Muron Sadras
Muron Sadras
6 Character Sheet
Crusader (Zealot) 1 Acolyte (Buoyant Armiger) Anton
CLASS & LEVEL BACKGROUND PLAYER NAME
Muron Sadras Dunmer Valenwood (Falinesti) Neutral
CHARACTER NAME
ANCESTRY CULTURE ALIGNMENT
+2 CONDITIONS BOONS
Born in the season of Sun's Height
under the sign of the Apprentice
STRENGTH
-1
INITIATIVE
TEMP HP
30ft BIRTHSIGN
11 Successes
and proverbs in almost every
-1
AGILITY
STEALTH 1d10 CURRENT MAXIMUM
Failures situation
PERSONALITY TRAITS
Current HD HIT POINTS HIT POINTS Death Saves
+1
ENDURANCE I would die to recover an ancient
NAME ATK BONUS DAMAGE/TYPE relic of my faith that was lost long
ago
11 SAVING THROW Longsword +4 1d8 slash+2 BONDS
ARCANA
HISTORY Javelin +4/+1 1d6 pierce+2/-1
0
INTELLIGENCE
INVESTIGATION
NATURE
I put too much trust in those who
wield power within my temple's
● +2 RELIGION hierarchy
FLAWS
◆ +3 SAVING THROW
12
ANIMAL HANDLING
+3 INSIGHT Weapons: All weapons
+1
●
MEDICINE
PERCEPTION
WILLPOWER
SURVIVAL Armor: All armor, Shield
+4 SAVING THROW
15 ◆
DECEPTION
Languages: Tamrielic,
+4 INTIMIDATION Dunmeris, Nordic, Bosmeris
+2
●
Dunmer:
-AGI +1, INT +1, STR +1
9 PASSIVE PERCEPTION -Ancestor Guardian: ENDmod x long rest, (R) to gain adv. on saves against spells that deal
damage until the start of your next turn
-Ashlander: Res. to fire damage
-Dunmer Combat Training: Prof. in Long Blade, Marksman, Short Blade, Athletics
Crusader:
-Divine Sense: 1+PERmod x long rest, (A) until the end of your next turn, you know the
+2 PROFICIENCY BONUS location of any celestial (aedra), fiend (daedra), or undead within 60ft of you that is not
behind total cover. You know the type of any being whose presence you sense, but not its
identity. Within the same radius, you also detect the presence of any place or object that
has been consecrated or desecrated, as with the Hallow spell
-Lay on Hands: Pool of healing power = 5xCrusaderLVL per long rest; (A) touch a creature
to restore a number of its HP, up to the max. remaining in your pool or (A) expend 5 HP
from your pool to neutralize a single poison or cure a single disease affecting the creature,
LOAD
137lbs 225lbs MAX LOAD no effect on undead and constructs
Chain mail (55lbs), Holy symbol Backpack (5lbs): Bedroll (7lbs), lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or
pantheon, and you have a residence there. This could be the temple where you used to
serve, if you remain on good terms with it, or a temple where you have found a new home.
(Muatra, phallic form), Holy Common clothes (baggy breeches, While near your temple, you can call upon the priests for assistance, provided the
assistance you ask for is not hazardous and you remain in good standing with your temple
Family:
-Lleran Sadras (♂ N Dunmeri noble) my elder brother, a councilman back in Necrom, it's been decades since we last talked
Allies:
-Vivec (⚥ Chimer-Dunmeri deity) my lord and protector, the Warrior-Poet, the magic hermaphrodite, the martial axiom, the sex-
death of language and unique in all the middle world
-Tamira Sadras (♀ N Dunmeri tribal warrior), my mother, who always had my back, even when all others failed or abandoned me
, currently wandering the Ashlands
-Beron Sadras (♂ N Dunmeri cult fanatic) my father, with whom I have forged an unbreakable bond, currently under the sway of
a disturbing cult of the Four Corners
Rivals:
-Seron Sadras (♂ LN Dunmeri druid), my cousin, who has always hated me for being favored by our family and our house's
council
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use. Modded by u/supersonic159 and converted for DELVEBOUND by Dion Haubro
DELVEBOUND
0 CANTRIPS 3 5 6 9
Lvl
Magicka Cost Magicka Cost
1 2 7 10
Spell Name
Magicka Cost
4 6
Magicka Cost
8 11
Magicka Cost
2 3
Magicka Cost
5 7 Magicka Cost
9 13
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use. Modded by u/supersonic159 and converted for DELVEBOUND by Dion Haubro
DELVEBOUND Line
Point of Origin Cone Cube Sphere Cylinder
System Reference
by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Agi (Acrobatics) check.
MARK (with melee attack) (DMG 271)
LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
BLINDSIGHT Out to range, perceive without sight.
SHOVE (instead of one attack)
DARKVISION Out to range, treat dim light as bright light. Can’t see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. TRUESIGHT Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
ATTACK ACTION (PHB 195) LIGHT & VISION (PHB 183)
Based on Wizards of the Coast character sheet & MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.998; 5E reference by Joost Wijnen - Converted to DELVEBOUND by Dion Haubro