Level 4 Plasmoid Fighter, Timeless Monumental 2700
CHARACTER LEVEL, RACE, & CLASS EXPERIENCE
Oran
Ruined Chaotic Neutral Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME
STEALTH DISADVANTAGE
ARMOR Alert. You can’t be surprised while you are
STRENGTH Plate 21 conscious.Other creatures don’t gain advantage on
attack rolls against you as a result of being unseen
PROFICIENCY BONUS +2
16
SHIELD
AC by you.
Shield
N
CIE C
Defense (Fighting Style) (1) Darkvision. You can see in dim light within 60 feet
+5 Strength of you as if it were bright light, and in darkness as if
Y
PROFI
✘
+3 it were dim light.
+1 Dexterity
✘ +4 Constitution ARMOR CLASS Fighting Style.
DEXTERITY
+1 Intelligence
Defense. While you are wearing armor, you gain a
MAXIMUM HIT DICE TEMPORARY +1 bonus to AC.
12 +0 Wisdom
+1 Charisma
48 4d10
Second Wind (Bonus Action—1/Short Rest). You
CONDITIONAL
regain 1d10+4 hp.
+1 Action Surge (1/Short Rest). On your turn, you can
take one additional action on top of your regular
CURRENT HIT POINTS action.
CONSTITUTION DEATH SAVING THROWS
SAVING THROWS
Statuesque Physique. Any physical deformities that
14 N
CIE C
+3 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
you may have are fixed and your body is made
whole again. Lost limbs reform, blemishes vanish,
Y
PROFI
✘
RT
EXPE
VISION INSPIRATION EXHAUSTION and your visage becomes timeless and clean. You
+0 Animal Handling (Wis)
gain advantage on Persuasion and Performance
+2 +1 Arcana (Int) Darkvision checks. If you take no damage for seven consecutive
Resistances. Acid, Poison days, this process of purification and renewal occurs
✘ +5 Athletics (Str)
again at sunset.
INTELLIGENCE +1 Deception (Cha)
Gaze of Eternity. Hostile creatures cannot move
12 +1 History (Int)
+0 Insight (Wis)
through your space. If a hostile creature is within 10
feet of you, the weight of countless ages bears
down upon them. If they attempt to move to
✘ +3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS another space that is further than 10 feet from you,
+1 ✘ +3 Investigation (Int) they must first make a DC 11 Wisdom saving throw .
Creature Type. Ooze. If they fail, they lose the ability to move farther
+0 Medicine (Wis)
away from you for the remainder of their turn
WISDOM +1 Nature (Int) Amorphous. You can squeeze through a space as narrow as 1 unless they inflict damage upon you after failing
inch wide, provided you are wearing and carrying nothing. their saving throw.
11 +2 Perception (Wis)
✘ You also have advantage on ability checks you make to
initiate or escape a grapple.
+1 Performance (Cha)
Hold Breath. You can hold your breath for 1 hour
+1 Persuasion (Cha)
+0 +1 Religion (Int)
Natural Resilience. You have advantage on saving throws
against being poisoned.
+1 Sleight of Hand (Dex)
Shape Self. As an action, you can reshape your body to give
CHARISMA ✘ +3 Stealth (Dex) yourself a head, one or two arms, one or two legs, and
makeshift hands and feet, or you can revert to a limbless
12 ✘ +2 Survival (Wis)
SKILLS
blob. While you have a humanlike shape, you can wear
clothing and armor made for a Humanoid of your size.
As a bonus action, you can extrude a pseudopod that is up
to 6 inches wide and 10 feet long or reabsorb it into your
body. As part of the same bonus action, you can use this
+1 12 PASSIVE PERCEPTION
pseudopod to manipulate an object, open or close a door or
container, or pick up or set down a Tiny object. The
pseudopod contains no sensory organs and can’t attack,
ADVANTAGE
activate magic items, or lift more than 10 pounds.
INITIATIVE +6 1 Attack / Attack Action RACIAL TRAITS
NAME RANGE ATTACK DAMAGE / TYPE
Longsword 5 ft +5 vs AC 1d8+3 slashing
Versatile
FEATURES & TRAITS
Handaxe 20/60 +5 vs AC 1d6+3 slashing
Light, Thrown
Armor Proficiencies. Light Armor, Medium Armor,
Heavy Armor, Shields
Weapon Proficiencies. Simple Weapons, Martial
Weapons
Tool Proficiencies. Playing card set
Languages. Infernal, Common, Celestial
ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES
This character sheet was generated by the Aurora Builder.
Male 56 185
GENDER AGE HEIGHT WEIGHT
Oran Red Ooze
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
Every moment is a gift I refuse to squander. (Euryale,
Skull)
I interpret every event as part of a larger pattern I
just haven't worked out yet. (Puzzle, Star)
PERSONALITY TRAITS
IDEAL
BOND
FLAW BACKGROUND STORY
Fortune's Favor
You have weathered ruinous misfortune, and you
possess hidden reserves others don't expect. You
gain the Alert, Skilled, or Tough feat (your choice).
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Plate] 1 65
[Longsword] 1 3
[Shield] 1 6
Handaxe 2 4
Backpack 1 5
Bedroll 1 7
Mess Kit 1 1
Tinderbox 1 1
Torch 10 10
Rations (1 day) 10 20
Waterskin 1 5
Rope, Hempen (50 feet) 1 10
ATTUNED MAGIC ITEMS 0 / 3
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb
COPPER SILVER ELECTRUM GOLD PLATINUM
0 0 0 0 0
ENCUMBRANCE — LIFTING AND CARRYING
WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT
137 lb / 240 lb 480 lb
INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT
ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
STORED ITEMS QUEST ITEMS & TRINKETS
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Plate Longsword Shield
Armor Weapons Armor
Plate consists of shaped, interlocking metal plates to cover A shield is made from wood or metal and is carried in one
the entire body. A suit of plate includes gauntlets, heavy hand. Wielding a shield increases your Armor Class by 2.
leather boots, a visored helmet, and thick layers of padding You can benefit from only one shield at a time.
underneath the armor. Buckles and straps distribute the
weight over the body.
65 lb. Player’s Handbook 3 lb. Player’s Handbook 6 lb. Player’s Handbook
Handaxe Handaxe Backpack
Weapons Weapons Adventuring Gear
A backpack is a leather pack carried on the back, typically
with straps to secure it. A backpack can hold 1 cubic foot/
30 pounds of gear.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.
2 lb. Player’s Handbook 2 lb. Player’s Handbook 5 lb. Player’s Handbook
Bedroll Mess Kit Tinderbox
Adventuring Gear Adventuring Gear Adventuring Gear
This tin box contains a cup and simple cutlery. The box This small container holds flint, fire steel, and tinder
clamps together, and one side can be used as a cooking pan (usually dry cloth soaked in light oil) used to kindle a fire.
and the other as a plate or shallow bowl. Using it to light a torch—or anything else with abundant,
exposed fuel—takes an action. Lighting any other fire takes
1 minute.
7 lb. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook
Torch Rations (1 day) Waterskin
Adventuring Gear Adventuring Gear Adventuring Gear
A torch burns for 1 hour, providing bright light in a 20-foot Rations consist of dry foods suitable for extended travel,
radius and dim light for an additional 20 feet. If you make a including jerky, dried fruit, hardtack, and nuts.
melee attack with a burning torch and hit, it deals 1 fire
damage.
1 lb. Player’s Handbook 2 lb. Player’s Handbook 5 lb. (full) Player’s Handbook
Rope, Hempen (50 feet)
Adventuring Gear
Rope, whether made of hemp or silk, has 2 hit points and
can be burst with a DC 17 Strength check.
10 lb. Player’s Handbook