Small Toni
Small Toni
Proficiency bonus: +6
Initiative modifier: +2 = + 2 [dexterity]
Attack (handheld / +0 = + 5 [strength] +6 [proficiency]
thrown):
Attack (missile / finesse): +8 = + 2 [dexterity] +6 [proficiency]
Strength save: + 11 = + 5 [strength] +6 [proficiency]
Dexterity save: +2 = + 2 [dexterity]
Constitution save: +9 = + 3 [constitution] +6 [proficiency]
Intelligence save: +0 = + 0 [intelligence]
Wisdom save: +9 = + 3 [wisdom] +6 [proficiency]
Charisma save: +0 = + 0 [charisma]
Insight (passive): +0 0 [adv] 0 10 + 0 [wisdom]
[dis]
Investigation (passive): +0 0 [adv] 0 10 + 0 [intelligence]
[dis]
Perception (passive): +0 0 [adv] 0 10 + 0 [wisdom]
[dis]
Feats
Tough
+2 HP per level
Heavy Armor Master
Prerequisite: Proficiency with heavy armor
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
Increase your Strength score by 1, to a maximum of 20.
While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical
attacks is reduced by 3.
Rune Carver Apprentice
You learn the Comprehend Languages spell. You can cast this spell without expending a spell slot, and you must
finish a long rest before you can cast it in this way again. You can also cast this spell using any spell slots you
have.
You know two runes of your choice from the Rune Spells table. Whenever you finish a long rest, you can mark
one nonmagical weapon, armor, piece of clothing, or other object you touch with a rune you know. You
temporarily learn one 1st-level spell based on the rune you inscribed, as specified in the Rune Spells table, and
you know the spell until you finish a long rest, when the rune fades.
DC 8 + Wis + PB
Death Rune - Ray of Sickness
Mountain Rune - Entangle
Great Weapon Master
You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes.
You gain the following benefits:
On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one,
you can make one melee weapon attack as a bonus action.
Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5
penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
Resilient (Wisdom)
+1 Wisdom
Proficiency in Wisdom saves
Rune Carver Adept
Your ability to draw out power from runes has grown.
Increase the ability score of the spellcasting ability chosen when you gained the Rune Carver Apprentice feat by
1, to a maximum of 20.
Whenever you cast a spell from the Rune Spells table, or a spell of a school of magic associated with the spell
you marked on an object from your Rune Carver Apprentice feat, you can invoke runic power, granting you one
of these benefits of your choice:
· Battle Runes. Choose one creature you can see within 30 feet of yourself. Until the end of that
creature’s next turn, it has advantage on the next attack roll it makes.
· Healing Runes. Choose one creature you can see within 30 feet of yourself. That creature gains
temporary hit points equal to your level.
· Runic Winds. Choose one creature you can see within 30 feet of yourself. Until the end of that
creature’s turn, its movement doesn’t provoke opportunity attacks, and its walking speed increases by
10 feet.
You can invoke runic power a number of times equal to your proficiency bonus, but no more than once per spell
you cast. You regain all expended uses when you finish a long rest.
Proficiencies
Armor: light armor, medium armor
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: Dexterity, Wisdom
Skills: Choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.
Starting Equipment
You start with the following items, plus anything provided by your background.
• (a) scale mail or (b) leather armor
• (a) two shortswords or (b) two simple melee weapons
• (a) a dungeoneer’s pack or (b) an explorer’s pack
• A longbow and a quiver of 20 arrows
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a
Fighting Style option more than once, even if you later get to choose again.
· Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee
weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the
new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this
benefit.
Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a
bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take
one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you
can use it twice before a rest, but only once on the same turn.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with smith’s tools, and you learn to speak, read,
and write Giant.
Rune Carver
Starting at 3rd level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among
the runes described below, and each time you gain a level in this class, you can replace one rune you know with a
different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in
the Runes Known table.
Manifest Echo
At 3rd level, you can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can
see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until
you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.
Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving
throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn,
you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is
ever more than 30 feet from you at the end of your turn, it is destroyed.
As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your
movement, regardless of the distance between the two of you.
When you take the Attack action on your turn, any attack you make with that action can originate from your space
or the echo's space. You make this choice for each attack.
When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your
reaction to make an opportunity attack against that creature as if you were in the echo's space.
Unleash Incarnation
At 3rd level, you can heighten your echo's fury. Whenever you take the Attack action, you can make one additional
melee attack from the echo's position.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all
expended uses when you finish a long rest.
Echo Avatar
Starting at 7th level, you can temporarily transfer your consciousness to your echo. As an action, you can see
through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain
this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used
in this way, it can be up to 1,000 feet away from you without being destroyed.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th
level in this class.
Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you
can't use this feature again until you finish a long rest.
Barbarian (Battlerager)
Hit Points
Hit Dice: 1d10
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per class level after 1st
Hit Points
Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a greataxe or (b) any martial melee weapon
(a) two handaxes or (b) any simple weapon
An explorer's pack and four javelins
Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't wearing heavy armor:
· You have advantage on Strength checks and Strength saving throws.
· When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases
as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
· You have resistance to bludgeoning, piercing, and slashing damage.
· If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't
attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn
as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian
table, you must finish a long rest before you can rage again.
Unarmored Defense
While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution
modifier. You can use a shield and still gain this benefit.
Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when
you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such
as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make
your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon
attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Battlerager Armor
When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.
While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack
with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage.
You use your Strength modifier for the attack and damage rolls.
Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your
grapple check succeeds.
Rogue
Hit Points
Hit Dice: 1d10
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per class level after 1st
Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with
thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen
proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an
extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must
use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't
incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of
the Rogue table.
Thieves' Cant
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to
hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such
messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as
whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in
an area are easy marks or will provide a safe house for thieves on the run.
Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action
on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Skirmisher
Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction
when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
Survivalist
When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't
already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those
proficiencies.
Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve
the attack's damage against you.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery
breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw
to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if
you fail.
Dullahan Half-Dwarf
Description.
Ability Score Increase. Your Constitution score increases by 2, and your wisdom by 1
Size. Medium
Speed. Your base walking speed is 30 feet.
Language. Alderkomen, Dwarvish, Undercommon
Darkvision. 60 feet
Sturdy. Advantage against affects that knock you prone.
Persistence. As long as your head or body remains intact when the other is destroyed, it reforms after 1d100 hours.
Inventory:
Weapons
Main Hand Longbow Range. A weapon that can be used to make a ranged attack 2 lb, 50 gp
has a range shown in parentheses after the ammunition or
(Class)
thrown property. The range lists two numbers. The first is the
weapon's normal range in feet, and the second indicates the
weapon's maximum range. When attacking a target beyond
normal range, you have disadvantage on the attack roll. You
can't attack a target beyond the weapon's long range.
Ammunition. You can use a weapon that has the ammunition
property to make a ranged attack only if you have ammunition
to fire from the weapon. Each time you attack with the
weapon, you expend one piece of ammunition. Drawing the
ammunition from a quiver, case, or other container is part of
the attack. Loading a one-handed weapon requires a free
hand. At the end of the battle, you can recover half your
expended ammunition by taking a minute to search the
battlefield. If you use a weapon that has the ammunition
property to make a melee attack, you treat the weapon as an
improvised weapon. A sling must be loaded to deal any
damage when used in this way.
Heavy. Small creatures have disadvantage on attack rolls with
heavy weapons. A heavy weapon's size and bulk make it too
large for a Small creature to use effectively.
Two-Handed. This weapon requires two hands to use. This
property is relevant only when you attack with the weapon,
not when you simply hold it.
Off Hand
Sheathed, Dagger Finesse. When making an attack with a finesse weapon, you 1 lb, 2 gp
use your choice of your Strength or Dexterity modifier for the
belt
attack and damage rolls. You must use the same modifier for
both rolls.
Light. A light weapon is small and easy to handle, making it
ideal for use when fighting with two weapons.
Thrown. If a weapon has the thrown property, you can throw
the weapon to make a ranged attack. If the weapon is a melee
weapon, you use the same ability modifier for that attack roll
and damage roll that you would use for a melee attack with
the weapon. For example, if you throw a handaxe, you use
your Strength, but if you throw a dagger, you can use either
your Strength or your Dexterity, since the dagger has the
finesse property.
Armor Apparel
Head Headband, Hat, Helmet
Torso Leather Armor The breastplate and shoulder protectors of this 10 lb. 10 gp (Class)
armor are made of leather that has been stiffened
Character’s Clothes by being boiled in oil. The rest of the armor is 4 lb. 2 gp
made of softer and more flexible materials. 11 + (Background)
Dex modifier
Item Storage
Container Description Contents Weight, gp value
Backpack 1 cubic/foot 30 Mess Kit, Rations x1, Waterskin, Hempen Rope, 5 lb. 2 gp (Explorer’s
pounds of gear [18/30 lb.] Pack)
Pouch, Belt A leather pouch can Dagger, Spell Component, Tool, Supply [2 lb./6 lb.] 1 lb. 5 sp
hold up to 20 sling (Background)
bullets or 50 blowgun
needles, among other
things. It can hold up
to 1/5 cubic foot or 6
pounds of gear.
Quiver, Hip A quiver can hold up 20 arrows 1 lb. 1 gp
to 20 arrows. (Class)
Chest A chest holds 12 Torches x10, Rations x9, Coin Purse [59/300 lb.] 25 lb. 5 gp
cubic feet or 300
pounds of gear.
Gear
Type Item Name Description Weight, gp value
Gear Bedroll For sleeping. 7 lb. 7 gp
(Explorer’s Pack)
Tool Mess Kit This tin box contains a cup and simple cutlery. The 1 lb. 2 sp (Explorer’s
box clamps together, and one side can be used as Pack)
a cooking pan and the other as a plate or shallow
bowl.
Tool Tinderbox This small container holds flint, fire steel, and 1 lb. 5 sp
tinder (usually dry cloth soaked in light oil) used (Explorer’s Pack)
to kindle a fire. Using it to light a torch—or
anything else with abundant, exposed fuel—takes
an action. Lighting any other fire takes 1 minute.
Tool Torches x10 A torch burns for 1 hour, providing bright light in a 1 lb. 1 cp x10
20-‐foot radius and dim light for an additional 20 (Explorer’s Pack)
feet. If you make a melee attack with a burning
torch and hit, it deals 1 fire damage.
Supply Rations x10 Rations consist of dry foods suitable for extended 2 lb. 5 sp x10
travel, including jerky, dried fruit, hardtack, and (Explorer’s Pack)
nuts.
Tool Rope, Hempen 50 ft. Rope, whether made of hemp or silk, has 2 hit 10 lb. 1 gp
points and can be burst with a DC 17 Strength (Explorer’s Pack)
check.
Supply Waterskin (full) A waterskin can hold up to 4 pints of liquid. 5 lb. 2 sp (Explorer’s
Pack)
Spell Example 1 A druid can use this object as a spellcasting focus. -- 1 gp x10
Component
Spell Example 2 A druid can use this object as a spellcasting focus. -- --
Component
Kit Example Description 5 lb. 1 gp
Treasure and Coin
Artifact Name Description. --
0 Platinum, 0 Gold, 0 Electrum, 0 Silver, 0 Copper = 0 sp 0 lb
Without 18 lb.
Containers
Without 53 lb.
Chest
Total 135 lb. 100.5 gp
BACKGROUND
Character Backstory
Description.
Character Description
Description.
NOTES