Reference sheet for my D&D character. This sheet was heavily inspired by CoryKatze
whose art is soooo coooool.
It made me realize how much crap my character is carrying -- thank goodness for bags of holding or I'd have to ask one of the burlier members of my party to carry my stuff (or... probably not ask, just throw my stuff in with theirs and hope they don't notice.)
The following description is mostly for myself, so I can refer back to it later:Rue
-- Even as an adult Kenku she's only about the size of an eight-year-old human child, though her hollow bones, feathers, and weird avian anatomy make her unexpectedly light for her size. While typically a solitary urban dweller, she'll join a party when their goals align with hers and/or she thinks she can get something out of it. She's happy letting others do the heavy lifting while she collects the spoils.
Her feathers are glossy black with blue-green iridescence on her throat, tail, and the upper surfaces of her "wings" (technical term: wingalings.)Satchel of Holding
- bigger on the inside! The small opening makes jamming some of these items inside a little tricky, though.Coin purse
- coins are rarely used... for some reason.Rations
- various dried meats, hard cheese, old baked goods and hardtack, nuts (peanuts are a favorite), dried fruit. Most of her provisions are leftovers and goodies she's found "lying around," (i.e. unguarded, or garbage. She's happy to share other people's food, permission is optional.) Rue is very small and doesn't need to eat much. Between high food efficiency and excellent scavenging skills, three days worth of rations is surprisingly little food.Lantern
- narrow shape helps to stuff it into satchel of holding. This lamp is inspired by something I found on Google Images; feel free to buy it for me. <3Crowbar
- (pun intended) doubles as a weapon in an emergency. There is nearly zero strength in those skinny bird arms, and with an inability to deal or withstand any amount of damage, Rue's main defense strategy is tremendous speed and stealth. You can't fight what you can't catch!Thief's Toolkit
- includes a file, double-ended screwdriver, knife, drill, chisel, hammer, saw, wire-cutting pliers, two torsion wrenches and two double-ended lockpicks. Everything fits handily into a pouch that can be hung
off the belt for convenient access.Hand Crossbow
- aka pistol crossbow - small, one-handed projectile weapon. Doesn't cause much damage but it's better than nothing. The arms of the bow fold back to allow easier storage.Health Kit
- currently includes bandages, a clean cloth, some herbal pain-killers, tweezers, smelling salts, charcoal (for poison), and two packets of burn gel. What else should I put in here?Waterproof blanket
- doubles as bedding, triples as rain gear, quadruples as a (crappy) disguise.Tanglefoot Bag
- a pouch full of sticky goo. To use it, you tear off a large bead on the top, which snaps some small threads holding it together and causes the seams to unravel and loosen. With the threads loosened it
will explode on impact, like a goo grenade. The safety mechanism prevents it from deploying inside your bag or if it gets dropped accidentally. Caltrops
- stored inside a box made of thick paper or thin wood to prevent caltrops from poking you when you grab it. The hexagonal box is held together with a string woven through the top. To use, hold it by the end of the string and snap the box outward; the slip knot comes apart, the box flings open, and caltrops go everywhere in a hurry.Acid
- thrown bottle explodes on impact, causing acid damage to nearby enemies.Alchemist's Fire
- same as above, but enemies will be set on fire.
So many ways to say "leave me alone."