Tiefling (Baalzebul) Druid 5 (Circle of The Forest)

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Umuro

Druid 5 (Circle of the Forest) 6,890


CLASS & LEVEL EXPERIENCE POINTS PLAYER NAME
Tiefling (Baalzebul) Guild Artisan
RACE/ANCESTRY/HERITAGE BACKGROUND CAMPAIGN or PLAYER ID

SPEED FEATURES, TRAITS & MORE


STR
+3 PROFICIENCY ARMOR
+0 BONUS CLASS
(AC) INITIATIVE
Alignment: Chaotic Neutral. I follow my
shifting whims with little concern about
10
SAVING THROWS
14 +1 30 ft. rules or later consequences.

Guild Artisan Background [PHB p. 132]


Armor Worn: leather armor, wooden shield
+0 Strength Saves • Feature: Guild Membership.
DEX +1 Dexterity Saves • Traits: Family are glassblowers. Afraid of
HIT POINTS HIT DICE
+1 +2 Constitution Saves mind control.
• Ideal: Just in it for the money.
13
+2 Intelligence Saves *
+6 Wisdom Saves *
38 5d8 • Bond: Donates to the needy.
+2 Charisma Saves • Flaw: Desperate for noble title.
DEATH SAVES: Success O O O Fail O O O
* Prof. bonus added
Tiefling of Baalzebul Traits [MToF p. 21]
CON SKILLS WEAPON & UNARMED ATTACKS
• Creature Type: Humanoid

+2 +1 Acrobatics (Dex) Basic Attack. One target per Attack action.


• Age: 30 years old
• Medium Size (5' 6", 155 lbs.)
• Darkvision (60 feet)
14 +3 Animal Handling (Wis)
• Hellish Resistance (vs. fire)
-1 Arcana (Int) Scimitar. Melee Weapon Attack: +4 to hit,
reach 5 ft. Hit: 1d6+1 slashing damage. • Infernal Legacy (Charisma-based; )
+0 Athletics (Str)
+2 Deception (Cha)
INT Dagger. Melee or Ranged Weapon Attack: +4 to Druid Class Features [PHB p. 65]
-1 History (Int)
-1 hit, reach 5 ft. 1d4+1 piercing damage. (If • Ritual Casting
+6 Insight (Wis) * thrown, normal range to 20 ft.; disadvantage • Wild Shape (max. CR 1/2, no flying, twice
betw. short or long rests)
9 +2 Intimidation (Cha) long range 21 to 60 ft.)
• Natural Recovery (regain spell slots in short
-1 Investigation (Int)
Shillelagh Club. Melee Spell/Weapon Attack: +6 rest)
+3 Medicine (Wis) to hit, reach 5 ft. Hit: 1d8+3 bludgeoning
+2 Nature (Int) * damage. (Cantrip effect on weapon lasts for 1
WIS minute.)
Spellcasting [PHB p. 201]
+6 Perception (Wis) *
+3 +2 Performance (Cha)
MAGIC, FEATS & SPECIAL ATTACKS Spell Attack Modifier +6
17 +5 Persuasion (Cha) *
Spell Save DC 14
-1 Religion (Int) Poison Spray Cantrip. Ranged Spell Attack:
+1 Sleight of Hand (Dex) Target a creature within 10 ft. that you can
see, it must succeed on a DC 14 Constitution Cantrips Known: Guidance, Poison Spray,
+1 Stealth (Dex) saving throw or take 2d12 poison damage. Shillelagh
CHA
+3 Survival (Wis) (No damage if made save.)
+2 Prepared Spells
EQUIPMENT & TREASURE 1st Level (4 slots): Detect Magic, Cure
14 * Prof. bonus added
Wounds, Animal Friendship
Carried Gear [PHB, p. 143]: leather armor (AC
16 PASSIVE WISDOM
(PERCEPTION) 11), shield (AC +2), scimitar, club, dagger, sling 2nd Level (3 slots): Barkskin*, Spider Climb*,
and 20 stones, jeweler's tools (small pliers, Hold Person, Lesser Restoration
grinder, polishing stubstances, etc.), belt pouch, 3rd Level (2 slots): Call Lightning*, Plant
PROFICIENCIES & LANGUAGES set of common clothes, set of traveler's clothes, Growth*, Conjure Animals, Dispel Magic,
Armor: light armor, medium armor, shields a letter of introduction from your guild. (This Daylight
load is about 45 lbs.; add 1 lb. per 50 coins
(nonmetal only)
carried.)
Weapons: club, dagger, dart, javelin, mace,
quarterstaff, scimitar, sickle, sling, spear Coins & Gems: 755 gold pieces (gp); 30 silver
Tools: herbalism kit, jeweler's tools pieces (sp); 4 copper pieces (cp); 2 gems (worth
50 gp each)
Saving Throws: Intelligence, Wisdom
Skills: Insight, Nature, Perception, Persuasion
Languages: Common, Drudic, Goblin, Infernal

ENCUMBRANCE
Lifting & Carrying: 150 lbs. max. carrying
capacity; 300 lbs. pushing or dragging (speed
-5 ft.); 300 lbs. max. lift.
PLAYING THE GAME ACTIONS (1 per turn) MOVEMENTS (limited by Speed)
• The Dungeon Master (DM) describes a • Attack: Roll to hit, melee or ranged. Some • Move: Distance equal to Speed.
scene and players take turns describing classes and creatures make extra attacks • Crawl, Climb, Swim, Squeeze, Move Across
their characters' responses. at higher levels with this action. Difficult Terrain or Move While
• For ability checks, saving throws, and attack • Cast Spell: If casting time 1 action. Grappling: "Half speed," uses up 10 ft. of
rolls, roll 1d20 + one ability modifier + • Dash: Double Speed this turn. Speed per 5 ft. distance.
proficiency bonus (if proficient in task). • Disengage: Avoiding all opportunity attacks • Drop Prone: No cost to Speed.
The higher the total, the better the effort. while moving; "defensive retreat." • Stand Up: From Prone position/condition,
The DM tracks minimum totals needed • Dodge: Give attackers disadvantage. costs half Speed that turn.
for successful results. • Escape: Try to break free from grapple. • Take Cover: At end of move, half cover
• For initiative rolls, roll 1d20 + Initiative • Grapple: Special melee attack. gives +2 to Armor Class and Dexterity
(Dex) modifier. Higher totals act before • Help: Give an ally advantage on one ability saving throws; three-quarter cover gives
lower totals in the same 6-second round. check or attack roll. +5 AC and Dex saves.
• During a turn, a character or creature may • Hide: Stealth allowed only if unobserved.
do 1 movement, 1 action and up to 1 • Ready: Plan to take action as reaction REACTIONS (1 between turns)
bonus action. Between turns, do up to 1 when trigger occurs. • Cast Spell: If casting time 1 reaction.
reaction. • Search: Perception or Investigation check. • Opportunity Attack: May make one attack
• Advantage: Roll two d20s and use the • Shove: Special melee attack. if enemy moves out of reach.
higher result. Disadvantage: Roll two d20s • Stabilze: DC 10 Medicine check to aid 0 • Readied Action: After trigger occurs, else
and use the lower result. h.p. dying creature; automatic success if action wasted.
• On attack rolls only, a "natural 20" is always using healer's kit.
FREE ACTIONS
a critical hit, while a "natural 1" is always • Use Object: Pick a lock, activate magical
• Concentration (Maintain A Spell): Ends if
a miss. item, cover a hooded lantern, etc.
• Saving throws are rolled as needed at any • Use Potion: Drink or administer. caster starts another concentration spell,
time due to attacks, spells, or hazzards. • Use Shield: Equip or drop a shield. or the caster is incapacitated, stunned,
unconscious, or killed. If caster takes
• A character may die if failing three death
BONUS ACTIONS (up to 1 per turn) damage, a Constitution saving throw is
saves while at 0 hit points, gaining 6
• Offhand Attack: If doing Attack as action, needed to avoid immediately ending
levels of exhaustion, or suffering certain
deadly spells and hazzards. may make one attack this turn if light spell. DC is equal to 10 or half damage
• Specific traits, features, spells, and magic weapon in other hand. taken, whichever is greater. Each hit
• Cast Spell: If casting time 1 bonus action. needs a separate saving throw check.
items may create exceptions to any rules.
• Interacting With An Object: Generally part
of another Movement or Action.
Examples: Draw one weapon, drop a held
object, or open an unlocked door.
« BACK TO GENERATE ANOTHER CHARACTER

Page number references...

[PHB] = Dungeons & Dragons Player's Handbook (5th edition) by Mike Mearls and Jeremy Crawford, published Aug. 19, 2014, by Wizards of
the Coast (ISBN-10: 0786965606; ISBN-13: 978-0786965601).
[DMG] = Dungeons & Dragons Dungeon Master's Guide (5th edition) by Mike Mearls and Jeremy Crawford, published Dec. 9, 2014, by Wizards
of the Coast (ISBN-10: 9780786965625; ISBN-13: 978-0786965625).
[MM] = Dungeons & Dragons Monster Manual (5th edition) by Mike Mearls and Jeremy Crawford, published Sept. 30 2014, by Wizards of the
Coast (ISBN-10: 0786965614; ISBN-13: 978-0786965618).
[ERftLW] = Eberron: Rising from the Last War by Jeremy Crawford, James Wyatt and Keith Baker, published Nov. 19, 2019, by Wizards of the
Coast (ISBN-10: 0786966890; ISBN-13: 978-0786966899).
[GGtR] = Guildmasters' Guide To Ravnica by James Wyatt, Jeremy Crawford, published Nov. 20, 2018, by Wizards of the Coast (ISBN-10:
0786966599; ISBN-13: 978-0786966592).

[MOoT] = Mythic Odysseys of Theros by F. Wesley Schneider, James Wyatt, published July 21, 2020, by Wizards of the Coast (ISBN-10:
0786967013; ISBN-13: 978-0786967018).

[MToF] = Mordenkainen's Tome Of Foes by Mike Mearls and Jeremy Crawford, published May 29, 2018, by Wizards of the Coast (ISBN-10:
0786966246; ISBN-13: 978-0786966240).

[MotM] = Monsters of the Multiverse by Jeremy Crawford and team, published May 17, 2022, by Wizards of the Coast (ISBN-13: 978-
0786967872).

[SJAiS] = Spelljammer: Adventures in Space by Jeremy Crawford and team, published Aug. 16, 2022, by Wizards of the Coast (ISBN-10:
0786968168; ISBN-13: 978-0786968169).
[TCoE] = Tasha's Cauldron of Everything, published Nov. 17, 2020, by Wizards of the Coast (ISBN-10: 0786967021; ISBN-13: 978-
0786967025).
[VRGtR] = Van Richten's Guide To Ravenloft by F. Wesley Schneider and others, published May 18, 2021, by Wizards of the Coast (ISBN-10:
0786967250; ISBN-13: 978-0786967254).
[VGtM] = Volo's Guide To Monsters by Mike Mearls, published Nov. 15, 2016, by Wizards of the Coast (ISBN-10: 0786966017; ISBN-13: 978-
0786966011).
[WBtW] = The Wild Beyond The Witchlight by Chris Perkins and team, published Nov. 15, 2016, by Wizards of the Coast (ISBN-13: 978-
0786967278).

[XGtE] = Xanathar's Guide to Everything by Mike Mearls and Jeremy Crawford, published Nov. 21, 2017, by Wizards of the Coast (ISBN-10:
0786966114; ISBN-13: 978-0786966110).

Books are available from a gaming store near you.

HEY CRITTERS! CRITICAL ROLE SOURCEBOOKS

[TDCS] = Critical Role: Tal'Dorei Campaign Setting by Matthew Mercer, published Oct. 17, 2017, by Green Ronin Publishing (ISBN-10:
1934547840; ISBN-13: 978-1934547847).

[EGtW] = Explorer's Guide to Wildemount by Matthew Mercer, published March 17, 2020, by Wizards of the Coast (ISBN-10: 0786966912;
ISBN-13: 978-0786966912).
[Gunslinger] = Gunslinger Martial Archetype for Fighters by Matthew Mercer, from https://www.dmsguild.com/product/170778/Gunslinger-
Martial-Archetype-for-Fighters
[Blood Hunter] = Blood Hunter Class for D&D 5e (2020) by Matthew Mercer, from https://www.dmsguild.com/product/301641/Blood-Hunter-
Class-for-DD-5e-2020
[Maestro] = College of the Maestro - Bard College Option by Matthew Mercer, from https://www.dmsguild.com/product/183630/College-of-
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DOWNLOADS

[Basic Rules] = Dungeons & Dragons Basic Rules, available for download from https://dnd.wizards.com/articles/features/basicrules
[EEPG] = Elemental Evil Player's Companion, available for download from https://dnd.wizards.com/products/tabletop-games/rpg-
products/player's-companion
[UA Feb. 2015] = Unearthed Arcana: Eberron (v.1), available for download from https://dnd.wizards.com/articles/unearthed-
arcana/unearthed-arcana-eberron
[UA May 2015] = Unearthed Arcana: Waterborne Adventures, available for download from https://dnd.wizards.com/articles/unearthed-
arcana/unearthed-arcana-waterborne-adventures
[UA August 2015] = Unearthed Arcana: Modern Magic, available for download from https://dnd.wizards.com/articles/unearthed-
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[UA May 2018] = Unearthed Arcana: Centaurs And Minotaurs, available for download from https://dnd.wizards.com/articles/unearthed-
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[UA March 2021] = Unearthed Arcana: Folk Of The Feywild, available for download from
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[UA Oct. 2021] = Unearthed Arcana: Travelers Of The Multiverse, available for download from https://dnd.wizards.com/articles/unearthed-
arcana/travelers-multiverse

[TP] = The Tortle Package, see https://dnd.wizards.com/products/tabletop-games/digital-only-rpg-products/tortle-package

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