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Chrono Tigrex

12 Level (0/120000 XP for level-up) Strife Mountains Background Harengon Race / Species / Heritage Chaotic Neutral Alignment
Manamonger/WildMagic/Scarseeker
Level 12
Hit Dice: 12/12
1d12+15 Class 1

STR
28
+9
DEX
20
+5
CON
41
+15
INT
14
+2
WIS
18
+4
CHA
16
+3
509
Hit Points
+14
Initiative (DEX)
32
Armor Class (AC)
+4
Prof. Bonus
40
Speed (walk/run/fly)
18
Passive Perception
5 / 5
Rage
Spellcasting ...
+19 Attack mod
CON Ability
+15 Abi Mod
27 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+13 Strength
+5 Dexterity
+19 Constitution
+6 Intelligence
+8 Wisdom
+3 Charisma
saving throws
+5 Acrobatics DEX
+8 Animal Handling WIS
+8 Arcana INT
+17 Athletics STR
+21 Deception CHA
+2 History INT
+4 Insight WIS
+23 Intimidation CHA
+2 Investigation INT
+8 Martial WIS
skills
+4 Medicine WIS
+2 Nature INT
+8 Perception WIS
+25 Performance CHA
+9 Persuasion CHA
+2 Religion INT
+9 Sleight of Hand DEX
+9 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Branching Wrath +19 CON 8d4+15 Radiant/Necrotic
Attacks

Spell Book

BARBARIAN FEATURES



Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Unarmored Defense
While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Primal Knowledge (Optional)
When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

Feral Instinct
By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Instinctive Pounce (Optional)
At 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed.

Brutal Critical
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

Relentless Rage
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

SESSION 0 BOON




Raging Critical
+4 Cap to Str/Dex/or Con
Once per combat you may use a rage charge to auto critical attack but, must be stated before the roll.

CON USED FOR CHA SKILLS

RACIAL FEATURES



Hare-Trigger
You can add your proficiency bonus to your initiative rolls.

Leporine Senses
You have proficiency in the Perception skill.

Lucky Footwork
When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0.

Rabbit Hop
As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


Feywild Berserker



Feral Metamorphosis
For every 50 HP you lose, gain a new feature from your Feral Metamorphosis table. These changes go away after 10 minutes if you are not in combat.

You gain 10 extra feet of cleave
You gain Proficiency, or Expertise if you are already proficient, on a saving throw or skill

Wild Metamorphosis
Gain a random, potentially beneficial feature whenever you take 100 Damage.

Branching Wrath
Reach: 10ft. Your arm of crystalline roots and vines, with your will, can extend into a deadly weapon. One that saps the strength from others, to nourish you sacred body. This counts as a natural weapon, and uses your CON modifier for attack rolls and damage. As a bonus action, you can make an attack with this natural weapon. On hit, target takes 8d4+CON necrotic/radiant (your choice). Heal by the total damage done by this attack

When you're taken to or below half your HP, this feature is unlocked, and can be utilized. As a reaction to getting hit, your arm grows into brambled spines, cleaving up to 100ft. The roll to hit is based off you prof. Modifier plus your CON modifier.
On hit, targets take 12d4+CON necrotic/Radiant damage (your choice), and you heal for half the total damage dealt. You may use this feature twice per Long Rest.

Erratic Imbuement
Calling upon the Wild essence that comprises your fey soul, you can change both yourself, and the materials around you, at random, with a Bonus Action.
1-Fire
2-Cold
3-Lightning
4-Thunder
5-Acid
6-Radiant
7-Necrotic
8-Force
9-Poison
10-Psychic

When you do so, select an item of a different damage type (Javelin, melee weapon) that is within 10 ft of you, and convert it into the damage type. The imbuement lasts until the end of combat, or if you change it back as a free action. If you critically hit, you can automatically convert the damage to the damage type of your choice before it is dealt.

Ravenous Strike/Desecration
When you attack Recklessly, You can choose to be Vulnerable to a specific damage type. This effect will last until the start of your next turn. When you do so, and the attack lands, the target also has the Vulnerability applied to them. If they had Immunity or resistance to the damage type, it goes down by one (Immunity to resistance, resistance to normal). If you apply a Vulnerability to a Damage Type they are already vulnerable to, maximize your damage dice when attacking with that damage type, until the start of your next turn. Once successfully applied, you cannot use this feature again until the effect dissipates.

If you crit the attack while the dice are maxed, then they become vulnerable to all damage types until the start of their next turn.

Creative Brutality
Whenever you take a total of 100 Damage throughout a combat, you gain inspirations and insights into how best to tear those before you to shreds. For your next Attack instance, you may decide to use Creative Brutality. Striking a single target, on hit, that target loses a feature, or is maimed in another way until the end of the combat. (If in the case of dismemberment, they remain that way until otherwise fixed)

FEATS



Sentinel
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Tough
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Skill Expert
You gain proficiency in one skill of your choice. (Performance)

Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. (Athletics)

Tavern Brawler
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
Increase your Strength or Constitution by 1, to a maximum of 20.
You are proficient with improvised weapons.
Your unarmed strike uses a d4 for damage.
When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

Aberrant Dragonmark
Boon of Fortitude
Your hit point maximum increases by 40.

Alert
You can't be surprised while you are conscious.
You gain a +5 bonus to initiative.
Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

ORIGIN: MOUNTAINS OF STRIFE



Proficiency in Martial checks
+2 STR

Features & Traits
Bag of Holding
Boots of Elvenkind - No footstep sound
Warmonger's Matchbox, Shapeshifting Gauntlets
Force of Nature, Ddonger Armor
Lost Love, Solitude Ring
Pocket Plushy, Roselle Plush
Striving Strider Shades, Cool Guy Shades
Undying Lungs, Lich Lungs


Warmonger's Matchbox


Artifact, Attunement - Only to Tigrex Eturb
+3 Shifting Weapon (Counts as a Every Weapon Property Except Ranged)
"Ah, the perfect way to light a cigar after a crushing victory."
---------------------
Gunpowder Champion

+4 Charisma, +4 Constitution, and +2 Strength to your scores.
For every 10 points into an ability score in your primary and secondary stats, gain a 1d4 extra fire damage to your weapon and 1d4 to healing applied to yourself or allies within 10t of you (EX: 30 CON and 24 STR = 5d4)

"Make sure ya look and feel good while doin' it."

Ignition Match

This weapon deals 1d12 True Fire Damage. For every 2 stacks of Burnt Flint you hold, you gain an additional d6 to your weapon damage die.

"Usually takes a few tries to get a real fire goin'."

Ember's Reborn

Whenever your Critical Damaged (Setting Hp to 0, out right dying, or Critically hit). You instead true heal based on half the damage Dealt. This affect happens only twice per combat.

"I know what's wrong with it, ain't got no gas in it!"

Burnt Flint

Whenever you attack and hit a creature, you gain a stack of Burnt Flint. While you have at least one stack of Burnt Flint you may choose a creature you are currently in combat with to take Xd4 True Fire damage at the start of your turn. You may have a total of 10 Burnt Flint stacks at a time and they last for 2 rounds if you have not hit another creature, going down by 1, at the end of your turn, for every round you do not hit an enemy beyond the 2 round grace period. X is equal to the amount of Burnt Flint stacks you currently possess.

"Flint and steel, a wildfire classic."

Find Your Flame

Anytime this weapon is not wielded by you, you may immediately summon it to your hand.

"Don't go anywhere without your lighter!"

Spiral Hellfire

As an action you cause a spontaneous fire tornado to be formed by your weapon. All Creatures within 30 ft. of you must make a DC (8+Con+prof) Dexterity saving throw. On failure, creatures take your weapon damage die in damage and on hit abilities and effects. On success they take half damage and have no effects applied to them. For each creature that failed the save, you gain a stack of Burnt Flint. You may then as part of this action activate Cauterization. If you would go over your limit in Burnt Flint stacks through this ability and then proceed to use Cauterization, any overflowing stacks are used in that healing. You can do this maneuver three times per long rest.

"Every heard of something bein' pyrogenetic?"

Cauterization

As a bonus action while raging you consume stacks of Burnt Flint. You and an ally within 30ft True Heal 10 HP for each stack consumed. You can do this maneuver up to your prof mod per combat.

"Stick a ciggy to it and get back up!"



Force of Nature



+1 (Natural Armor/Clothes/ T-shirt)
Mythic
Aspect of Ddonger
Special Attunement: Barbarian
-----------------------

No Me Already Stronk Mind:If you already have Prof in that save. Instead gain Prof in Wis or Int.

Survivors Grit: You gain a +2 increase to your constitution score, this can exceed your cap. (Cant exceed 30)

It's Big Boi Time: When you enter combat primal power courses through the armor into you, until combat ends you are under the effects of the enlarge spell.

Gravity Well: As a bonus action you can create an aura force around you in a 15ft radius that lasts for a number of rounds equal to your con mod. Enemies who enter, start their turn in, or attempt to leave your aura must make a Str save equal to 8+constitution mod+proficiency or take 1d8+con mod in force damage and be pulled 5ft towards you, they take Half dmg on save and are not pulled in and are able to leave. If they fail the save within 5 feet of you they take an additional dmg equal to your str mod this is halved on a save. You may use this ability a number of times equal to your proficiency bonus, regaining all uses upon a short or long rest.

Force Quake: You may stop Gravity Well early as a bonus action, if you do your gravity well explodes outwards dealing xd8 (x is equal to the rounds active plus half your level) force dmg, they must make a Str Save (8+con+prof) or enemies will be knocked prone and be pushed back 15ft, on save enemies in the radius take half dmg and are not knocked prone.
------------------------------------------------
AC Bonus 1->2

Adaptability: The first time you take damage each round (starting with your turn) whilst raging, you gain DR equal to your proficiency bonus against the type of damage you took. This DR persists until the start of your next turn.
• If you suffer damage of multiple types at once, you choose which type you gain DR against.

C-Moon: The area affected by Gravity Well is considered difficult terrain by all creatures of your choice. Additionally, each time a creature fails their saving throw against its affect(s) past the first, they become restrained until the start of their next turn.
================================================================================================

Pocket Plushy


Uncommon, non attunement
Emotional support item [Roselle edition]

While this plushy is on your person, you can take a bonus action to hug it. Doing so calms your mind and removes mental stress if you had any.
================================================================================================

Striving Strider Shades


Wondrous Eyewear - Requires Attunement by a Fuckin' Badass
Aspect of Apollo
Draconic Rarity

Guilty Glare
You can add your Strength modifier to Charisma ability checks. In addition, you gain maximum hit points equal to your Strength score.

"Let's give 'em somethin' to strive for."

Sol Survivor
Whenever you are reduced to 1 or 0 hit points, you erupt in a fiery solar explosion. Every other creature within 30 feet of you must make a Dexterity saving throw against your spell save DC. A target takes 6d6 fire damage and 6d6 radiant damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

If this occurs because you are reduced to 0 hit points, the damage dealt is doubled.

"You're too weak to be playin' with fire."

Find Your Way
While wearing these shades, you are immune to the blinded condition, and can see through all forms of visual obfuscation out to 120 feet, this includes darkness, fog, or anything else that would usually blind those within it without special forms of sight, but it does not include objects or terrain.

Additionally, you can use a free action to cast an audio-only Minor Illusion as though under the sound amplification of Thaumaturgy, though only to play your theme song.
Your theme song is up to your own discretion, but the shades come preloaded with the song provided.

"Let's go and step it, buddy!"

Tyranny's Tirade
As a part of your attack action, you can exchange an attack for a finishing move with the full wrath of solar destruction. Make a melee weapon attack. On a hit, deal its regular damage and add additional damage equal to half the damage you have dealt to the target this turn, not including this attack.

You can make this attack once, regaining its use upon the completion of a long rest. If this move reduced its target to 0 hit points, you instead regain its use upon the completion of a short or long rest.

"Tch, pathetic."

Great Gangster Graveyard
As an action, you can fly to a creature within 120 feet, making a contested Strength (Athletics) check against the target upon arrival. You make your Strength (Athletics) check at advantage, and if you already have advantage, you gain a +5 bonus. If you succeed in the check, the creature suffers 8d8 fire damage and 8d8 radiant damage. In addition, they are grappled and made prone.

You can use this action use, regaining its use upon the completion of a long rest.

"Ain'tcha ever heard what happens when you FLY TOO CLOSE TO THE SUN?!"
================================================================================================

Encore Haori


Wondrous Clothing- Requires Attunement By An Apollo Pacted
Mythic Rarity
A vanta-black haori with symbolism of crimson flowers was crafted from an amulet attuned to destroy, making this article of clothing valuable to Apollo Hunters. Enhancing flowing and dance-like movements, it is also preferable to performers.

Live For Destruction
Whenever you critically strike a creature or reduce one to 0 hit points with an attack, you regain a number of hit points equal to a roll of your Hit Die plus your Constitution modifier.

BRING. IT. ON.

Die For The Dance
You can forgo a knowledge/martial check on your turn to instead make a Charisma (Performance) check against the save DC. If the result would be a moderate success or greater, a creature of your choice within 30 feet gains an additional 30 feet of movement and do not provoke attacks of opportunity until the start of your next turn.

You can make this check a number of times equal to your proficiency modifier, regaining expended uses upon completion of a long rest.

Oh yeah, bring it ON baby!

I'm Not Even Tryin'
Whenever you make a Charisma ability check that directly involves your attractiveness (such as those made to seduce), you make it at advantage. This increases your passive attractiveness as judged by your Charisma score by 5.

I did all the hard work for these looks back at the gym already, ya know?

Run It Back
When you fail an attack roll, saving throw, or ability check, you can reroll it.

You can use this ability once, regaining its use upon completion of a short or long rest.

Hey, hey, HEY! I wasn't ready, take two, take two!

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 165050, Platinum: 0 Money

Path of the Manamonger


=========================
Overloaded Blows
Starting when you choose this path at 3rd level, mana begins overflowing from your body to such a degree it becomes visible as an arcane blue aura throughout your rage. While raging, your body generates mana, and your melee attacks deal additional force damage on a hit equal to your stored mana. You begin each rage with 0 mana, but generate 1 whenever you make a melee attack or take damage.

When your stored mana reaches or would exceed 5, you Overload, triggering an effect based on how the most recent mana was generated, and your mana is reset to 0.

Attack: The target of the attack, hit or miss, takes 2d6 force damage.

Took Damage: All other creatures within 10 feet must make a Dexterity saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus), suffering 2d6 force damage on a failed save, or half as much damage on a successful one.

The mana and overloading that a Manamonger experiences is different from that of a Mana-Mage as the former directs an powerful flow, and the latter controls a steady source, thus the two do not benefit from each other in any way.

Arcane Osmosis
Over time, you come to understand the arcane through the constant flow of it throughout your body. At level 6, you gain proficiency in Intelligence (Arcana) checks, and can use your Wisdom modifier in place of your Intelligence modifier when making such checks.

In addition, when your stored mana reaches or would exceed 5, you can choose to maintain your current mana rather than Overload. You can do this a number of times equal to your Constitution modifier (minimum of 1), and regain all expended uses upon finishing a short or a long rest.

Might Through Mana
Your arcane fury comes through all the harsher as you've obtained a level of mastery over it. At 10th level, the effects of Overloading are amplified.

Attack: You add twice your Constitution modifier (minimum of 2) to the damage dealt by the Overload.

Took Damage: You gain an amount of temporary hit points equal to the damage roll of the Overload that persist until the end of your rage.
-----------------------------------------------------------------------------

Path of the Wild Magic


=========================
Magic Awareness
When you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Wild Surge
Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Wild Magic
d8 Effect
1 Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points.
2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
3 An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
4 Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
6 Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
7 Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
8 A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

Bolstering Magic
Beginning at 6th level, you can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:

For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest.
You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Unstable Backlash
At 10th level, when you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.
-----------------------------------------------------------------------------

Path of the Scarseeker


=========================
Fight Through the Pain
Starting at 3rd level, while you're raging and are hit by a weapon or natural weapon attack, but before damage is rolled, you may choose to lean into the incoming strike, disregarding the Resistance given by your Rage(Slashing, Piercing and Bludgeoning damage) and instead taking the full damage. After the attack is resolved, you gain a number of temporary hp equal half the amount of damage that attack dealt to your non-temporary hitpoints.

Give it Your All
Starting at 6th level, you can choose to proclaim yourself as a testament to your body’s endurance. As a Bonus Action you open your guard as test to your own mettle. Every enemy who can see you and is capable of attacking you may make a weapon or natural weapon attack with you as the only target. If you survive the onslaught, you automatically gain temporary hitpoints equal to half the total damage taken as if it were one source, for Fight Through the Pain. You cannot use this feature again until after you finish a Short Rest or Long Rest.

Don't Fear the Reaper
Starting 10th level, whenever you complete a Long Rest you gain the effect of the spell Death Ward, with a special Duration of "until you finish another long rest."

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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