Darla "Cypher" Esterad Character Sheet

Season:
13
Race:
Dhampir
Class:
Rogue 1 / Fighter 1 /Ranger 3
Background:
Investigator
Lifestyle:
Modest
Current Level:
5
Total GP:
20
Total Downtime:
0
Tag:
Faction:
Harpers
Faction Rank:
Harpshadow (rank 2)
Magic Item Count:
0
Magic Item Limit:
3

Log Entries

Date Played Adventure Title Session ▲ Levels GP Downtime Magic Items
2023-02-22 20:11 Charaktererstellung 4 20 Show

Charakter erstellt durch DnDBeyond:
www.dndbeyond.com/sheet-pdfs/truedodger_94552054.pdf

Backstory: https://docs.google.com/document/d/15wmrHs_-fT1HIfL6ncDkwp86Kf3cqmLv_-9iCQEl9NY/edit?usp=sharing
.
Rasse: Dhampir
.
- Creature Type: You are a Humanoid.
- Size: Medium
- Speed: Your walking speed is 35 feet.
- Ancestral Legacy: Perception, Nature
- Darkvision: You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.
- Deathless Nature: You don’t need to breathe.
- Spider Climb: You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
- Vampiric Bite
Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
.
When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
a.) You regain hit points equal to the piercing damage dealt by the bite.
b.) You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.
.
You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
.
Klassen:
Rogue 1
Fighter 1
Ranger (Gloomstalker) 3
.
Rogue:
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Acrobatics, Athletics, Stealth, Investigation
Expertise: Perception, Investigation
Sneak Attack: 1d6
Thieves’ Cant
.
.
Fighter:
Proficiencies: Light armor, medium armor, shields; Simple weapons, martial weapons
Fighting Style: Defense (While you are wearing armor, you gain a +1 bonus to AC)
Second Wind
.
Ranger:
Deft Explorer
.
Canny (1st Level) Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. You can also speak, read, and write two additional languages of your choice (Skill: Stealth; Languages: Deep Speech, Infernal)
.
Favored Foe: When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
.
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Skills: Survival
.
Additional Ranger Spells
1st Entangle, Searing smite
2nd Aid, Enhance ability, Gust of wind, Magic weapon, Summon beast *
3rd Elemental weapon, Meld into stone, Revivify, Summon fey *
.
Fighting Style: Archery (You gain a +2 bonus to attack rolls you make with ranged weapons)
.
Spellcasting Focus
Spellcasting. This feature is affected by multiclassing. See the Multiclassing rules for more information.
.
Spellcasting Ability: Wisdom
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
.
Primal Awareness: You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know.
.
Primal Awareness Spells
3rd speak with animals
5th beast sense
9th speak with plants
13th locate creature
17th commune with nature
You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.
.
.
Ranger Archetype: Gloom Stalker
.
Gloom Stalker Magic
Gloom Stalker Spells
3rd disguise self
.
Dread Ambusher: At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type.
.
Umbral Sight: At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
.
Attribute (Point Buy):
Str: 8
Dex: 15 (+2 Origin)
CON: 12
Int: 11
Wis: 15 (+1 Origin)
Cha: 10
.
.
Background
.
Investigator
You relentlessly seek the truth. Perhaps you’re motivated by belief in the law and a sense of universal justice, or maybe that very law has failed you and you seek to make things right. You could have witnessed something remarkable or terrible, and now you must know more about this hidden truth. Or maybe you’re a detective for hire, uncovering secrets for well-paying clients. Whether the mysteries you’re embroiled in are local crimes or realm-spanning conspiracies, you’re driven by a personal need to hunt down even the most elusive clues and reveal what others would keep hidden in the shadows.
.
Skill Proficiencies: Insight, Medicine
Tool Proficiencies:Disguise Kit; Cook's Utensils
.
Official Inquiry: You’re experienced at gaining access to people and places to get the information you need. Through a combination of fast-talking, determination, and official-looking documentation, you can gain access to a place or an individual related to a crime you’re investigating. Those who aren’t involved in your investigation avoid impeding you or pass along your requests. Additionally, local law enforcement has firm opinions about you, viewing you as either a nuisance or one of their own.
.
Character Details
Alignment:
Faith:
Lifestyle:
Alignment: Chaotic Good
Faith: All of the faiths!
Lifestyle: Modest (1GP)
.
Physical Characteristics
.
Hair: Violet
Skin: Dead Pale
Eyes: Violet
Height: 1,61
Weight (Kg): 58
Age (Years): 23
Gender: female
.
Personal Characteristics
.
PERSONALITY TRAITS: I always have a plan for what to do when things go wrong.
IDEALS: Charity. I steal from the wealthy so that I can help people in need.
BONDS: I will become the greatest thief catcher that ever lived.
FLAWS: I have a “tell” that reveals when I’m lying.

Date Played Adventure Title Tier Session ▲ ACP TCP Downtime Renown
2023-02-22 20:11 Charaktererstellung Show

Charakter erstellt durch DnDBeyond:
www.dndbeyond.com/sheet-pdfs/truedodger_94552054.pdf

Backstory: https://docs.google.com/document/d/15wmrHs_-fT1HIfL6ncDkwp86Kf3cqmLv_-9iCQEl9NY/edit?usp=sharing
.
Rasse: Dhampir
.
- Creature Type: You are a Humanoid.
- Size: Medium
- Speed: Your walking speed is 35 feet.
- Ancestral Legacy: Perception, Nature
- Darkvision: You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.
- Deathless Nature: You don’t need to breathe.
- Spider Climb: You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
- Vampiric Bite
Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
.
When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
a.) You regain hit points equal to the piercing damage dealt by the bite.
b.) You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.
.
You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
.
Klassen:
Rogue 1
Fighter 1
Ranger (Gloomstalker) 3
.
Rogue:
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Acrobatics, Athletics, Stealth, Investigation
Expertise: Perception, Investigation
Sneak Attack: 1d6
Thieves’ Cant
.
.
Fighter:
Proficiencies: Light armor, medium armor, shields; Simple weapons, martial weapons
Fighting Style: Defense (While you are wearing armor, you gain a +1 bonus to AC)
Second Wind
.
Ranger:
Deft Explorer
.
Canny (1st Level) Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. You can also speak, read, and write two additional languages of your choice (Skill: Stealth; Languages: Deep Speech, Infernal)
.
Favored Foe: When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
.
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Skills: Survival
.
Additional Ranger Spells
1st Entangle, Searing smite
2nd Aid, Enhance ability, Gust of wind, Magic weapon, Summon beast *
3rd Elemental weapon, Meld into stone, Revivify, Summon fey *
.
Fighting Style: Archery (You gain a +2 bonus to attack rolls you make with ranged weapons)
.
Spellcasting Focus
Spellcasting. This feature is affected by multiclassing. See the Multiclassing rules for more information.
.
Spellcasting Ability: Wisdom
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
.
Primal Awareness: You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know.
.
Primal Awareness Spells
3rd speak with animals
5th beast sense
9th speak with plants
13th locate creature
17th commune with nature
You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.
.
.
Ranger Archetype: Gloom Stalker
.
Gloom Stalker Magic
Gloom Stalker Spells
3rd disguise self
.
Dread Ambusher: At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type.
.
Umbral Sight: At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
.
Attribute (Point Buy):
Str: 8
Dex: 15 (+2 Origin)
CON: 12
Int: 11
Wis: 15 (+1 Origin)
Cha: 10
.
.
Background
.
Investigator
You relentlessly seek the truth. Perhaps you’re motivated by belief in the law and a sense of universal justice, or maybe that very law has failed you and you seek to make things right. You could have witnessed something remarkable or terrible, and now you must know more about this hidden truth. Or maybe you’re a detective for hire, uncovering secrets for well-paying clients. Whether the mysteries you’re embroiled in are local crimes or realm-spanning conspiracies, you’re driven by a personal need to hunt down even the most elusive clues and reveal what others would keep hidden in the shadows.
.
Skill Proficiencies: Insight, Medicine
Tool Proficiencies:Disguise Kit; Cook's Utensils
.
Official Inquiry: You’re experienced at gaining access to people and places to get the information you need. Through a combination of fast-talking, determination, and official-looking documentation, you can gain access to a place or an individual related to a crime you’re investigating. Those who aren’t involved in your investigation avoid impeding you or pass along your requests. Additionally, local law enforcement has firm opinions about you, viewing you as either a nuisance or one of their own.
.
Character Details
Alignment:
Faith:
Lifestyle:
Alignment: Chaotic Good
Faith: All of the faiths!
Lifestyle: Modest (1GP)
.
Physical Characteristics
.
Hair: Violet
Skin: Dead Pale
Eyes: Violet
Height: 1,61
Weight (Kg): 58
Age (Years): 23
Gender: female
.
Personal Characteristics
.
PERSONALITY TRAITS: I always have a plan for what to do when things go wrong.
IDEALS: Charity. I steal from the wealthy so that I can help people in need.
BONDS: I will become the greatest thief catcher that ever lived.
FLAWS: I have a “tell” that reveals when I’m lying.

Date Played Adventure Title Session ▲ XP GP Downtime Renown Magic Items
2023-02-22 20:11 Charaktererstellung 20 Show

Charakter erstellt durch DnDBeyond:
www.dndbeyond.com/sheet-pdfs/truedodger_94552054.pdf

Backstory: https://docs.google.com/document/d/15wmrHs_-fT1HIfL6ncDkwp86Kf3cqmLv_-9iCQEl9NY/edit?usp=sharing
.
Rasse: Dhampir
.
- Creature Type: You are a Humanoid.
- Size: Medium
- Speed: Your walking speed is 35 feet.
- Ancestral Legacy: Perception, Nature
- Darkvision: You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.
- Deathless Nature: You don’t need to breathe.
- Spider Climb: You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
- Vampiric Bite
Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
.
When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
a.) You regain hit points equal to the piercing damage dealt by the bite.
b.) You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.
.
You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
.
Klassen:
Rogue 1
Fighter 1
Ranger (Gloomstalker) 3
.
Rogue:
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Acrobatics, Athletics, Stealth, Investigation
Expertise: Perception, Investigation
Sneak Attack: 1d6
Thieves’ Cant
.
.
Fighter:
Proficiencies: Light armor, medium armor, shields; Simple weapons, martial weapons
Fighting Style: Defense (While you are wearing armor, you gain a +1 bonus to AC)
Second Wind
.
Ranger:
Deft Explorer
.
Canny (1st Level) Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. You can also speak, read, and write two additional languages of your choice (Skill: Stealth; Languages: Deep Speech, Infernal)
.
Favored Foe: When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
.
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Skills: Survival
.
Additional Ranger Spells
1st Entangle, Searing smite
2nd Aid, Enhance ability, Gust of wind, Magic weapon, Summon beast *
3rd Elemental weapon, Meld into stone, Revivify, Summon fey *
.
Fighting Style: Archery (You gain a +2 bonus to attack rolls you make with ranged weapons)
.
Spellcasting Focus
Spellcasting. This feature is affected by multiclassing. See the Multiclassing rules for more information.
.
Spellcasting Ability: Wisdom
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
.
Primal Awareness: You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know.
.
Primal Awareness Spells
3rd speak with animals
5th beast sense
9th speak with plants
13th locate creature
17th commune with nature
You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.
.
.
Ranger Archetype: Gloom Stalker
.
Gloom Stalker Magic
Gloom Stalker Spells
3rd disguise self
.
Dread Ambusher: At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type.
.
Umbral Sight: At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
.
Attribute (Point Buy):
Str: 8
Dex: 15 (+2 Origin)
CON: 12
Int: 11
Wis: 15 (+1 Origin)
Cha: 10
.
.
Background
.
Investigator
You relentlessly seek the truth. Perhaps you’re motivated by belief in the law and a sense of universal justice, or maybe that very law has failed you and you seek to make things right. You could have witnessed something remarkable or terrible, and now you must know more about this hidden truth. Or maybe you’re a detective for hire, uncovering secrets for well-paying clients. Whether the mysteries you’re embroiled in are local crimes or realm-spanning conspiracies, you’re driven by a personal need to hunt down even the most elusive clues and reveal what others would keep hidden in the shadows.
.
Skill Proficiencies: Insight, Medicine
Tool Proficiencies:Disguise Kit; Cook's Utensils
.
Official Inquiry: You’re experienced at gaining access to people and places to get the information you need. Through a combination of fast-talking, determination, and official-looking documentation, you can gain access to a place or an individual related to a crime you’re investigating. Those who aren’t involved in your investigation avoid impeding you or pass along your requests. Additionally, local law enforcement has firm opinions about you, viewing you as either a nuisance or one of their own.
.
Character Details
Alignment:
Faith:
Lifestyle:
Alignment: Chaotic Good
Faith: All of the faiths!
Lifestyle: Modest (1GP)
.
Physical Characteristics
.
Hair: Violet
Skin: Dead Pale
Eyes: Violet
Height: 1,61
Weight (Kg): 58
Age (Years): 23
Gender: female
.
Personal Characteristics
.
PERSONALITY TRAITS: I always have a plan for what to do when things go wrong.
IDEALS: Charity. I steal from the wealthy so that I can help people in need.
BONDS: I will become the greatest thief catcher that ever lived.
FLAWS: I have a “tell” that reveals when I’m lying.