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Oliver "The Exile" Hyznth

5 Level (Milestone/14000 XP for level-up) Far Traveller Background Gnoll Race / Species / Heritage CN Alignment
Fighter
Level 5
Hit Dice: 5/5
1d10+2 Class 1

STR
18
+4
DEX
11
+0
CON
14
+2
INT
12
+1
WIS
14
+2
CHA
4
-3
53
Hit Points
+0
Initiative (DEX)
12
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
3 / 3
Luck Die
4 / 4
Superiority Dice
Spellcasting ...
+4 Attack mod
INT Ability
+1 Abi Mod
12 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+7 Strength
+0 Dexterity
+5 Constitution
+1 Intelligence
+2 Wisdom
-3 Charisma
saving throws
+0 Acrobatics DEX
+2 Animal Handling WIS
+1 Arcana INT
+4 Athletics STR
-3 Deception CHA
+1 History INT
+8 Insight WIS
-3 Intimidation CHA
+1 Investigation INT
skills
+2 Medicine WIS
+1 Nature INT
+8 Perception WIS
-3 Performance CHA
-3 Persuasion CHA
+1 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+8 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Shortsword +7 STR 1d6+4 peircing
 Finesse, Light, Proficent
Bite +7 STR 1d6+4 peircing
 Proficent
Claws +4 STR 1d4+4 slashing
Handaxe +7 STR 1d6+4 slashing
 Light, Thrown (20/60 ft)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Darkvision: Because of your animalistic senses 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.

Exhilarating Thrill: When you roll a 20 on an attack roll, ability check, or saving throw, you have advantage on the next ability check, attack roll, or saving throw you make before the end of your next turn. (Activates in combat)

Bite: Your bite is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6+ your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Infectious Bite. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals additional poison damage equal to your proficiency modifier, and if the target is a creature, it must succeed on a Constitution saving throw or is poisoned until the end of your next turn. The DC is equal to 8 + your Constitution modifier + your Proficiency bonus. Once you use this trait and the attack hits, you can't use it again until you finish a short or long rest.

Immunity. You are resistant to poison damage and have advantage on saving throws against being poisoned and diseases.

All Eyes on You: Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

Lucky:

Features & Traits
Shortsword, Handaxe, Studded Leather Armour, Cook's Utensils, Pouch, Traveller's Clothes, Poorly Wrought Maps of Hyznth Territory, an ornate necklance made from the teeth of his first kill, Healing Kit, Oliver's Explorer's Pack, a Vile of Purfume (Rose), Hooded Lantern, 1/2 bottles of fine wine, Steel Mirror, Dragonchess Set, half a Gallon of Ale, and 2 nets.

Equipment Copper: 9, Silver: 0, Electrum: 0, Gold: 44, Platinum: 0 Money
Gnoll, Aberrant, Common

Languages & Proficiencies
I express affection or contempt in ways that are unfamiliar to others.

I have different assumptions from those around me concerning personal space, blithely invading others' space in innocence, or reacting to ignorant invasion of my own.

Personality Traits
Inquisitive: Everything is new, but I have a thirst to learn. (Neutral)

Ideals
My freedom is my most precious possession. I'll never let anyone take it from me again.

Bonds
I pretend not to understand the local language in order to avoid interactions I would rather not have.

Flaws
Character is property of Rosebloodinthegarden!

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

Homebrew

Bite

Weapon

Varies

Using your crushing Hyaenidae jaws you can deliver a painful bite that deals 1d6

Type Damage Damage Range
Simple Melee 1d6 Piercing


DnD 5e SRD SRD

Shortsword

Melee Weapon Finesse, Light Common

Type Damage Damage Range Properties
Martial 1d6 Piercing Finesse, Light

Cost: 10 gp Weight: 2 lb


 

DnD 5e SRD SRD

Handaxe

Melee Weapon Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d6 Slashing 20/60 ft Light, Thrown

Cost: 5 gp Weight: 2 lb


 

Studded Leather Armor

Armor
Piercing Resistance
Common

A light chest piece fashioned with a series of small metal studs.
It is favored by those who wish to seek protection from piercing attacks.

Type AC STR Req. Stealth Dis. Properties
Light 12 + DEX

Cost: Padded Lining x2, Leather Straps x 2, Reinforced Rivets x 3, Hardened Leather x 2


 

DnD 5e XAN

Cook's Utensils

Tool Adventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit.
Components. Cook's utensils include a metal pot, knives, forks, a stirring spoon, and a ladle.
History. Your knowledge of cooking techniques allows you to assess the social patterns involved in a culture's eating habits.
Medicine. When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction.
Survival. When foraging for food , you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.
Prepare Meals. As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your cook's utensils and sufficient food.
COOK'S UTENSILS

Activity DC
Create a typical meal 10
Duplicate a meal 10
Spot poison or impurities in food 15
Create a gourmet meal 15
Common

Cost: 1 gp Weight: 8 lb.


 

Homebrew

Oliver's Explorer's Pack

Adventuring Gear

Varies

Includes:
a backpack
a blanket
5 bars of soap
a whetstone
a tinderbox
10 torches
10 days of rations
a waterskin
50 feet of hempen rope


DnD 5e DMG

Healer's Kit

Adventuring Gear Common

This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use o f the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

Cost: 5gp Weight: 3lb


 

The statblocks of your class features

Fighter (Battle Master)


Hit Points

Hit Dice: d10 per Fighter (Battle Master) level
Hit Points at first Level: 10 + your Constitution modifer
Hit Points at Higher Levels: 1d10!<=2 +your Constitution modifier per Fighter level after 1st (minimum of 2 on the roll)

Proficiences

Armor: All armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

Overview & Creation

Level Proficiency Bonus Features
1 +2 Fighting Style, Second Wind
2 +2 Action Surge (x1)
3 +2 Martial Archetype : Battle Master, Archetype Feature : Combat Superiority , Archetype Feature : Student of War , Archetype Feature : Maneuvers
4 +2 Ability Score Improvement
5 +3 Extra Attack (x1)
6 +3 Ability Score Improvement
7 +3 Archetype Feature : Know your Enemy
8 +3 Ability Score Improvement
9 +4 Indomitable (x1)
10 +4 Archetype Feature : Improved Combat Superiority
11 +4 Extra Attack (x2)
12 +4 Ability Score Improvement
13 +5 Indomitable (x2)
14 +5 Ability Score Improvement
15 +5 Archetype Feature : Relentless
16 +5 Ability Score Improvement
17 +6 Action Surge (x2), Indomitable (x3)
18 +6
19 +6 Ability Score Improvement
20 +6 Extra Attack (x3)

 


Class Features

Level 1

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Fighting Styles from TCoE are included.  
  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Superior Technique. You can learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
 

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.   Once you use this feature, you must finish a short or long rest before you can use it again.  

Level 2

 

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.   Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.  

Level 3

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. For information on the chosen Martial Archetype, see Info.  

Combat Superiority

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.   Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.   Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.   Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:   Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)  

Student of War

At 3rd level, you gain proficiency with one type of artisan's tools of your choice.  

Battle Maneuvers

  • Bait and Switch. When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
  • Commander's Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
  • Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
  • Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
  • Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
  • Feinting Attack. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.
  • Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
  • Grappling Strike. Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die ant then try to grapple the target as a bonus action. Add the superiority die to your Strength (Athletics) check.
  • Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
  • Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
  • Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
  • Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
  • Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
  • Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
  • Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
  • Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
  • Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
  • Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
 

Level 4

Ability Score Improvement

When you reach 4th level, you can increase one Ability Score of your choice by 2, or you can increase two Ability Scores of your choice by 1. Through this way, you can't increase an Ability Score beyond 20. Alternatively, you can pick a feat.  

Level 5

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.  

Level 6

 

Level 7

Know your Enemy

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:  
  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels, if any
  • Fighter class levels, if any
 

Level 8

Ability Score Improvement

For detail see Ability Score Improvement  

Level 9

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.   You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.  

Level 10

Improved Combat Superiority

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.  

Level 11

 

Level 12

Ability Score Improvement

For detail see Ability Score Improvement  

Level 13

 

Level 14

 

Level 15

Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.  

Level 16

Ability Score Improvement

For detail see Ability Score Improvement  

Level 17

 

Level 18

 

Level 19

 

Level 20


 


Starting Equipment

  • (a) chain mail or (b) leather, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack

 


Subclass Options

Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.   Source: Player's Handbook

Far Traveller

Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling more than a few miles from where they were born.
You aren't one of those folk.
You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a few outrageous stories. You have come to this part of Faerûn for your own reasons, which you might or might not choose to share.
Although you will undoubtedly find some of this land's ways to be strange and discomfiting, you can also be sure that some things its people take for granted will be to you new wonders that you've never laid eyes on before. By the same token, you're a person of interest, for good or ill, to those around you almost anywhere you go.

Skill Proficiencies Insight, Perception
Tool Proficiencies Any one musical instrument or gaming set of your choice, likely something native to your homeland
Languages Any one of your choice
Equipment
  • One set of traveller's clothes
  • Any one musical instrument or gaming set you are proficient with
  • Poorly wrought maps from your homeland that depict where you are in Faerûn
  • A small piece of jewellery worth 10gp in the style of your homeland's craftsmanship
  • A pouch containing 5gp

Features

Why Are You Here?

A far traveller might have set out on a journey for one of a number of reasons, and the departure from his or her homeland could have been voluntary or involuntary. To determine why you are so far from home, roll on the table below or choose from the options provided. The following section, discussing possible homelands, includes some suggested reasons that are appropriate for each location.
D6Reason
1 Emissary
2 Exile
3 Fugitive
4 Pilgrim
5 Sightseer
6 Wanderer

Where Are You From?

The most important decision in creating a far traveler background is determining your homeland. The places discussed here are all sufficiently distant from the North and the Sword Coast to justify the use of this background.
Evermeet: The fabled elven islands far to the west are home to elves who have never been to Faerun. They often find it a harsher place than they expected when they do make the trip. If you are an elf, Evermeet is a logical (though not mandatory) choice for your homeland.
Most of those who emigrate from Evermeet are either exiles, forced out for committing some infraction of elven law, or emissaries who come to Faerun for a purpose that benefits elven culture or society.
Halruaa: Located on the southern edges of the Shining South, and hemmed in by mountains all around, the magocracy of Halruaa is a bizarre land to most in Faerun who know about it. Many folk have heard of the strange skyships the Halruaans sail, and a few know of the tales that even the least of their people can work magic.
Halruaans usually make their journeys into Faerun for personal reasons, since their government has a strict stance against unauthorized involvement with other nations and organizations. You might have been exiled for breaking one of Halruaa's many byzantine laws, or you could be a pilgrim who seeks the shrines of the gods of magic.
Kara-Tur: The continent of Kara-Tur, far to the east of Faerûn, is home to people whose customs are unfamiliar to the folk of the Sword Coast. If you come from Kara-Tur, the people of Faerûn likely refer to you as Shou, even if that isn't your true ethnicity, because that's the blanket term they use for everyone who shares your origin.
The folk of Kara-Tur occasionally travel to Faerûn as diplomats or to forge trade relations with prosperous merchant cartels. You might have come here as part of some such delegation, then decided to stay when the mission was over.
Mulhorand: From the terrain to the architecture to the god-kings who rule over these lands, nearly everything about Mulhorand is a lien to someone from the Sword Coast. You likely experienced the same sort of culture shock when you left your desert home and traveled to the unfamiliar climes of northern Faerûn. Recent events in your homeland have led to the abolition of slavery, and a corresponding increase in the traffic between Mulhorand and the distant parts of Faerûn.
Those who leave behind Mulhorand's sweltering deserts and ancient pyramids for a glimpse at a different life do so for many reasons. You might be in the North simply to see the strangeness this wet land has to offer, or because you have made too many enemies among the desert communities of your home.
Sossal: Few have heard of your homeland, but many have questions about it upon seeing you. Humans from Sossal seem crafted from snow, with alabaster skin and white hair, and typically dressed in white.
Sossal exists far to the northeast, hard up against the endless ice to the north and bounded on its other sides by hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing reason. You must fear something truly terrible or seek something incredibly important.
Zakhara: As the saying goes among those in Faerûn who know of the place, "To get to Zakhara, go south. Then go south some more." Of course, you followed an equally long route when you came north from your place of birth. Though it isn't unusual for Zakharans to visit the southern extremes of Faerûn for trading purposes, few of them stray as far from home as you have.
You might be traveling to discover what wonders are to be found outside the deserts and sword-like mountains of your homeland, or perhaps you are on a pilgrimage to understand the gods that others worship, so that you might better appreciate your own deities.
The Underdark: Though your home is physically closer to the Sword Coast than the other locations discussed here, it is far more unnatural. You hail from one of the settlements in the Underdark, each of which has its own strange customs and laws. If you are a native of one of the great subterranean cities or settlements, you are probably a member of the race that occupies the place but you might also have grown up there after being captured and brought below when you were a child.
If you are a true Underdark native, you might have come to the surface as an emissary of your people, or perhaps to escape accusations of criminal behavior (whether warranted or not). If you aren't a native, your reason for leaving "home" probably has something to do with getting away from a bad situation.

All Eyes on You

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
You can parley this attention into access to people and places you might not otherwise have, for you and your travelling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

Traits

D6Personality Trait
1I have different assumptions from those around me concerning personal space, blithely invading others' space in innocence, or reacting to ignorant invasion of my own.
2I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting.
3I have a strong code of honor or sense of propriety that others don't comprehend.
4I express affection or contempt in ways that are unfamiliar to others.
5I honor my deities through practices that are foreign to this land.
6I begin or end my day with small traditional rituals that are unfamiliar to those around me.

Ideal

D6Ideal
1Open: I have much to learn from the kindly folk I meet along my way. (Good)
2Reserved: As someone new to these strange lands, I am cautious and respectful in my dealings. (Lawful)
3Adventure: I'm far from home, and everything is strange and wonderful! (Chaotic)
4Cunning: Though I may not know their ways, neither do they know mine, which can be to my advantage. (Evil)
5Inquisitive: Everything is new, but I have a thirst to learn. (Neutral)
6Suspicious: I must be careful, for I have no way of telling friend from foe here. (Any)

Bond

D6Bond
1So long as I have this token from my homeland, I can face any adversity in this strange land.
2The gods of my people are a comfort to me so far from home.
3I hold no greater cause than my service to my people.
4My freedom is my most precious possession. I'll never let anyone take it from me again.
5I'm fascinated by the beauty and wonder of this new land.
6Though I had no choice, I lament having to leave my loved ones behind. I hope to see them again one day.

Flaw

D6Flaw
1I am secretly (or not so secretly) convinced of the superiority of my own culture over that of this foreign land.
2I pretend not to understand the local language in order to avoid interactions I would rather not have.
3I have a weakness for the new intoxicants and other pleasures of this land.
4I don't take kindly to some of the actions and motivations of the people of this land, because these folk are different from me.
5I consider the adherents of other gods to be deluded innocents at best, or ignorant fools at worst.
6I have a weakness for the exotic beauty of the people of these lands.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Gnoll

ability score increase:
age:
Size: Medium
speed: 30ft
Languages: Common, Gnoll

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

XGE

Toll the Dead

0-level (Cantrip) Necromancy

Ritual - does not require spell slot, takes 10 minutes longer
Range/Area: 60
Components: Verbal, Somatic
Duration: Instantaneous
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

rosebloodinthegarden.

Statblock Type

Character Sheet (latest)

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