, a pouch containing 10 gp, a potion of healing,, kender grab
pouch, herbalism kit, thieves tools, emre ("Sage") mount, light crossbow, 10 bolts, 5 darts, 2 daggers
200 silver
20 gold
Quote Reply top
Last edited by Scrubby; Jul 4 '23 at 9:37pm.
Ivy Thornblade
Sikk’et Hul Freedom Fighter
Proficiency Bonus: +3
Inspiration: 4
Hit Die: 6d10
Maximum Hit Points: 78
Current HP 78
Temporary HP:
Armor Class: 18/19 (+4 Dex, +4 +3 Leather) (+1 dual wielder)
Initiative: +9 (advantage when holding Rod)
Speed: 35, swim 35, climb 35
STR: 12 +1
DEX: 18 +4 (+2 racial)
CON 16 +3 (+1 racial)
INT: 13 +1
WIS: 16 +3
CHA: 10 +0
Skills
Acrobatics +4
Animal Handling +6
Arcana +1
Athletics +4
Deception +0
History +1
Insight +3
Intimidation +0
Investigation +1
Medicine +3
Nature +1
Perception +6 (advantage when holding Rod)
Performance +0
Persuasion +0 (disadvantage)
Religion +1
Sleight of Hand +4
Stealth +7
Survival +9 (canny)
Weapon Attacks
+3 Moonsickle +7 1d4+4 (attuned, magical silver slashing, light) gain +3 to spell attack rolls with Ranger spells, as
well saving throw DC’s. Can use as Spellcasting focus for Ranger spells. When I cast a spell that restores hit points, I
can roll a d4 and add to number of hit points restored.
(2) Shortsword +7 1d6+4 (piercing,finesse,light)
Shortbow +7 1d6+4 (piercing, ammo, 80/320, two-handed)
(Quiver- 20)
3 Javelins
+2 Handaxe +6/+6 1d6+3 (magical slashing, light, thrown, 20/60)
Inky Splotches
http://
Proficiency Bonus: +3
Inspiration: 2
Hit Die: 6d8
Maximum HP: 53
Current HP: 53
Temporary HP:
Armor Class: 20 (+5dex, +4 +2 Studded Leather, +1 ring)
Initiative: +10 (advantage)
Speed: 30ft
STR: 13 +1
DEX: 20 +5 (+2 racial, +2 ASI4)
CON: 16 +3 (+1 resilient)
INT: 16 +3 (+1 racial)
WIS: 14 +2
CHA: 13 +1
Weapon Attacks
+1 Shortsword of Warning +9 1d6+6 (attuned, magical piercing, finesse, light)
While weapon is on person, I have advantage to Initiative rolls. Me and any allies within 30ft can’t be surprised unless
incapacitated by something other than non magical sleep. Weapon magically awakens me and companions within 30ft if
we are sleeping naturally when combat begins
Shortbow +8 1d6+5 (piercing, ammo, 80/320, two-handed)
(2) Dagger +8 1d4+5 (piercing, finesse, light, thrown 20/60)
Sickle of Sharpness +4 1d4+1
Sling w/ 1 bullet
.
Quote Reply top
Last edited by Vexo; Jun 22 '23 at 2:45am.
Mia Khalifa
http://
Proficiency Bonus: +4
Inspiration: 9
Hit Die: 12d6
Maximum HP: 92
Current HP: 92
Temporary HP:
Armor Class: 14/17 (+4dex/+3mage armor) (+6 INT bonus during Bladesong)
Initiative: +4
Speed: 30 (+10 ft to speed during Bladesong)
Strength: 11 +0
Dexterity: 18 +4 (+1 racial)
Constitution: 16 +3 (+1 resilient)
Intelligence: 22+6 (+1 racial, +2 ASI 4th, +2 Tome of Clear Thought (increases max to 22)
Wisdom: 11 +0
Charisma: 15 +2
Skills
Acrobatics: +8 (skilled) (advantage during Bladesong)
Animal Handling: +0
Arcana +10 (wizard)
Athletics: +0
Deception: +6 (human)
History: +6
Insight: +4 (wizard)
Intimidation: +2
Investigation: +6
Medicine: +0
Nature: +6
Perception: +4 (skilled)
Performance: +6 (prostitute)
Persuasion: +6 (prostitute)
Religion: +6
Sleight of Hand: +4
Stealth: +8 (skilled)
Survival: +0
Weapon Attacks
+1 Vicious Dagger +9/+9 1d4+5 (piercing, finesse, light, thrown 20/60, when I crit with dagger it deals additional 7
damage)
Shadow Blade +8/+8 2d8+4 (psychic, finesse, light, thrown 20/60, advantage to attack in dim light or darkness, if
dropped or thrown in dissipates at end of turn and you can use bonus action to make sword reappear in your hand, 3d8
damage at 3rd-4th, 4d8 damage at 5th-6th, and 5d8 damage at 7th or higher level spell slot)
Scimitar +8/+8 1d6+4 (slashing, finesse, light)
+1 Light Crossbow +9 1d8+5 (piercing, ammo, loading, 80/320, two-handed)
Quiver w/ 16 bolts
Magician Intuition
Prepared 17 Slots 4(1st), 3(2nd), 3(3rd), 3(4th), 2(5th), 1(6th) SV DC 18 Spell Attack +10
Cantrips: Mind Sliver, Eldritch Blast, Friends, Mending, Message, Poison Spray, Vicious Mockery, Light, Toll the Dead
Known: Disguise Self, Feather Fall, Hex (only once per long rest), Crown of Madness, Earth Bind, Inflict Wounds
Spellbook: Small stones inscribed with spells and kept in a cloth bag. Contains every spell up to Blight, except Snare.
1st Level: Mage Armor, Detect Magic(R), Identify(R), Ice Knife, Magic Missile, Shield, Absorb Elements, Sleep, Charm
Person, Unseen Servant(R), Illusory Script(R), Ray of Sickness, False Life, Find Familiar(R), Fog Cloud, Alarm(R),
Protection from Evil & Good, Comprehend Languages(R), Witch Bolt, Grease, Yalashim’s Hideous Laughter, Color Spray,
Cause Fear, Longstrider, Chromatic Orb, Catapult, Snare
2nd Level: Shadow Blade, Invisibility, Mirror Image, Mind Spike, Knock, Arcane Lock, Darkness, Aganazzar’s Scorcher,
Augury(R), Blindness/Deafness, Detect Thoughts, Suggestion, Alter Self, Shatter, Yalashim’s Mind Whip, Billim’s Bi-frost
Bridge, Spider Climb, Darkvision
3rd Level: Counterspell, Vampiric Touch, Intellect Fortress, Thunder Step, Dispel Magic, Phantom Steed, Sending,
Bestow Curse, Fear, Tongues
4th Level: Greater Invisibility, Blight, Storm Sphere, Sickening Radiance, Banishment, Confusion, Phantasmal Killer,
Divination (R)
5th Level: Steel Wind Strike, Dawn, Synaptic Static, Hold Monster, Dominate Person, Far Step
6th Level: Billim’s Irresistible Dance, True Seeing, Tensers Transformation, Eyebite
Scrolls: Fly (learn), Polymorph (learn), Evard’s Black Tentacles (learn), Wall of Sand (learn), Grease (scribed), Spider
Climb (scribed), Protection From Evil & Good (scribed), Astral Projection (9th), Gate (9th, inside air tight wooden box),
Disintegrate (6th), Crown of Stars (7th), Dream of the Blue Veil (7th)
Prepared: Mage Armor, Shield, Absorb Elements, Chromatic Orb/ Shadow Blade, Darkvision, Mind Spike/ Counterspell,
Vampiric Touch, Bestow Curse, Dispel Magic/ Greater Invisibility, Blight, Phantasmal Killer/ Steel Wind Strike, Far Step/
True Seeing
Valriel Amakiir
Kirath
http://
Proficiency Bonus: +4
Inspiration: 9
Hit Die: 12d10
Maximum HP: 148
Current HP: 148
Temporary HP:
Armor Class: 18/22 (+5 Dex, +3 +2 Leather of Radiant Resistance) (+4 with +2 Shield)
Initiative: +14 (+5 Dex, +5 alert, +4 wisdom from Dread Ambusher)
Speed: 45 or 55 on 1st rd (+10ft mobile, +5ft roving, climb 45ft, swim 45ft, +10ft to Speed on 1st round of combat
from Dread Ambusher)
Resistance: Poison, Radiant
Strength: 13 +1
Dexterity: 20 +5 (+2 racial, +2 asi8)
Constitution: 18 +4 (+1 asi4)
Intelligence: 14 +2 (+1 racial)
Wisdom: 18 +4 (+1 asi4, +2 tome of understanding, max increases to 22)
Charisma: 11 +0
Saves
Strength: +5
Dexterity: +9
Constitution: +4
Intelligence: +2
Wisdom: +8
Charisma: +0
Skills
Acrobatics: +5
Animal Handling: +4
Arcana +2
Athletics: +5 (ranger)
Deception: +0
History: +2
Insight: +8 (ranger)
Intimidation: +0
Investigation: +2
Medicine: +4
Nature: +6 (nomad)
Perception: +8 (elf)
Performance: +0 (+4 with Flute)
Persuasion: +0 (disadvantage)
Religion: +2
Sleight of Hand: +5
Stealth: +9 (ranger)
Survival: +12 (nomad, canny)
Weapon Attacks
Javelin of Lightning +5/+5 or +5 thrown 1d6+1 (magical piercing, thrown, 30/120, once every dawn can speak
command word when thrown to transform into 120ft lightning bolt, Dex sv 13 for half 4d6 Lightning, main target gets
no save, make normal attack roll.
Longbow +11/+11 1d8+5 (piercing, ammo, 150/600, heavy, two-handed)
30 +1 arrows, 80 arrows
+1 Vicious Scimitar +10/+10 1d6+6 (magical slashing, finesse, light, deals extra 7 damage on a critical)
+2 Heavy Crossbow +13/+13 1d10+7 (magical piercing, ammo, 100/400, heavy, two-handed)
119 Bolts
+3 Dagger +12/+12 1d4+8 (magical piercing, light, finesse, thrown 20/60)
Quick Reply:
Options
Quote message in
reply?
Go Advanced
preview