TW-L-7 LVL3
TW-L-7 LVL3
INSPIRATION
1
5 Constitution CURRENT HIT POINTS paper sheet, it need to learn almost
0 Intelligence everything
1 Wisdom
12 PERSONALITY TRAITS
-1 Charisma
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS
Glory. I must earn glory in battle, for myself
3 3 Acrobatics (Dex)
2
and my kind so they can be remembered
cause I am the last of my kind. Loyalty to
16 1 Animal Handling (… my creators, my master and my comrades
0 Arcana (Int) and be a great warrior are the main
0
-1 Deception (Cha) NAME ATK DAMAGE/TYPE
IDEALS
0 History (Int)
Longsword ( … +6 1d8+3 Slashi…
1 Insight (Wis)
10
-1 Intimidation (Cha) I am the last of my kind, and it is up to me to
Javelin +5 1d6+3 Piercing
2 Investigation (Int) ensure our names be remembered forever. I
WISDOM
Light Hammer +5 1d4+3 bludge… am ltotally loyal to who re-activated me and
1 Medicine (Wis)
1 0
3
Nature (Int)
Perception (Wis)
Second Wind 1d10+1 Healing
to my fellow men-in-arms
BONDS
13 -1 Performance (Cha)
Healing Word 1d4+1 Healing
-1 Persuasion (Cha)
CHARISMA To fight is my answer to almost any
0 Religion (Int) Sacred Flame DC11 1d8 Radiant
-1
challenge because I been built for that
1 Sleight of Hand (D…
purpose only. I will always hold my shield if
1 Stealth (Dex) Toll the Dead DC11 1d8 Necrotic
not strictly necessary.
8 3 Survival (Wis)
ATTACKS & SPELLCASTING FLAWS
SKILLS
Sentry's Rest
1 Emblem
TOOL: Smith's Tools, Woodcarver's Tools Integrated Protection
1 Chain Mail
LANGUAGE: Dwarvish Specialized Design
1 Shield
ARMOR: Heavy Armor, Light Armor, Medium Size and Speed
1 Longsword ( 1 h ) +1
Armor, Shields
2 Javelin Warforged Quirks
WEAPON: Martial weapons, Simple weapons
1 Light Hammer Languages
Second Wind
Ritual Casting
Bonus Proficiencies
Total: Total:
EQUIPMENT
WISDOM 11 3
0 CANTRIPS 3 0 6 0
Light
Resistance
Guidance
5 0 8 0
1 2
9 0
Shield of Faith
Healing Word
Guiding Bolt
Identify
Searing Smite
2 0
FEATURES & TRAITS
Constructed Resilience Second Wind
You were created to have remarkable fortitude, Size and Speed You have a limited well of stamina that you can
represented by the following benefits: You have Your size is Medium Your base walking speed is 30 draw on to protect yourself from harm. On your
advantage on saving throws against being poisoned, feet. turn, you can use a bonus action to regain hit points
and you have resistance to poison damage. You equal to 1d10 + your fighter level. Once you use
Warforged Quirks
don’t need to eat, drink, or breathe. You are this feature, you must finish a short or long rest
I always wield a shield, even when it's not
immune to disease. You don't need to sleep, and before you can use it again.
necessary, always try to hold it and never leave it.
magic can't put you to sleep.
Only if some action needs two hands to be done I Fighting Style: Defense
Sentry's Rest will consider stopping to wielding a shield While you are wearing armor, you gain a +1 bonus
When you take a long rest, you must spend at least temporarily. to AC.
six hours in an inactive, motionless state, rather
Languages
than sleeping. In this state, you appear inert, but it
You can speak, read, and write Common and one
doesn’t render you unconscious, and you can see
other language of your choice: Dwarvish Ritual Casting
and hear as normal.
You can cast a cleric spell as a ritual if that spell has
Warforged Prototype the ritual tag and you have the spell prepared.
Integrated Protection
As Warforged Prototype Backround, you have been
Your body has built-in defensive layers, which can
built to be able to sustain any type of combat. You Bonus Proficiencies
be enhanced with armor. You gain a +1 bonus to
can Innate cast some spells and you have great When you choose this domain at 1st level, you gain
Armor Class. You can don only armor with which
physical skills You do not have any background proficiency with heavy armor and smith’s tools.
you have proficiency. To don armor, you must
equipment or background proficiencies in tools or
incorporate it into your body over the course of 1 Blessing of the Forge
languages Skill Proficiency: Acrobatics Skill
hour, during which you must remain in contact with At 1st level, you gain the ability to imbue magic
Proficiency: Atheltics Gain the Feat: Magic Initiate
the armor. To doff armor, you must spend 1 hour into a weapon or armor. At the end of a long rest,
( must choose Cleric)
removing it. You can rest while donning or doffing you can touch one nonmagical object that is a suit
armor in this way. While you live, your armor can't Magic Initiate of armor or a simple or martial weapon. Until the
be removed from your body against your will. The Choose 2 Cantrips and one 1st level spell of the end of your next long rest or until you die, the
donned armor's weight doesn't count for Cleric Spell List Spellcasting Ability: Wisdom object becomes a magic item, granting a +1 bonus
encumbrance Cantips: Light Toll of the Dead 1st level spell: to AC if it’s armor or a +1 bonus to attack and
Healing Word damage rolls if it’s a weapon. Once you use this
Specialized Design
feature, you can’t use it again until you finish a
You gain one skill proficiency and one tool
long rest. Blessed Weapon: Longsword
proficiency of your choice. Skill: Investigation
Tool: Woodcarver's Tools
SPELLS
Light Identify
Evocation cantrip Guidance Divination 1
Casting Time: 1 action Divination cantrip Casting Time: 1 minute
Range: Touch Casting Time: 1 action Range: Touch
Target: One object that is no larger than 10 feet in Range: Touch Target: One object that you must touch throughout
any dimension Target: One willing creature the casting of the spell
Components: V M Components: V S Components: V S M
Duration: 1 hour Duration: ConcentrationUp to 1 minute Duration: Instantaneous
Description: Description: Description:
You touch one object that is no larger than 10 feet You touch one willing creature. Once before the You choose one object that you must touch
in any dimension. Until the spell ends, the object spell ends, the target can roll a d4 and add the throughout the casting of the spell. If it is a magic
sheds bright light in a 20-foot radius and dim light number rolled to one ability check of its choice. It item or some other magic-imbued object, you learn
for an additional 20 feet. The light can be colored can roll the die before or after making the ability its properties and how to use them, whether it
as you like. Completely covering the object with check. The spell then ends. requires attunement to use, and how many charges
something opaque blocks the light. The spell ends if it has, if any. You learn whether any spells are
Shield of Faith
you cast it again or dismiss it as an action. If you affecting the item and what they are. If the item was
Abjuration 1
target an object held or worn by a hostile creature, created by a spell, you learn which spell created it.
Casting Time: 1 bonus action
that creature must succeed on a Dexterity saving If you instead touch a creature throughout the
Range: 60 feet
throw to avoid the spell. casting, you learn what spells, if any, are currently
Target: A creature of your choice within range
affecting it.
Toll the Dead Components: V S M