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Shawn

4 Level (0/6500 XP for level-up) Cook https://www.dandwiki.com/wiki/Cook_(5e_Background) Background Varient Maned Wolf Anthro Race / Species / Heritage Neutral Good Alignment
Iron Shef https://www.dandwiki.com/wiki/Iron_Chef,_Variant_(5e_Class)
Level 3
Hit Dice: 3/3
1d10+2 Class 1
Warlock
Level 1
Hit Dice: 1/1
1d8+2 Class 2

STR
3
-4
DEX
10
+0
CON
14
+2
INT
12
+1
WIS
10
+0
CHA
16
+3
31
Hit Points
+0
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
-4 Strength
+0 Dexterity
+2 Constitution
+3 Intelligence
+0 Wisdom
+5 Charisma
saving throws
+0 Acrobatics DEX
+0 Animal Handling WIS
+1 Arcana INT
-4 Athletics STR
+3 Deception CHA
+3 History INT
+2 Insight WIS
+3 Intimidation CHA
+1 Investigation INT
+3 Cook's Utensils INT
skills
+0 Medicine WIS
+3 Nature INT
+0 Perception WIS
+5 Performance CHA
+3 Persuasion CHA
+1 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Chef de Cuisine or Sous Chef, Manages the kitchen and its staff. The Chef de Cuisine is typically authorised to write and alter the menu, while a sous chef is just a manager.
Through Their Stomachs-You are able to earn a comfortable living for free during your downtime, by working as a cook. In addition, you are able to feed your adventuring companions modest meals each day for free, unless the DM discerns that you are in a barren place devoid of anything edible for miles, such as a desert or dungeon. You are also able to use your talents to arrange meetings with anyone interested in a free meal. By offering to a cook a free meal for someone who would appreciate it, you are able to have audience with them over that meal, or they may otherwise simply owe you a small favor.

Signature Dish
At 1st level, your experience and practice within the culinary arts has given you a signature dish. Your Dish can be anything, just as long as you can take small quantities around with you. During a short or long rest, you may use this time and 5 gold coins to cook up your signature dish. You can choose from the list below on the effect of the meal when you make it.

Unfortunately, you can only carry your Dish in your Chef's Satchel, which can carry a maximum of 30 helpings at all times (60 at Level 20). Also, if you have not consumed your Signature Dish by your next long rest (or within 24 hours), the Dish expires.

Heal
The dish can heal whoever eats it. The dish heals 2d4+2. At level 5 it becomes 4d4+4, at level 10 it becomes 8d4+8, at 15 it becomes 10d4 + 20.

Poison
The dish can poison whoever eat it. The dish poison 2d4+2. At level 5 it becomes 4d4+4, at level 10 it becomes 8d4+8, at 15 it becomes 10d4 + 20.

Swift Step
The dish increases the creature’s speed by 20 feet for 1 minute to the person who eats it.

Skill Bonus
The dish adds a +1 to ability checks and saving throws for 24 hours to the person who eats the meal.

Stealth Bonus
The dish gives advantage to all stealth checks for 24 hours to the person who eats the meal.

Inspirational Bonus
Those who eat their snacks receive the benefits of the bard's inspiration (1d6). Your Bard's Inspiration die changes when you reaches certain levels in the class. The dice becomes a d8 in the 5th level, a d10 on the 10th level and a d12 on the 15th level.

Tool Master
Due to your training, you may use your Cook's Utensils as weapons. You have proficiency when attacking with these tools. Your tools get these added effects:

Chefs Uniform- (Light Armor) 10 + Intelligence Modifier, and gain +1 AC for a stain. You have stain equal to your Proficiency bonus-1.

Frying Pan- 1d6 Bludgeoning (1d8 Versatile). When you roll a critical strike against an opponent, add an extra 1d6 (1d8 Versatile) damage, and the target is stunned for its turn.

Lid- +1 Shield. If an opponent rolls a 1 when attacking you, you may use your reaction to slam the Lid into the target's face, dealing 1d8 Bludgeoning damage. The target then must succeed a DC 15 Strength Saving Throw or be knocked prone.

Cleaver- 1d4 Slashing Damage (Finesse, Light). When attacking an enemy that bleeds, this deals an additional 1d4 Slashing Damage. On a critical strike, this can sever appendages of non-magical creatures.

Mixing Spoon- 1d8 Bludgeoning (light) When attacking you can load a helping of your signature dish and attack like a catapult to deal 1d6 damage (Range 20/60). If launched at an ally they can make a Dex check with advantage to eat it as a reaction, gaining any benefits it has.

Steak Knife- 1d6 piercing. Due to serrations along the blade, you can pierce the toughest of armor. Add +2 to your attack roll when you make a melee attack. This is not your average knife, kept razor sharp through the hardest of Dwarven Stone. Deal an additional 1d4 against any creature on a critical hit.

Natural Intuition
When you reach 2nd Level, you have the uncanny ability to estimate the Hit Points of an opponent. When you successfully attack an opponent, you can use your bonus action to determine whether the creature has hit points higher, lower, or equal to your own. At the 13th Level, you can determine the exact hit points of the creature you attacked.

Quick Cook
When you reach 2nd Level, you can cast Create Food and Water once a day You create 75 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

Taste Archetype
Art of the Sweet
The ability to make desserts and master sugar are hard. However, the Art of Sweetness is a master of creating spirit and vigour within the resolve of anyone whose tongue happens to grace the divine texture.

Sweet Relief
At the 3rd Level, when you or a friendly ally consumes your Signature Dish, they heal for 1d10 + your Intelligence modifier. This ability increases by + 1d10 at the 6th, 11th, and 15th Level.

"Inkborne: your tailtip constantly drips small ammounts of ink. You can use this ink to draw foxish symbols. If you fail a save against fear, your tail grows poofy, and sprays ink 10' in every direction."
For the purposes of Inkborne-created Ink, the Ink is supernatural.

Features & Traits
A mess kit, a set of cook's utensils, a bottle of cooking oil, a spice kit, several recipe books, a tinderbox, an iron pot, fine clothes, an electrum spork or plans for kitchensmith tools, and a belt pouch containing 5gp.

2 daggers, a scholars pack,, cook's utensils, a cuisinier's satchel, my personal cookbook, and a chef's uniform

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages- English and French

weapon proficiencies-club,sling,dagger,handaxe,net,trident

tool proficiencies-Cooking utensils, brewer's supplies



https://www.dandwiki.com/wiki/The_One_Alone_(5e_Subclass)

Languages & Proficiencies
I multitask very well

Personality Traits
Fame. I will be known as the greatest master chef for all time!

Ideals
I use only the elaborate techniques of my master, even when preparing simple dishes.

Bonds
I have troubles trusting others with their assigned tasks, especially if I assigned them.

Flaws
Introversion
Starting at 1st level, you are resistant to being charmed. Additionally, you can use your reaction to cause creatures which attempt to charm you to take 5 (2d4) psychic damage; this damage increases to 10 (4d4) when you reach 14th level.

1st level alarm, fog cloud
2nd invisibility, silence
3rd blink, nondetection
4th greater invisibility, private sanctum
5th antilife shell, banishing smite

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

PHB

Human

These were the stories of a restless people who long ago took to the seas and rivers in longboats, first to pillage and terrorize, then to settle. Yet there was an energy, a love of adventure, that sang from every page. Long into the night Liriel read, lighting candle after precious candle.

She’d never given much thought to humans, but these stories fascinated her. In these yellowed pages were tales of bold heroes, strange and fierce animals, mighty primitive gods, and a magic that was part and fabric of that distant land.

— Elaine Cunningham, Daughter of the Drow

In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.

 

A Broad Spectrum

With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.

 

Variety in All Things

Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human’s memory. They live fully in the present—making them well suited to the adventuring life—but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.

 

EVERYONE’S SECOND-BEST FRIENDS

Just as readily as they mix with each other, humans mingle with members of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds.

Dwarves. “They’re stout folk, stalwart friends, and true to their word. Their greed for gold is their downfall, though.”

Elves. “It’s best not to wander into elven woods. They don’t like intruders, and you’ll as likely be bewitched as peppered with arrows. Still, if an elf can get past that damned racial pride and actually treat you like an equal, you can learn a lot from them.”

Halflings. “It’s hard to beat a meal in a halfling home, as long as you don’t crack your head on the ceiling—good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something.”

 

Lasting Institutions

Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death’s clutches) they achieve it by ensuring that they will be remembered when they are gone.

Although some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands.

Exemplars of Ambition

Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.

ability score increase: +1 to all ability scores
age: Humans reach adulthood in their late teens and live less than a century.
alignment: Humans tend toward no particular alignment. The best and the worst are found among them.
Size: Medium
speed: 30ft
Languages: You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
race features:

If your campaign uses the optional feat rules from the Player’s Handbook, your Dungeon Master might allow these variant traits, all of which replace the human’s Ability Score Increase trait.

Ability Score Increase

Two different ability scores of your choice increase by 1.

Skills

You gain proficiency in one skill of your choice.

Feat

You gain one feat of your choice.

PHB

Human

These were the stories of a restless people who long ago took to the seas and rivers in longboats, first to pillage and terrorize, then to settle. Yet there was an energy, a love of adventure, that sang from every page. Long into the night Liriel read, lighting candle after precious candle.

She’d never given much thought to humans, but these stories fascinated her. In these yellowed pages were tales of bold heroes, strange and fierce animals, mighty primitive gods, and a magic that was part and fabric of that distant land.

— Elaine Cunningham, Daughter of the Drow

In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.

 

A Broad Spectrum

With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.

 

Variety in All Things

Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human’s memory. They live fully in the present—making them well suited to the adventuring life—but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.

 

EVERYONE’S SECOND-BEST FRIENDS

Just as readily as they mix with each other, humans mingle with members of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds.

Dwarves. “They’re stout folk, stalwart friends, and true to their word. Their greed for gold is their downfall, though.”

Elves. “It’s best not to wander into elven woods. They don’t like intruders, and you’ll as likely be bewitched as peppered with arrows. Still, if an elf can get past that damned racial pride and actually treat you like an equal, you can learn a lot from them.”

Halflings. “It’s hard to beat a meal in a halfling home, as long as you don’t crack your head on the ceiling—good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something.”

 

Lasting Institutions

Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death’s clutches) they achieve it by ensuring that they will be remembered when they are gone.

Although some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands.

Exemplars of Ambition

Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.

ability score increase: +1 to all ability scores
age: Humans reach adulthood in their late teens and live less than a century.
alignment: Humans tend toward no particular alignment. The best and the worst are found among them.
Size: Medium
speed: 30ft
Languages: You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
race features:

If your campaign uses the optional feat rules from the Player’s Handbook, your Dungeon Master might allow these variant traits, all of which replace the human’s Ability Score Increase trait.

Ability Score Increase

Two different ability scores of your choice increase by 1.

Skills

You gain proficiency in one skill of your choice.

Feat

You gain one feat of your choice.

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

PHB

Human

These were the stories of a restless people who long ago took to the seas and rivers in longboats, first to pillage and terrorize, then to settle. Yet there was an energy, a love of adventure, that sang from every page. Long into the night Liriel read, lighting candle after precious candle.

She’d never given much thought to humans, but these stories fascinated her. In these yellowed pages were tales of bold heroes, strange and fierce animals, mighty primitive gods, and a magic that was part and fabric of that distant land.

— Elaine Cunningham, Daughter of the Drow

In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.

 

A Broad Spectrum

With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.

 

Variety in All Things

Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human’s memory. They live fully in the present—making them well suited to the adventuring life—but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.

 

EVERYONE’S SECOND-BEST FRIENDS

Just as readily as they mix with each other, humans mingle with members of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds.

Dwarves. “They’re stout folk, stalwart friends, and true to their word. Their greed for gold is their downfall, though.”

Elves. “It’s best not to wander into elven woods. They don’t like intruders, and you’ll as likely be bewitched as peppered with arrows. Still, if an elf can get past that damned racial pride and actually treat you like an equal, you can learn a lot from them.”

Halflings. “It’s hard to beat a meal in a halfling home, as long as you don’t crack your head on the ceiling—good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something.”

 

Lasting Institutions

Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death’s clutches) they achieve it by ensuring that they will be remembered when they are gone.

Although some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands.

Exemplars of Ambition

Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.

ability score increase: +1 to all ability scores
age: Humans reach adulthood in their late teens and live less than a century.
alignment: Humans tend toward no particular alignment. The best and the worst are found among them.
Size: Medium
speed: 30ft
Languages: You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
race features:

If your campaign uses the optional feat rules from the Player’s Handbook, your Dungeon Master might allow these variant traits, all of which replace the human’s Ability Score Increase trait.

Ability Score Increase

Two different ability scores of your choice increase by 1.

Skills

You gain proficiency in one skill of your choice.

Feat

You gain one feat of your choice.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


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razielll1.

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