0% found this document useful (0 votes)
4 views4 pages

Muron Sadras

The document is a character sheet for a role-playing game, detailing a character named Muron Sadras, a Dunmer Crusader with various abilities, traits, and equipment. It includes information on the character's stats, skills, spells, background, and personal history. The character is aligned as Neutral and has connections to various allies and family members within the game's lore.

Uploaded by

hmv51908
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
4 views4 pages

Muron Sadras

The document is a character sheet for a role-playing game, detailing a character named Muron Sadras, a Dunmer Crusader with various abilities, traits, and equipment. It includes information on the character's stats, skills, spells, background, and personal history. The character is aligned as Neutral and has connections to various allies and family members within the game's lore.

Uploaded by

hmv51908
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 4

DELVEBOUND v1.

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

Stealth Lay on Hands pool:


15
+4
SAVING THROW
ATHLETICS
disadvantage, +1
checks & saves 18
ARMOR
5 HP LUCK
CLASS

+2 CONDITIONS BOONS
Born in the season of Sun's Height
under the sign of the Apprentice
STRENGTH
-1
INITIATIVE
TEMP HP
30ft BIRTHSIGN

SAVING THROW SPEED


9 I quote (or misquote) sacred texts
ACROBATICS
SLEIGHT OF HAND
Max HD 1d10

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

CURRENT MAGICKA MAX MAGICKA


Tradition. The ancient traditions
13 SAVING THROW 1 of worship and sacrifice must be
preserved and upheld
1 MAGICKA REGEN
IDEALS

+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

PERFORMANCE ATTACKS & SPELLCASTING


PROFICIENCIES & LANGUAGES
PERSONALITY +4 PERSUASION

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

Acolyte (Buoyant Armiger):


CLASS ABILITIES & FEATURE TRACKER -Shelter of the Faithful: As an acolyte, you command the respect of those who share your
faith, and you can perform the religious ceremonies of your deity. You and your adventuring
companions can expect to receive free healing and care at a temple, shrine, or other
established presence of your faith, though you must provide any material components
needed for spells. Those who share your religion will support you (but only you) at a modest

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

loose shirt, overdress, 3lbs), Belt


symbol (Muatra, yonic form)
pouch (1lb), 5xStick of incense,
Longsword (versatile, 3lbs), Vestments, 10xTorch (1lb), 10xDay
Kite shield (6lbs) 5xJavelin ration (jerky, hardtack, 2lbs),
(thrown 30/120, 2lbs), Stone of Tinderbox (flint, fire steel, tinder 1lb),
Good Luck Mess kit (cup, cutlery, pan, bowl, 1lb
), Rope (50ft, 10lbs), Waterskin (5lbs
FEATURES & TRAITS
Septims ), 36 Lessons of Vivec (prayer book)
EQUIPMENT & VALUABLES
15 EQUIPMENT CONT.
EXPERIENCE POINTS
DELVEBOUND
126 1.77m 79kg
AGE HEIGHT WEIGHT
Muron Sadras red oily
ashen
CHARACTER NAME EYES SKIN HAIR

Faction Name Renown Rank Perks & Notes

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

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

The Apprentice birthsign: MP +1 and +1 every level. You are


-Fateful Moment: While weakened by poison damage. Whenever you take poison
starving and lost in an damage, increase it by ½ of your level
unknown, inhospitable area, I
found a strange stone. I
picked it up on a whim and
immediately found food and
shelter! (+ Stone of Good
Luck)

-Secret: The stone I have


found while exploring,
harbored a small statue of a
Daedric Prince. Sometimes, it
whispers to me
ADDITIONAL FEATURES & TRAITS
-Prophecy: I will prove myself
to be the reincarnation of a
great hero of old. In doing so,
I must travel far and wide and
rid myself of any competition
who would assume the mantle
of this great hero

CHARACTHER BACKSTORY OTHER NOTES

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

Spellcasting Ability Spell Save DC Spell Attack Bonus


SPELLCASTING CLASS

Magicka Cost Magicka Cost

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

ATTACK (action) HIDE (action) BLINDED


Make one melee or ranged attack with a weapon, or Hide from those that can’t perceive you. DC for Fail checks involving sight. LEVEL EFFECT (cumulative)
multiple attacks with the ‘Extra Attack’ class feature. Will(Perception) check to discover you is Attacks have disadvantage. 1 Disadvantage on ability checks
(See the ‘Attack Action’ section below.) your Agi(Stealth) check. Enemy attacks have advantage. 2 Speed halved
CAST A SPELL (casting time of the spell) OVERRUN (action or bonus action) (DMG 272) CHARMED 3 Disadvantage on attacks / saves
Effect depends on the spell being cast. Move through hostile’s space once by winning opposing Can’t harm/attack charmer. 4 Hit Point maximum halved
DASH (action) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on 5 Speed reduced to 0
Gain your speed as extra movement for this turn. disadvantage if you are smaller than the opponent. ability checks to interact socially. 6 Death
READY (action) DEAFENED EXHAUSTION (PHB 291)
DISENGAGE (action)
Your movement doesn’t provoke opportunity attacks for Choose an action that you will take in response to a set Fail checks involving hearing.
the rest of the turn. trigger. Taking the action uses your reaction. Readying a FRIGHTENED
DODGE (action)
spell requires concentration and expends the spell slot. Disadvantage to checks/attacks while the source of fear is in sight.
Attack rolls from attackers you can see have disadvantage SEARCH (action) Can’t willingly move closer to the source of fear.
and you have advantage on Agi saving throws until the Search for something, possibly with a Will(Perception) GRAPPLED
start of your next turn, until you become incapacitated or or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
your speed drops to 0. TUMBLE (action or bonus action) (DMG 272) moved out of grappler’s reach by an effect.
ESCAPE (action) Move through hostile’s space once by winning opposing INCAPACITATED
Escape a grapple -win Str(Athletics) or Agi(Acrobatics) Agi (Acrobatics) check. Can’t take actions or reactions.
check vs. grappler’s Str(Athletics) check. USE OBJECT (action) INVISIBLE
HELP (action) You can interact with an object once per turn for free. A Can’t be seen (normally), but still make noise and tracks.
Give an ally advantage on next ability check or attack roll second interaction and special cases take an action to Attacks have advantage. Enemy attacks have disadvantage.
vs. an opponent within 5 ft of you, if done before the complete (e.g. draw a second weapon, equip a shield,
PARALYZED
start of your next turn. drink a potion, retrieve an item from a backpack). Incapacitated. Can’t move or speak. Fail Str and Agi saving throws.
COMBAT ACTIONS (PHB 192) Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
PETRIFIED
Incapacitated. Can’t move or speak. Unaware of surroundings. Resistance
MELEE ATTACK (one attack) to all damage. Immune to poison / disease. Fail Str and Agi saving throws.
Normal attack on target within 5 ft. If attacking with a light HALF +2 AC and Agi saving throws Enemy attacks have advantage. Stop aging. Weight increases by factor 10.
melee weapon in one hand, allowed to make an attack with a 3/4 +5 AC and Agi saving throws POISONED
light melee weapon in other hand as a bonus action, see ‘Two- TOTAL Can’t be targeted directly by attack or spell Disadvantage on attack rolls and ability checks.
Weapon Fighting’. If either weapon has the thrown property, it COVER (PHB 196)
PRONE
may be thrown as part of this action. Crawl (at ½ speed) or stand up (costs ½ speed). Attacks have disadvantage.
RANGED ATTACK (one attack) Enemy attacks have advantage within 5 ft and disadvantage if further away.
Normal attack if up to normal range (first number). Disadvantage on the attack if up to long range (second number).
RESTRAINED
Disadvantage on the attack if a hostile that is not incapacitated is within 5 ft and can see the attacker. Speed 0, regardless of bonus. Disadvantage on Agi saving throws.
TWO-WEAPON FIGHTING (bonus action with attack action) Attacks have disadvantage. Enemy attacks have advantage.
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
STUNNED
other hand as a bonus action. This off-hand attack can’t add a positive ability score modifier to the damage roll. If the Incapacitated. Can’t move. Can speak only falteringly.
weapon has the thrown property, it may be thrown as part of this action. Fail Str and Agi saving throws. Enemy attacks have advantage.
DISARM (instead of one attack) (DMG 271)
UNCONSCIOUS
Knock an item from grasp by winning weapon attack roll vs. opponent’s Str (Athletics) or Agi (Acrobatics) check. Incapacitated. Can’t move or speak. Unaware of surroundings.
Disadvantage on the weapon attack roll if the item is being held with two or more hands. Larger opponents have Drop everything. Fail Str and Agi saving throws.
advantage and smaller have disadvantage. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
GRAPPLE (instead of one attack)
With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you CONDITIONS (PHB 290)

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)

MOVE (limited by movement speed) FORCED MARCH


You can move your movement speed every turn. You can break up your Marching more than 8 hours per day requires a End PACE MINUTE HOUR DAY EFFECT
movement between actions. You can switch back and forth between different saving throw at DC 10 + 1 per additional hour, at the Fast 400 feet 4 miles 30 miles -5 passive Perception
types (e.g. from flying to walking), by subtracting the distance already moved end of each additional hour. If failed, suffer one level Normal 300 feet 3 miles 24 miles ––
from the new speed. of exhaustion (see conditions). Slow 200 feet 2 miles 18 miles Able to use stealth
You can freely move through a nonhostile’s space, and through a hostile’s FOOD (one pound per day) TRAVEL PACE (PHB 182)
space if it is two sizes larger or smaller than you. Another creature’s space Go without food for 3 + End modifier of consecutive
counts as difficult terrain. days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions).
CLIMB / SWIM (at ½ speed) WATER (one gallon per day)
May involve a Str (Athletics) check if the climb / swim is difficult. If only half a gallon is consumed, DC 15 Con saving throw at end of day. If failed or consumed less than half, suffer
CRAWL (at ½ speed) one level of exhaustion, or two levels of exhaustion if currently already exhausted (see conditions).
Crawl while prone (see conditions). Dropping prone costs no movement speed. FALLING
DIFFICULT TERRAIN (at ½ speed) 1d6 bludgeoning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from the fall.
Moving through difficult terrain costs twice as much speed. Another creature’s SUFFOCATING
space counts as difficult terrain. Hold breath for 1 + End modifier in minutes (30 seconds minimum). After that, survive for End modifier in
JUMP rounds, after which drop to 0 hit points and dying.
After moving at least 10 feet on foot, you can jump your Str score in feet straight SHORT REST
forward, or 3 + your Str modifier in feet up. The jump distance is halved when A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit points.
performing a standing jump. LONG REST
STAND UP (costs ½ speed) A long rest takes 8 hours with nothing too strenuous for more than 1 hour of that. Regain all hit points and half hit
Standing up from being prone costs half your movement speed for this turn. dice at end. If food and water are consumed, reduce exhaustion level by 1. Maximum of 1 long rest per 24 hours.
MOVEMENT (PHB 182) ENVIRONMENT (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

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy