SPOILER WARNING: All campaigns will take place AFTER the final book in Dragonwatch. If you want to avoid spoilers, finish the series!
HIT POINTS
10
SPEED
30
ARMOR CLASS
13
LEVEL
1
CURRENT ARMOR
Light Armor
CARRY LIMIT
120 lbs
ALIGNMENT
Neutral Chaotic
SIZE
Medium
DEXTERITY
14 (+2)
CHARISMA
15 (+3)
STRENGTH
12 (+1)
INTELLIGENCE
10 (+0)
CONSTITUTION
14 (+2)
WISDOM
15 (+3)
ACTIONS ON YOUR TURN
Choose ONE of the following. You may speak while performing any action.
ATTACK
(If you have multiple attacks, you may use as many as you are able.)
TRANSFORM
RUN/MOVE
(You can move as many feet forward as your speed allows.)
USE A MAGIC ITEM
USE AN ITEM FROM INVENTORY
HIDE
ASSIST
DODGE
READY FOR ACTION
SEARCH
INTERACT WITH OBJECT
DO NOTHING
UNIQUE ABILITIES/DISABILITIES
IMMUNITY TO MAGICAL FEAR
When in the presence of a creature radiating magical fear, you are unaffected by the paralyzing/temperature altering effects. While in the presence of a dragon, your mind will be mesmerized but your body will remain unparalyzed. If you maintain physical contact with another creature, they share a portion of your immunity.
ADVANTAGE on Deception Rolls.
DISADVANTAGE on Strength and Dexterity rolls in human form.
UNICORN FORM STATS
DEXTERITY CONSTITUTION STRENGTH
10 (+0) 12 (+1) 16 (+3)
SIZE ARMOR CLASS SPEED
Large 10 60 ft.
All your attacks have a +5 chance to hit.
HOOVES 2d4 + STR
While in equine form, your DEX, CON, and STR stats are replaced by your new shape. The rest of your stats remain the same.
WEAPONS/ATTACKS
When you attack, roll the number of dice asked for and add the required modifier score to figure out how much damage you did.
FOR EXAMPLE:
1d4 + Dex
Roll one 4-sided die and add the (+#) next to your Dexterity Score
from the top of your character sheet.
RANGE: (thrown range #/#) means that anytime you attack outside of that range, below or above, you roll with disadvantage.
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All your attacks have a +1 chance to hit.
UNARMED STRIKE 2 Damage
STAFF 1d6 + STR
BONUSES
ADVANTAGE on Deception Rolls.
Paid Under the Table Perk. Receive $500 in treasure every level up.
MAGICAL ARTIFACTS
NAME OF ARTIFACT
Describe Artifact. (# of uses per day)
INVENTORY
STANDARD KNIGHT-ISSUED ADVENTURE KIT
Tinderbox. (50 uses)
Simple Rations. (36 meals)
Bedroll.
Tent.
Adventure Clothes. (3 sets)
Mess Kit.
Rope. (20 ft.)
Pocketknife.
Small Torch.
Water Bottle.
Walrus Butter. (50 uses)
Pencil & Paper.
Disguise Kit.
Lock-Picking Kit.
Sylvian, English, Portuguese, Italian, UnderSpeak, DemonSpeak
Factions
Spells & Curses
Nature
Magical Animals
BACKSTORY
You want a stable life for your parents. That is your reward if you succeed in your goal.
Raised by Luvians who think you’re a horse.
You have a real scar on your forehead which you use to pretend you’re a unicorn who lost his horns.
Your real name is Stewart.
PHYSICAL DESCRIPTION
UNICORN FORM
White gold coat, with golden specks near hooves. Long mane and tail. No horn. Scar where it should be.
HUMAN FORM
Blond hair with freckles. Just 18. Fairly athletic looking. Awkwardly tall. Pink-purple eyes. Simple swoopy short boy hair.