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D&D Character Sheet: Monster Tamer Guide

The document outlines a character sheet for a Wood Elf monster tamer named Jumpy, who has a chaotic evil alignment and a complex background involving loss and difficulty empathizing with others. It details the character's abilities, skills, equipment, and spellcasting capabilities, including various attacks and features related to their companions. Additionally, it provides insights into the character's personality traits, ideals, bonds, and flaws.

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guycy13
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0% found this document useful (0 votes)
4 views3 pages

D&D Character Sheet: Monster Tamer Guide

The document outlines a character sheet for a Wood Elf monster tamer named Jumpy, who has a chaotic evil alignment and a complex background involving loss and difficulty empathizing with others. It details the character's abilities, skills, equipment, and spellcasting capabilities, including various attacks and features related to their companions. Additionally, it provides insights into the character's personality traits, ideals, bonds, and flaws.

Uploaded by

guycy13
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

Monster tamer 8 fisher

CLASS & LEVEL BACKGROUND PLAYER NAME

Wood Elf chaotic evil


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

0 INSPIRATION
STRENGTH Jumpy
15 +2 35 crazy, schizo
14 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

+2 PERSONALITY TRAITS

Hit Point Maximum 43


+1 Strength
DEXTERITY Luck,

14 ●
+2

+3
Dexterity
Constitution
43
CURRENT HIT POINTS IDEALS
+2 Intelligence

+2 -1 Wisdom
Parents died, only sister left now
● +5 Charisma
drowned under my supervision.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

10
+2 Acrobatics (Dex) Total 8 SUCCESSES I have lived a hard life and find it
0 Animal Handling (Wis) difficult to empathize with others.
● +3
d8 FAILURES
+2 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +1 Athletics (Str)

16 ●
+2

+5
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE In combat: your companion shares your initiative count, and takes its turn after yours. It can
move and use its reaction on its own, but the only action it takes on its turn is the Dodge

Insight (Wis)
short sword +5 1d6 +2 action, unless you take a bonus action or action on your turn to command it to take different
actions. If you are incapacitated, the companion can take any action of its choice, not just
+3 0 Dodge.

Soul Bond: Companions that are stable and have 0 hitpoints when you finish a long rest
+2 Intimidation (Cha) tommybow +5 regain half their maximum hit points. You have a pool of healing power equal to five times
your tamer level that replenishes when you finish a long rest. Whenever you finish a short
rest you can restore a total number of hit points amongst your companions up to the
WISDOM +2 Investigation (Int) maximum amount remaining in your pool.

0 Medicine (Wis)
tetherhook +5 1d8 +2 Bolster: While your companion is within 100 feet of you and you are holding its vessel, you

10
can use an action to expend one spell slot to restore hit points to your companion equal to
your spellcasting ability modifier plus an additional 2d4 per spell level.
Net: range 5/15 A Large or smaller creature hit by a net is restrained. creature can use its
+2 Nature (Int) action to make a DC 10 Strength check, freeing itself or another creature within its reach on
a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature.
Psychic Bond: If companion is in100 feet you can communicate with it telepathically. As an
action, you can see through your companions eyes and hear what it hears until the start of
long bow range 150/600 your next turn, gaining the benefits of any special
● +3 Perception (Wis) senses that the companion has. During this time, you are deaf and blind with regard to your
0 Special: Hookpull. As a bonus action immediately after you hit a target no more than one
size larger than you:
own senses. Spell Swap. While your companion is summoned, is within 100 feet of you,
and you hold its vessel, any spells your companion knows are added to your known spells.
+2 Performance (Cha) . Make a Strength (Athletics) check contested by the targets Strength (Athletics) or
Dexterity (Acrobatics) check. If you succeed, the target is hooked and cant move further
In addition, when you cast a spell with a range of self or touch, your companion
can be the target of that spell.
away from you.
● +5 Persuasion (Cha) .Only one hand is required to keep a creature hooked the creature can use its action to Malleable Presence: While your companion is within 100 feet of you, you can order it to
CHARISMA escape Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength
(Athletics) check.
change its behaviour towards one creature you can see as part of the bonus action or
action you use to command it. Choose either the aggressive or cautious behaviours. At the
+2 Religion (Int) .As part of the bonus action to hook the target, and as a bonus action on any of your start of each of the target creatures turns for the next minute, it must succeed on a Wisdom

14
subsequent turns while it remains hooked, you can pull the creature 5 feet closer to you. saving throw versus your tamer spell save DC if it is within 30feet of your companion and
. If the target is an object that isnt fixed in place and that weighs less than your push, drag, can see your companion. On a failure, it suffers the effects of the associated behaviour until
+2 Sleight of Hand (Dex) or lift capacity, you can pull it 5 feet closer to you as a bonus action after you hit it with an
attack.
the start of its next turn. On a success, it is unaffected.
Aggressive. The creature has disadvantage on attack rolls it makes against creatures other
Tommy bow stats: reload value of 2 than your companion.
+2 Stealth (Dex) (must use action to reload after using two shots for one bow type)
Hand crossbow dmg: 1d6+2 range: 30/60 ft.
Cautious. The creature has disadvantage on attack rolls against your companion if there is
another creature hostile towards the attacker within 5 feet of the attacker.
+2 ● +3 Survival (Wis)
Light crossbow dmg: 1d6+2 range: 80/160 ft.
Heavy crossbow dmg: 1d10+2 range:100/200 ft.
After you use this feature, you cant do so again until you finish a short or long rest.

Alpha Strike: As part of the action to summon a companion, you can command it to take an
Shield +2 to AC when held action in its stat block or some other action, which it does so on its turn. You can use this
feature a number of times equal to your tamer spellcasting ability modifier. You regain all
SKILLS ATTACKS & SPELLCASTING expended uses of this feature when you finish a long rest.

Wilful Blows: Your companions attacks count as magical for the purpose of overcoming
resistance and immunity to nonmagical attacks
and damage

12 PASSIVE WISDOM (PERCEPTION) Fishing tackle, a net, a


CP
set of traveler's clothes,
and a belt pouch, chain
Languges: Elvish, Dorian, aquan SP 50 shirt, short sword,
tetherhook, tommybow,
Armour: Light armour, medium EP shield, locket
armour, shields quiver 20 bolts
backpack, bedroll, mess
GP
Weapons: Simple, longsword, kit, tinderbox, 10 torches,
shortsword, shortbow, and longbow, 10 rations, waterskin, 50ft
net, tetherhook, tommybow, PP hempen rope
Haladie, Nunchucks poter´s tools

Poter´s tools
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
231 6´7ft
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

Pets:
NAME
Adult Kruthik
stats:

Peryton:
Stats:

Faerie Dragon:
stats (cant cast spells):

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Darkvision. Accustomed to twilit forests and the night sky, you have superior
vision in dark and dim conditions. 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 can't
discern color in darkness, only shades of gray.

Mask of the Wild. You can attempt to hide even when you are only lightly
obscured by foliage, heavy rain, falling snow, mist, and other natural
phenomena.

Harvest the Water


You gain advantage on ability checks made using fishing tackle. If you have
access to a body of water that sustains marine life, you can maintain a
moderate lifestyle while working as a fisher, and you can catch enough food to
feed yourself and up to ten other people each day.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Monster Taimer
Intelligence 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
howl page 502
smoke screen page 512
*dancing lights
*minor Illusion
*Mage Hand

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

fearie fire

pepperment plate pg 510


4
healing word

*Color Spray
SPELLS KNOWN

*Mirror Image

chameleon skin pg 501

disguise self

2 3
Eelskin pg 502

Locate Animals or Plants

*Suggestion
5
barkskin

enhance ability
9

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

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