DnD Storage

By ShieldHero-
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ShieldHero-     28d ago

[h3 All Feats]

Actor - +1 in Cha., advantage on Deception and Performance checks, mimic the speech of a person or the sounds made by a creature.

Alert - +5 to initiative, you can't be surprised, and creatures you don't see don't gain advantage on attack roll against you.

Artificer Initiate - You learn one cantrip and one 1st-level artificier spell (cast without slot), proficiency with one type of artisan's tools.

Athlete - +1 in Str. or Dex., you stand up and climb more quickly, and you can jump with only a 5-ft run.

Bountiful Luck (Halfling) You can let an ally within 30 ft of you to reroll a 1 on a d20.

Charger - As part of the Dash action you can make a melee attack with a +5 bonus if you move at least 10 ft before.

Chef - +1 in Con. or Wis., proficiency with cook's utensils and cook special food to regain hp.

Crossbow Expert - You ignore the loading property of crossbows and don't have disadvantage for being in contact with a creature when you shoot.

Crusher - +1 in Str. or Con., 5 ft extra move when you hit (bludgeoning) and attacks with advantage after a critical hit.

Defensive Duelist Dexterity 13 or higher You can add your proficiency bonus to your AC if you are wielding a finesse weapon, in reaction to a melee attack.

Dragon Fear Dragonborn +1 in Str., Con., or Cha. and your Breath Weapon can frighten instead of inflicting damages.

Dragon Hide Dragonborn +1 in Str., Con., or Cha., your AC becomes 13+Dex. modifier and your retractable claws deal 1d4+Str. modifier slashing damage.

Drow High Magic Elf (drow) You can cast the detect magic spell (at will) and the levitate and dispel magic spells (1/long rest).

Dual Wielder - +1 to AC if you're wielding a melee weapon in each hand, two-weapon fighting with non-light weapon, draw two weapons.

Dungeon Delver - Advantage to Perception and Investigation checks, to saving throws vs traps, and search for traps at normal pace.

Durable - +1 in Con. and for each Hit Dice you regain a minimum of hit points equals to 2 x your Constitution modifier.

Dwarf Fortitude Dwarf +1 in Con., and you can spend one Hit Die to heal yourself taking the Dodge action.

Eldritch Adept Spellcasting or Pact Magic feature You learn one Eldritch Invocation.

Elemental Adept The ability to cast at least one spell Your spells ignore resistance to a damage type (acid, cold, fire, lightning, or thunder) and treat any 1 in damage as a 2.

Elven Accuracy Elf or half-elf +1 in Dex., Int., Wis., or Cha., and you can reroll one attack roll if you have advantage.

Fade away Gnome +1 in Dex. or Int., and you can use your reaction to become invisible if you take damage.

Fey Teleportation Elf (high) +1 in Int. or Cha., you speak Sylvan, and you can cast the misty step spell (1/short rest).

Fey Touched - +1 in Int., Wis., or Cha., and you learn misty step and one 1st-level spell from divination or enchantment school.

Fighting Initiate Proficiency with a martial weapon You learn one Fighting Style option from the fighter class.

Flames of Phlegethos Tiefling +1 in Int. or Cha., reroll any 1 on fire spell damage, and cause flames to wreathe you if you cast a fire spell.

Grappler Strength 13 or higher You have advantage on attack rolls when grappling, and can try to restrained a creature grappled by you.

Great Weapon Master - Extra attack after a melee critical hit and you can choose to take -5 to attack roll to add +10 to damage with an heavy weapon.

Gunner - +1 in Dex., proficiency with firearms, ignore loading property of firearms and no disadvantage to attacks within 5 ft.

Healer - You can stabilize a creature and restore it to 1 hp, or restore [1d6+4+its number of Hit Dice] hp to it.

Heavily Armored Proficiency with medium armor +1 in Str. and you gain proficiency with heavy armor.

Heavy Armor Master Proficiency with heavy armor +1 in Str. and bludgeoning, piercing, and slashing damage are reduced by 3 if you are wearing an heavy armor.

Infernal Constitution Tiefling +1 in Con., resistance to cold and poison damage, and you have advantage on saving throws against being poisoned.

Inspiring Leader Charisma 13 or higher Up to 6 creatures within 30 ft of you can gain temporary hp equal to your level + your Cha. modifier.

Keen Mind - +1 in Int., you know which way is north, when is the next sunrise/sunset, and recall any events within the past month.

Lightly Armored - +1 in Str. or Dex. and you gain profociency with light armor.

Linguist - +1 in Int., you learn three languages, and you can ably create ciphers.

Lucky - You can reroll one d20 or force to reroll an attack roll against you (3/long rest).

Mage Slayer - You can use a reaction to make a melee attack against a spellcaster and advantage on saving throws against spell within 5 ft.

Magic Initiate - You learn two cantrips and one 1st-level spell from one class.

Martial Adept - You learn two maneuvers from Battle Master archetype and gain one superiority die (d6).

Medium Armor Master Proficiency with medium armor No disadvantage to Stealth checks wearing medium armor and Dexterity bonus max to +3 instead of +2.

Metamagic Adept Spellcasting or Pact Magic feature You learn two metamagic options and gain 2 sorcery points.

Mobile - Your speed increase by 10 ft, you can Dash on difficult terrain without malus, and don't provoke opportunity attacks in melee.

Moderately Armored Proficiency with light armor +1 in Str. or Dex. and you gain proficiency with medium armor and shields.

Mounted Combatant - Advantage on melee attacks against unmounted creature and force an attack to target you instead of your mount.

Observant - +1 in Int. or Wis., you can read on lips, and you have a +5 bonus in passive Perception and passive Investigation.

Orcish Fury Half-orc +1 in Str. or Con., add one of the weapon's damage dice, and use a reaction to attack after using Relentless Endurance.

Piercer - +1 in Str. or Dex., reroll one damage dice when you hit (piercing) and one additional damage dice in case of critical hit.

Poisoner - Proficiency with poisoner's kit, apply as a bonus action and your attacks ignore resistance to poison damage.

Polearm Master - You can make an extra attack with a polearm weapon, and make an opportunity attack if a creature enter your reach.

Prodigy Half-elf, half-orc, or human You gain proficiency with one skill, one tool or one language, and you gain expertise with one skill.

Resilient - +1 in one ability and you gain proficiency in saving throws using this ability.

Ritual Caster Intelligence or Wisdom 13 or higher You have a ritual book with two 1-st level ritual spells from one class and you can later on add other ritual spells you found.

Savage Attacker - You can reroll melee weapon attack damage once per turn.

Second Chance Halfling +1 in Dex., Con., or Cha., and you can force a creature to reroll its attack roll if it hits you.

Sentinel - A successful OA reduce creature's speed to 0 for this turn and possibility to make an OA even if the ennemy take Disengage.

Shadow Touched - +1 in Int., Wis., or Cha., and you learn invisibility and one 1st-level spell from illusion or necromancy school.

Sharpshooter - Your ranged attacks ignore some cover, no disavantage at long range, and possibility to take -5 to hit for +10 on ranged damage.

Shield Master - Attack also allows to shove, shield bonus to Dex. saving throws againts spells, and no 1/2 damage on successful saving throw.

Skill Expert - +1 in one ability, proficiency in one skill and expertise in one other in which you have proficiency.

Skilled - You gain proliciency with three skills or tools.

Skulker Dexterity 13 or higher Ranged weapon attack doesn't reveal your position and possibility to hide in a lighlly obscured area.

Slasher - +1 in Str. or Dex., reduce target's speed by 10 ft when you hit (slashing) and target has disadvantage on attacks rolls.

Spell Sniper The ability to cast at least one spell Offensive spell's range doubled, these spells ignore some cover, and you learn one offensive cantrip.

Squat Nimbleness Dwarf or a Small race +1 in Str. or Dex., your speed increases by 5 ft, and proficiency and advantage to escape with Acrobatics or Athletics checks.

Tavern Brawler - +1 in Str. or Con., proficiency with improvised weapons, d4 for unarmed strike, and grapple with a bonus action.

Telekinetic - +1 in Int., Wis., or Cha., you learn mage hand and you can try to telekinetically shove one creature (5 ft).

Telepathic - +1 in Int., Wis., or Cha., you can cast detect thoughts and you can speak telepathically to any creature within 60 ft.

Tough - Your hit point maximum increases by an amount equal to twice your level then by +2 at each level.

War Caster The ability to cast at least one spell You have advantage on saving throws to maintain concentration and you can cast some spells as part of an OA with a reaction.

Weapon Master - +1 in Str. or Dex. and you gain proficiency with four weapons.

Wood Elf Magic Elf (wood) You learn one druid cantrip and can cast the longstrider and pass without trace spells (1/long rest)
ShieldHero-     26d ago

[h3 Skelly]
Converting DnD sheet into an ES skelly.

() Will be for Modifiers


Level Method:
Dice Rolled
Standard Array
Point Buy System

Hit Die: (Times you can rest. Tied to level. Class decides how much you heal.)

Proficiency Bonus:
Walking Speed:
Armor Class: 

(Senses tied to race/feats etc)

Proficiency And Languages:









ShieldHero-     26d ago

[h3 Example]

[h3 Skelly]
Converting DnD sheet into an ES skelly.

() Will be for Modifiers

Name: Arthur Chevalier
Level: 1
EXP: 0/300
Race: Human (Sentimental)
Age: 18
Gender: Male
Currency: 1GP (Gold Piece)

Level Method: Point Buy System

HP:  13/13
Hit Die: 1d10 + 3
Current Hit Die: 1/1
Strength: 16 (+3)
Dexterity: 10 (0)
Constitution: 16 (+3)
Intelligence: 8 (-1)
Wisdom: 9 (-1)
Charisma: 14 (+2)

Proficiency Bonus: +2
Walking Speed: 30FT
Initiative: 0
Armor Class: 18
Armor: 16
Shield: 2

Passive Wis Perception: 9

Passive INT Investigation: 9

Passive Wis Insight: 9

Proficiency And Languages:
Common Language
Celestial Language

Heavy Armor
Light Armor
Medium Armor
Simple Weapons
Martial Weapons



Acrobatics: 0 (Dex)

Animal Handling: -1 (Wis)

Arcana: -1 (INT)

Athletics: +5 (STR)

Deception: +2 (CHA)

History: -1 (INT)

Insight: -1 (Wis)

Intimidation: +2 (Cha)

Investigation: -1 (INT)

Medicine: -1 (Wis)

Nature: -1 (Int)

Perception: -1 (Wis)

Performance: +2 (Cha)

Persuasion: +4 (Cha)

Religion: -1 (INT)

Sleight Of Hand: 0 (Dex)

Stealth: 0 (Dex) -Also Disadvantage due to heavy armor

Survival: -1 (Wis)


Divine Sense
As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 3 times per long rest.

Lay On Hands
You have a pool of healing power that can restore 5 HP per long rest. As an action, you can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature.

Sentimental Intuition: When you roll for perception or Initiative check roll a D4 and add that to the die. (Race Variant)

Vigilant Guardian:
As an action, you can designate an ally you can see as your ward. You have advantage on Insight and Perception checks made to spot threats to your ward. When you are within 5 ft. of your ward, and that creature is the target of an attack that you can see, you can use your reaction to swap places with your ward to become the target of the attack.

Vigilant Guardian Ward: 1 Action
Vigilant Guardian Swap: 1 Reaction


Shield: (Due to Race Variant) +5 AC until the start of you're next turn. Can be used as a reaction. Nullifies magic missile damage. Can only be used once before needing long rest.


Defenses: None

Conditions: None

Under Actions

(May Just Keep it in D&D Beyond as its a decent amount for starting gear.)


This is where I'd put backstory/personality etc but save that for another time.


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