OZ Character Sheets V1.0
OZ Character Sheets V1.0
17                           32
                                                                                                              The other turtles in the pond always teased you.
                                                                                                              You grew so much faster that the other kids, and
                                                                                                              even your parents weren’t sure how to help. What’s
                       A Fantasy Role-Playing Setting
                                                              Natural Armor                 HD 3D12           a turtle to do when their child is the size of a
                                                                                                              human?
                                                                 +1                        30ft
                                                                                                              and sharing with each other will help with the
                                                                                                              frustration and the loneliness.
                                 Player Name
                                                                                                              PERSONALITY TRAIT
                                                                                                              You generally don’t say much but will freely
                    Giant Turtle, Barbarian (Berserker), 3                                                    speak openly and confidently when a topic you’re
                                                              LANGUAGES Common
                       Ancestry, Class (Subclass), Level                                                      passionate about comes up.
                                                              ALIGNMENT Lawful Neutral
                                                              SIZE Medium
                                                                                                              IDEAL
                      Hermit                        950
                                                                                                              Fairness: everyone wins if everything is equal.
                    Background                   Experience   ACTION
                                                              -	 Two-Handed Greataxe melee, +5 to hit,
                                                                 1D12+3                                       BOND
                                         PROFICIENCY                                                          You love the environment and will do anything to
                       STR                                    -	 Turtle Claws melee, +5 to hit, 1D4+3
                                         BONUS                                                                protect its natural beauty.
                     +1
                                                                 -	 Lasts 1 minute (10 rounds), or until
                                         +0 Intelligence            unconscious, haven’t attacked, or been
                                         +1 Wisdom                  hit in a round
                        13               -1 Charisma             -	 Advantage on STR checks & saves
                                         *prof. bonus added      -	 +2 bonus on STR-based melee attacks
                                                                 -	 Resistance (half damage) from
                                         Skills                     bludgeoning, piercing, slashing damage
                      CON
                                                              -	 Reckless Attack first attack on your turn
                     +2
                                         +1 Acrobatics
                                                                 rolls with advantage, attacks against you
                                         +1 Animal Handling      roll with advantage until next turn
                                         +0 Arcana            -	 Danger Sense advantage on DEX saves
                        15               +3 Athletics            against traps
                                         -1 Deception         -	 Frenzy attack as bonus action while
                                         +0 History              raging, one level of exhaustion after rage
                       INT
                                         +1 Insight
                     +0
                                                              ANCESTRY FEATURE
                                         +1 Intimidation*     -	 Hold Breath up to 1 hour
                                         +0 Investigation     -	 Shell Defense
                        10               +3 Medicine*            -	 Armor +4
                                         +2 Nature*              -	 Advantage on STR & CON saves
                                         +1 Perception           -	 Speed 0 and prone
                       WIS               -1 Performance          -	 No Reactions
                     +1 12
                                         -1 Persuasion
                                         +2 Religion*
                                         +1 Sleight of Hand
                                                                 -	 Disadvantage on DEX saves
                                                              BACKGROUND FEATURE
                                                              -	 Discovery
                                                                                                                 EQUIPMENT
                                                                                                                 -	 Carrying greataxe, two handaxes,
                                         +1 Stealth                                                                 five javelins, explorer’s pack (includes
                                         +3 Survival*         PROFICIENCIES                                         backpack, bedroll, mess kit, tinderbox,
                                                              -	 Armor light, medium, shields                       10 torches, 10 day’s rations, waterskin,
                       CHA               *prof. bonus added                                                         50 feet of rope), herbalism kit (includes
                      -1
                                                              -	 Weapons simple, martial                            clippers, mortar and pestle, pouches of
                                         PASSIVE              -	 Tools none                                         herbs), winter blanket
                                         WISDOM                                                                  -	 Coins & Gems 7 gold pieces (GP), 4
                            8                                                                                       gems (each worth 10 GP)
                                         11
J BRUCE (Order #37156864)
                                                     ARMOR                            HP           CLOCKWORK BOXER
                                                      16                           24
                                                                                                   You don’t remember much of your time as a
                                                                                                   training dummy. It wasn’t until a good right
                                                                                                   hook knocked some sense into you that your
           A Fantasy Role-Playing Setting
                                                       None                       HD 3D8           mind began spinning. You retained all of the
                                                                                                   programming that the boxing coach configured,
                                                                                                   but now you want more.
Character Name INITIATIVE SPEED All you have to go on is the faded label that reads
                                                      +3                       40ft
                                                                                                   “–ton, Win–, Oz.”
          +1 12
                              +2
                              Saving Throws
                                                   -	 Flurry of Blows see Class Feature
                                                   CLASS FEATURE
                                                                                                   FLAW
                                                                                                   Your memory components are on the fritz and it’s
                                                   -	 Ki Energy 3 ki points to use, recharges      very hard to remember names.
                              +3 Strength*            after short or long rest
                              +5 Dexterity*        -	 Flurry of Blows 1 ki for 2 extra Punches
           DEX                +2 Constitution         after first Punch attack (3 punches total)
                                                                                                      NOTES
          +3
                                                      plus add one effect on target
                              +0 Intelligence
                                                      -	 DEX save or knocked prone
                              +2 Wisdom
                                                      -	 STR save or pushed 15´ away
             16               -1 Charisma
                                                      -	 Can’t take reactions until end of your
                              *prof. bonus added         next turn
                                                   -	 Patient Defense 1 ki for Dodge as
           CON                Skills                  bonus action
          +2
                              +5 Acrobatics*       -	 Step of the Wind 1 ki for Disengage
                              +2 Animal Handling      or Dash as bonus action, jump distance
                              +0 Arcana               doubled
             15               +3 Athletics*        -	 Deflect Missiles Use reaction to reduce
                                                      ranged weapon damage by 1D10+3
                              -1 Deception
                              +0 History           ANCESTRY FEATURE
            INT                                    -	 Constructd Resilience
                              +2 Insight
          +0 10
                              -1 Intimidation
                              +0 Investigation
                              +2 Medicine
                                                      -	 Advantage on saves against poison
                                                      -	 Resistance to poison
                                                      -	 Immune to disease
                                                      -	 No need to eat or sleep
                              +0 Nature
                                                   -	 Sentry’s Rest
                              +2 Perception
            WIS                                       -	 Semiconscious 6 hours/day instead of
                              +1 Performance*            8 hours of sleep
          +2 14
                              -1 Persuasion
                              +2 Religion
                              +3 Sleight of Hand
                                                      -	 Not immune to magical sleep
                                                   BACKGROUND FEATURE
                                                   -	 By Popular Demand
                              +5 Stealth*
                              +2 Survival          PROFICIENCIES
           CHA                *prof. bonus added   -	 Armor none                                      EQUIPMENT
           -1
                                                   -	 Weapons simple, shortswords                     -	 Carrying 10 darts, belt pouch,
                              PASSIVE              -	 Tools Calligrapher’s supplies, gaming set          ornamental belt, letter from a fan
                              WISDOM                  (dice set), musical instrument (lute)           -	 Coins & Gems 2 gold pieces (GP), 2
              8
                              12                                                                         gems (each worth 10 GP)
                                                                   14                           25
                                                                                                                The life of a coal miner’s canary is one of constant
                                                                                                                awareness. For years you kept your miners safe
                                                                                                                from poison and underground dragons, until
                       A Fantasy Role-Playing Setting
                                                                Leather Armor                 HD 3D10           they hit a pocket of magical gas. No one survived,
                                                                                                                except you. Not only that, but you grew larger
                                                                                                                and stronger and adept at living in the dark.
Character Name INITIATIVE SPEED You blame the Dragons for what happened (it was
                                                                   +5                        30ft
                                                                                                                their tunnels that lead straight to the gas, after all)
                                                                                                                and now you think you may have found them.
                                 Player Name
                                                                                                                PERSONALITY TRAIT
                                                                                                                You respect anyone who does physical labor to
                  Oversized Canary, Ranger (Gloom Stalker), 3                                                   make a living.
                                                                LANGUAGES Common
                        Ancestry, Class (Subclass), Level
                                                                ALIGNMENT Chaotic Good
                                                                                                                IDEAL
                                                                SIZE Small
                                                                                                                Preparedness: everyone is safer when everyone
                    Outlander                       950
                                                                                                                follows the plan.
                    Background                   Experience     ACTION
                                                                -	 Shortsword melee +5 to hit, 1D6+3 and
                                                                   (optional) Quarterstaff melee +5 to hit,     BOND
                                          PROFICIENCY              1D6+3                                        The miners who raised you are as close to a family
                       STR                BONUS                                                                 as you’ve ever had.
                                                                -	 Hand Crossbow ranged, +5 to hit,
                     +1 12
                                          +2
                                          Saving Throws
                                                                   1D6+3
                                                                -	 Cast Spell See Magic
                                                                                                                FLAW
                                                                                                                You lose all composure at the mention of
                                                                MAGIC                                           Dragons.
                                          +3 Strength*          -	 Spell Attack Modifier +4
                                          +5 Dexterity*         -	 Spell Save DC12
                       DEX                +1 Constitution
                                                                                                                   NOTES
                                                                -	 SPELLS
                     +3 17
                                          +0 Intelligence
                                          +2 Wisdom
                                          -1 Charisma
                                                                   -	 1ST LEVEL (4 SLOTS)
                                                                      -	 Animal Friendship
                                                                      -	 Detect Magic
                                          *prof. bonus added          -	 Disguise Self
                                                                      -	 Ensnaring Strike
                      CON                 Skills
                                                                CLASS FEATURE
                     +1
                                          +3 Acrobatics
                                                                -	 Favored Enemy Dragons
                                          +4 Animal Handling*
                                                                   -	 Advantage on Survival checks to track
                                          +0 Arcana                   and History checks to recall lore
                        13                +3 Athletics          -	 Favored Terrain Underground
                                          +1 Deception*            -	 Proficiency bonus doubled making             ANCESTRY FEATURE
                                          +0 History                  INT & WIS checks relating to the             -	 Expert Forgery Advantage to make
                       INT                                            terrain                                         forgeries and duplicate items
                                          +4 Insight*
                     +0 10
                                          -1 Intimidation
                                          +0 Investigation
                                          +2 Medicine
                                                                   -	 Can’t become lost unless by magic
                                                                   -	 Find twice as much food when
                                                                      foraging
                                                                                                                   -	 Mimicry Mimic sounds you’ve heard.
                                                                                                                      Target knows an imitation if their Insight
                                                                                                                      check beats your Deception check
                                                                   -	 Learn exact numbers, size, and how
                                          +2 Nature                   long since creatures were present            BACKGROUND FEATURE
                                          +4 Perception*              when tracking                                -	 Wanderer
                       WIS                -1 Performance        -	 Primeval Awareness Use 1 spell slot.
                                                                                                                   PROFICIENCIES
                     +2
                                                                   Sense creatures in 1 mile or 6 miles in
                                          -1 Persuasion            Favored Terrain                                 -	 Armor light, medium, shields
                                          +0 Religion           -	 Dread Ambusher First turn in combat             -	 Weapons simple, martial
                        15                +3 Sleight of Hand       -	 +10´ to speed                                -	 Tools musical instrument (flute)
                                          +5 Stealth*              -	 Extra 1D8 to attack damage
                                                                                                                   EQUIPMENT
                                          +4 Survival*          -	 Umbral Sight                                    -	 Carrying leather armor, shortsword,
                       CHA                *prof. bonus added       -	 Darkvision up to 60´                            quarterstaff, hand crossbow and 20 bolts,
                      -1                                           -	 Invisible in darkness to creatures that         belt pouch, traveler’s cloak, hunting trap,
                                          PASSIVE                     rely on Darkvision                              pouch full of coal and iron
                                          WISDOM                                                                   -	 Coins & Gems 18 gold pieces (GP), 3
                            8                                                                                         gems (each worth 10 GP)
                                          12
J BRUCE (Order #37156864)
                                                         ARMOR                             HP             GENTLE BLACKSMITH
                                                          15                             24
                                                                                                          Your dedication knows no bounds. Whether it’s
                                                                                                          for your work as a blacksmith or for your fellow
                                                                                                          Guild members, there’s nothing you wouldn’t do.
           A Fantasy Role-Playing Setting
                                                       Mail + Shield                    HD 3D8
                                                                                                          When your Guildmaster asked you to learn from
                                                                                                          the smiths in a place called Oz, you couldn’t
                                                                                                          say “yes” any faster. Going to a new place and
                    Character Name                     INITIATIVE                        SPEED            learning from new people is a dream come true.
                                                           -1                        30ft
                                                                                                          Now all you have to do is find the Guildmaster in
                                                                                                          Quadling District. Somewhere in Little Utensia.
                        Player Name
                                                                                                          PERSONALITY TRAIT
                                                                                                          You’re eager to learn and it shows in your work.
        Human, Cleric (Domain of the Forge), 3                                                            You’re the first to try something new and very
                                                       LANGUAGES Common
           Ancestry, Class (Subclass), Level                                                              rarely get upset if it doesn’t go well the first time.
                                                       ALIGNMENT Chaotic Good
                                                       SIZE Medium
                                                                                                          IDEAL
        Guild Artisan                    950
                                                                                                          Kindness: there’s never a reason to start an
         Background                   Experience       ACTION
                                                                                                          interaction with anything but compassion.
                                                       -	 Hammer melee +4 to hit, 1D6+2
                                PROFICIENCY            -	 Light Crossbow ranged, +4 to hit,               BOND
            STR                                           1D8-1
                                BONUS                                                                     Your Guildmaster is like a parent to you.
           -1
                                                             -	 Light
                                +0 Intelligence
                                                             -	 Resistance
                                +5 Wisdom*
                                                             -	 Spare the Dying
              9                 +3 Charisma*
                                                          -	 1ST LEVEL (4 SLOTS)
                                *prof. bonus added           -	 Bane
                                                             -	 Bless
           CON                  Skills
                                                             -	 Command
          +2
                                -1 Acrobatics                -	 Cure Wounds
                                +3 Animal Handling           -	 Identify
                                +0 Arcana                    -	 Searing Smite
             15                 +2 Athletics              -	 2ND LEVEL (2 SLOTS)
                                +1 Deception                 -	 Lesser Restoration
                                +2 History*                  -	 Heat Metal
            INT
                                +5 Insight*                  -	 Hold Person
          +0 11
                                +1 Intimidation
                                +0 Investigation
                                +3 Medicine
                                                             -	 Magic Weapon
                                                       CLASS FEATURE
                                                       -	 Channel Divinity (1/day) Call upon
                                +0 Nature                 your diety                                         PROFICIENCIES
                                +3 Perception             -	 Turn Undead WIS save by all undead              -	 Armor light, medium, heavy, shields
            WIS                 +1 Performance
                                                             in 30´, flee if fail for 1 minute or until      -	 Weapons simple
          +3
                                                             damaged
                                +3 Persuasion*                                                               -	 Tools mason’s, smith’s
                                                          -	 Artisan’s Blessing 1 hour to make
                                +2 Religion*                 non-magic item (weapon, tools, etc.)            EQUIPMENT
             16                 -1 Sleight of Hand     -	 Blessing of the Forge +1 bonus to a                -	 Carrying scale mail, shield, hammer,
                                -1 Stealth (Disadv.)      single weapon or piece of armor between               light crossbow and 20 bolts, mason’s
                                +3 Survival               long rests                                            tools (trowel, small hammers, chisels,
                                                                                                                etc.), smith’s tools (small anvil, hammers,
           CHA                  *prof. bonus added     BACKGROUND FEATURE                                       tongs, etc.), belt pouch, common
                                                                 12                           20
                                                                                                              Life as a sorcerer’s apprentice was going well, until
                                                                                                              that fateful day. You’re still not sure if it was an
                                                                                                              accident or an experiment, but you know your
                       A Fantasy Role-Playing Setting
                                                                  None                       HD 3D6           teacher was responsible. They’re the reason you’re
                                                                                                              trapped in the fragile bones of a teaching skeleton.
                                                                                                              At least you can still practice your magic.
Character Name INITIATIVE SPEED You’re not sure if Oz will have the information
                                                                 +2                        30ft
                                                                                                              you need, but it’s as good a lead as anywhere else.
                     +0 10
                                         +2
                                         Saving Throws
                                                              MAGIC
                                                              -	 Spell Attack Modifier +2
                                                              -	 Spell Save DC10
                                                                                                              FLAW
                                                                                                              You don’t like when others get into your personal
                                                                                                              space (particularly hugging).
                                         +0 Strength          -	 SPELLS
                                         +2 Dexterity            -	 CANTRIPS
                       DEX               +2 Constitution            -	 Friends                                   NOTES
                     +2 15
                                         +2 Intelligence*
                                         +3 Wisdom*
                                         -3 Charisma
                                                                    -	 Light
                                                                    -	 Shocking Grasp
                                                                 -	 1ST LEVEL (4 SLOTS)
                                                                    -	 Mage Armor
                                         *prof. bonus added
                                                                    -	 Magic Missile
                                         Skills                     -	 Witch Bolt
                      CON                                        -	 2ND LEVEL (2 SLOTS)
                     +2
                                         +2 Acrobatics
                                                                    -	 Melf ’s Acid Arrow
                                         +1 Animal Handling
                                         +2 Arcana*           CLASS FEATURE
                        14               +2 Athletics*        -	 Arcane Recovery (1/day) Regain spell
                                                                 slots totaling 2 levels after short rest
                                         -3 Deception
                                         +2 History*          -	 Evocation Savant Copy evocation spells
                       INT                                       in half the time and half resources
                                         +3 Insight*
                     +0 11
                                         -3 Intimidation
                                         +2 Investigation*
                                         +3 Medicine*
                                                              -	 Sculpt Spells Exclude 1 plus spell’s level
                                                                 targets from effect of evocation spell
                                                              ANCESTRY FEATURE
                                         +0 Nature            -	 Darkvision See in dark up to 60´
                                         +1 Perception        -	 Skeletal Nature
                       WIS                                       -	 Immune to poison and exhaustion              PROFICIENCIES
                                         -3 Performance
                     +1
                                                                 -	 Doesn’t require air, food, water, or         -	 Armor none
                                         -3 Persuasion
                                                                    sleep                                        -	 Weapons dagger, dart, light crossbow,
                                         +0 Religion             -	 Can replace lost limbs with bones               quarterstaff, sling
                        12               +2 Sleight of Hand      -	 Vulnerable to bludgeoning weapons            -	 Tools none
                                         +2 Stealth                 (double damage)
                                         +1 Survival             -	 Can hiss one word sentences                  EQUIPMENT
                                                                                                                 -	 Carrying two daggers, quarterstaff, belt
                       CHA               *prof. bonus added                                                         pouch, wizard’s robe and hat, bottle of
                                                              BACKGROUND FEATURE
                      -3    4
                                         PASSIVE
                                         WISDOM
                                                              -	 Researcher                                         black ink, quill, small knife, personal
                                                                                                                    papers
                                                                                                                 -	 Coins & Gems 12 gold pieces (GP), 3
                                                       13                           24
                                                                                                    Circus life isn’t for everyone, but you love it
                                                                                                    like a clown loves makeup. Growing up around
                                                                                                    strongmen and trapeze artists will do that to a kid.
           A Fantasy Role-Playing Setting
                                                    Leather Armor                  HD 3D8           After years of work, you finally made it big.
                                                       +3                        30ft
                                                                                                    some of his stolen books on magic. No one knows
                                                                                                    those books unlocked something inside you.
                       Player Name                                                                  Magic beyond your wildest dreams. And you want
                                                                                                    more. If only you could find Oscar again.
          +0 11
                               +2
                               Saving Throws
                                                    MAGIC
                                                    -	 Spell Attack Modifier +5
                                                                                                    Your fellow performers mean the world to you.
                                                                                                    FLAW
                                                    -	 Spell Save DC13                              You believe others are inherently born gullible.
                               +0 Strength
                                                    -	 SPELLS
                               +4 Dexterity*
           DEX                                         -	 CANTRIPS                                     NOTES
                               +2 Constitution            -	 Blade Ward
          +2 15
                               +1 Intelligence
                               -1 Wisdom
                               +5 Charisma*
                                                          -	 Vicious Mockery
                                                       -	 1ST LEVEL (4 SLOTS)
                                                          -	 Charm Person
                               *prof. bonus added         -	 Cure Wounds
                                                          -	 Faerie Fire
           CON                 Skills                     -	 Healing Word
          +2
                               +4 Acrobatics*          -	 2ND LEVEL (2 SLOTS)
                               +0 Animal Handling         -	 Enhance Ability
                               +3 Arcana*                 -	 Suggestion
             14                +1 Athletics
                                                    CLASS FEATURE
                               +5 Deception*        -	 Bardic Inspiration (1/day) choose
                               +2 History              creature as bonus action and they add
            INT                                        1D6 to roll in next 10 minutes
                               +0 Insight
          +1 13
                               +4 Intimidation
                               +2 Investigation
                               +0 Medicine
                                                    -	 Song of Rest add 1D6 HP to allies
                                                       spending Hit Dice during a short rest
                                                    -	 Enthralling Performance After 1
                                                       minute (or more) performance, up
                               +2 Nature               to CHA modifier worth of audience
                               +0 Perception           members make WIS save or be charmed
            WIS                                        for 1 hour
                               +7 Performance**
           -1
                                                    -	 Mantle of Inspiration use Bardic
                               +4 Persuasion           Inspiration to add 5 temp. HP to allies
                               +3 Religion*
                               +3 Sleight of Hand   BACKGROUND FEATURE
              9                                     -	 By Popular Demand
                                                                                                       EQUIPMENT
                               +5 Stealth**                                                            -	 Carrying leather armor, rapier, dagger,
                               +0 Survival          PROFICIENCIES                                         entertainer’s pack (backpack, bedroll,
                                                                                                          2 costumes, 5 candles, 5 day’s rations,
           CHA                 *prof. bonus added   -	 Armor light                                        waterskin, disguise kit), belt pouch,
          +3 13
                               PASSIVE
                               WISDOM
                                                    -	 Weapons simple, hand crossbow,
                                                       longsword, rapier, shortsword
                                                    -	 Tools disguise kit, musical instrument
                                                                                                          common clothes, formal clothes, violin,
                                                                                                          circus tickets
                                                                                                       -	 Coins & Gems 7 gold pieces (GP), 3