Beeasy

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Swarmkeeper The Haunted One Tyla

CLASS & LEVEL BACKGROUND PLAYER NAME


Beeasy
Autognome Lawful-Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
17 30
7 2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

PERSONALITY TRAITS

Hit Point Maximum 35


● Strength
DEXTERITY ● Dexterity

18 Constitution
Intelligence
CURRENT HIT POINTS IDEALS

Wisdom
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

15
Acrobatics (Dex) Total SUCCESSES

Animal Handling (Wis) FAILURES

Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE Athletics (Str)

10 Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Druidic Warrior. You learn two
● Insight (Wis)
Longbow 7 1d8 pierce1 cantrips of your choice from the
Intimidation (Cha)
Druid spell list. They count as
ranger spells for you, and Wisdom
WISDOM ● Investigation (Int)
is your spellcasting ability for them.
Medicine (Wis) Whenever you gain a level in this
16 Nature (Int) class, you can replace one of these
● Perception (Wis) cantrips with another cantrip from
the Druid spell list.
Performance (Cha)
Persuasion (Cha)
CHARISMA Once on each of your turns, you
Religion (Int) can cause the swarm to assist you
10 Sleight of Hand (Dex) in one of the following ways,
immediately after you hit a creature
Stealth (Dex)
with an attack:
Survival (Wis)

SKILLS ATTACKS & SPELLCASTING The attack's target takes 1d6


piercing damage from the swarm.
The attack's target must succeed
PASSIVE WISDOM (PERCEPTION) A longbow and a quiver
CP on a Strength saving throw against
of 20 arrows
your spell save DC or be moved by
explorer's pack
the swarm up to 15 feet horizontally
SP scale mail
in a direction of your choice.
A chest, a crowbar, a
You are moved by the swarm 5 feet
EP hammer, three wooden
horizontally in a direction of your
stakes, a holy symbol, a
choice.
flask of holy water, a set
GP
of manacles, a steel
mirror, a flask of oil, a
PP tinderbox, and 3 torches.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
small
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

When you hit a creature with an attack


roll, you can call on your mystical NAME

bond with nature to mark the target as


your favored enemy for 1 minute or
until you lose your concentration (as if
you were concentrating on a spell).

The first time on each of your turns


that you hit the favored enemy and
deal damage to it, including when you
mark it, you increase that damage by
1d4.

You can use this feature to mark a


favored enemy a number of times SYMBOL
equal to your proficiency bonus, and
you regain all expended uses when
you finish a long rest.

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Mechanical Nature. You have resistance to poison damage and immunity to


Choose one type of favored terrain: disease, and you have advantage on saving throws against being paralyzed or
arctic, coast, desert, forest, poisoned. You don't need to eat, drink, or breathe.
grassland, mountain, swamp, or the
Underdark. When you make an Healing Machine. If the Mending spell is cast on you, you can spend a Hit Die,
Intelligence or Wisdom check roll it, and regain a number of hit points equal to the roll plus your Constitution
related to your favored terrain, your modifier (minimum of 1 hit point). In addition, your creator designed you to
proficiency bonus is doubled if you benefit from several spells that preserve life but that normally don't affect
are using a skill that you’re Constructs: Cure Wounds, Healing Word, Mass Cure Wounds, Mass Healing
proficient in. Word, and Spare the Dying.

While traveling for an hour or more Built for Success. You can add a d4 to one attack roll, ability check, or saving
in your favored terrain, you gain the throw you make, and you can do so after seeing the d20 roll but before the
following benefits: effects of the roll are resolved. You can use this trait a number of times equal
to your proficiency bonus, and you regain all expended uses when you finish a
Difficult terrain doesn’t slow your long rest.
group’s travel.
Your group can’t become lost
ADDITIONAL FEATURES & TRAITS
except by magical means.
Even when you are engaged in
another activity while traveling Armor: Light armor, medium armor, shields
(such as foraging, navigating, or Weapons: Simple weapons, martial weapons
tracking), you remain alert to Tools: None
danger.
If you are traveling alone, you can
Saving Throws: Strength, Dexterity
move stealthily at a normal pace.
When you forage, you find twice as
much food as you normally would.
While tracking other creatures, you
also learn their exact number, their
sizes, and how long ago they
passed through the area.

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
WIS 13 5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
mending
Primal savagery

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 3 7
EPAR
SPELL NAME
ED
PR

Faerie Fire, Mage Hand

Zepher Strike
4
Entangle

Detect Magic R
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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