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D&D Character Sheet: Silvanus the Triarius

The document outlines the character Silvanus the Triarius, a Level 11 Mech Pilot and Soldier (Officer) with a Neutral Good alignment. It details his attributes, skills, proficiencies, equipment, and backstory, including a significant bond with another character named Aresin. Additionally, it highlights his personal ideals, flaws, and special abilities related to his mech piloting skills.

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0% found this document useful (0 votes)
16 views3 pages

D&D Character Sheet: Silvanus the Triarius

The document outlines the character Silvanus the Triarius, a Level 11 Mech Pilot and Soldier (Officer) with a Neutral Good alignment. It details his attributes, skills, proficiencies, equipment, and backstory, including a significant bond with another character named Aresin. Additionally, it highlights his personal ideals, flaws, and special abilities related to his mech piloting skills.

Uploaded by

ldseen0
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Mech Pilot Lv 11 Solider (Officer) Joseph

CLASS & LEVEL BACKGROUND PLAYER NAME


Silvanus the Triarius
Giff Neutral Good Irrelevent
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I enjoy being strong and like
10 +0 30 breaking things.
9 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
I can stare down a hell hound
without flinching.
-1 PERSONALITY TRAITS

Hit Point Maximum 57


-1 Strength
DEXTERITY
Live and Let Live. Ideals aren't worth

10
● +4

+1
Dexterity
Constitution
57 killing over or going to war for.
(Neutral)
CURRENT HIT POINTS IDEALS
● +8 Intelligence

+0 +3 Wisdom
Someone saved my life on the
+4 Charisma battlefield. To this day, I will never
CONSTITUTION SAVING THROWS leave a friend behind.
TEMPORARY HIT POINTS BONDS

12
+0 Acrobatics (Dex) Total 11d6 SUCCESSES I made a terrible mistake in battle that
+1 Animal Handling (Wis)
cost many lives and I would do
+3
11d6 FAILURES
anything to keep that mistake secret.
+4 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE -1 Athletics (Str)

18 ●
+4

+8
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Swimming speed equal to walking speed.

+4 +3 Insight (Wis) When you hit a target with a simple or martial


+4 Intimidation (Cha) weapon, you can cause the target to take
extra force damage equal to your proficiency
WISDOM ● +8 Investigation (Int) bonus. You can use this trait a number of
+3 Medicine (Wis) times equal to your proficiency bonus, but
16 +4 Nature (Int)
you can use it no more than once per turn.
You regain all expended uses when you
+3 Perception (Wis) finish a long rest.
+3
+4 Performance (Cha) You have proficiency with all firearms and
+4 Persuasion (Cha) ignore the loading property of any firearm. In
CHARISMA addition, attacking at long range with a
+4 Religion (Int) firearm doesn't impose disadvantage on your
18 +0 Sleight of Hand (Dex) attack roll.
+0 Stealth (Dex) You have advantage on Strength-based
+4 +3 Survival (Wis) ability checks and Strength saving throws. In
addition, you count as one size larger when
SKILLS ATTACKS & SPELLCASTING determining your carrying capacity and the
weight you can push, drag, or lift.

13 PASSIVE WISDOM (PERCEPTION) Backpack: Whenever you make an Intelligence check


CP relating to constructs, machines, or siege
bedroll weaponry, you are considered proficient in
mess kit the check, and you double your proficiency
Proficiencies: Light Armor, SP tinderbox bonus for that check.

Simple Weapons, Scimitar, torch x10


you have enhanced instincts and reflexes
EP day of rations x10 from having piloted your mech for so long.
Shortsword, Trident, Tinker's waterskin While you are piloting your mech, the mech
tools, Smith's tools 50 feet of hempen rope has advantage on Dexterity saving throws
GP 250 light crossbow against effects you can see, and you also
have advantage on Dexterity saving throws
Languages: Common, Elvish crossbow bolt x20 against effects you can see. You also have
PP dart x6 advantage on Initiative checks.
gemstone worth 200gp

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
37 6'6" 218
AGE HEIGHT WEIGHT
Silvanus the Triarius
Dark brown Grey nonexistant
CHARACTER NAME EYES SKIN HAIR

Aresin
NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Cha +2
Int +2
Was saved by Aresin while in Dex +1
combat after being mortally
4 combat modules
wounded, deciding that being 3 utility modules
saved by Aresin caused 1 module of each except for pilot which has zero and left and right arms having 2
many people to be killed Universal Upgrade
instead of me dying to save
At 7th level, choose one module from either module list. This module is your universal module and
the rest of them. I still blame is applied to each mech you build. This module does not count against the total number of
myself for the death of all of modules the mech may be equipped with, and it cannot be changed. This module also does not
increase the cost of rebuilding mechs or when building new ones. Alternatively, you may choose a
them. feat from the list of Feats in chapter 5 of the Player's Handbook for your mechs to gain, if your DM
allows it. The number of modules your mechs may have equipped in this way increases to two at
13th level and to three at 18th level.
I was a general officer before
I was lost in the mist and Electric Capacitors: The mech is equipped with devices that store some of its excess energy. The
mech can use its Shock Bolt module an additional two times.
when Aresin saved me and I
didn't stop him from saving
me to prevent the death of ADDITIONAL FEATURES & TRAITS
many innocent people.
Covetous Gold Serpent Ring
While attuned to this ring, you have advantage on any Intelligence (Investigation) or Wisdom
I quickly formed a brotherly (Perception) checks made searching for treasure. When searching corpses in the aftermath of a
bond with Aresin and we battle, if you find at least 1 gp on the corpses of the dead, you find an additional 1d10 gp.
have been close ever since. Wand of Healing
This wand is deep blue (although it can at times white), about two feet long, and is thick and
knobbly. The grip is smooth, and designed to be held comfortably. The number of charges
currently held by the wand are shown as stripes around the grip.
It starts with 6 charges (or 1d8). While holding it you can use an action to expend 1 of its charges
for it to cast the cure wounds spell. The wand regains 1d6 + 1 charges daily at dawn. If all charges
are spent, roll a d20. On a 1, the wand turns to steam and is destroyed.
You may also expend all charges (the total number of charges the wand can hold) for it to
immediately cast the mass cure wounds spell. If you use the wand in this manner, it cannot be
used again for 48 hours.

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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