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Shellshocked (TMNT)
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Screen Name:
Name: Leonardo
Gender: Male
Age: 17
Species: Mutant Red-eared Slider Turtle
Appearance: Light green skin, blue eyes, blue bandanna. Wears a belt that goes over one shoulder, with sheaths on the back.
Personality: The leader of the team, Leonardo often carries the weight of the world on his shoulders. He takes things very seriously and it irks him to see his brothers treat Ninjitsu as a game. He often seeks the advice of Splinter, whom he shares the greatest connection with. His greatest flaw is that he sometimes lets his self-doubt and inexperience cloud his judgement. He also sometimes strives for unrealistic goals.
Abilities: Ninjitsu, speaks fluent Japanese and English, strong leadership skills.
Weapon of choice: Twin Katanas
Bio: Was mutated when a canister of mysterious ooze fell on him and his brothers, as well as their father and Sensei, Master Splinter. Raised by Master Splinter in the sewers of New York and trained in New York, he fights crime under the shadow of night.
Class: Fighter (Lvl 3)
*Samurai archetype
Initiative: +2
HP: 25
Hit Dice: 3d10
AC:19
Prof: +2
Languages: English, Japanese
Proficiencies:
Armor: All armor, Shields
Weapons: Simple weapons, martial weapons
Tools: Disguise Kit
Saving Throws: Strength, Constitution
Skills: Athletics, Intimidation, Acrobatics, Stealth, Survival
Str: 16 (+3) Save: +5
Dex: 15 (+2) Save: +2
Con: 12 (+1) Save: +3
Int: 8 (-1) Save: -1
Wis: 12 (+1) Save: +1
Cha: 13 (+1) Save: +1
Weapons:
Katana*: Reach: 5 ft. Piercing Atk: +5 Dmg: 1d6+3
Shuriken (x20): Range: 30/120 Piercing Atk: +4 Dmg: 1d4+2
Unarmed Strike: Reach: 5 ft. Bludgeoning Atk: +5 Dmg: +4
Features:
Tortle:
Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.
Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
Survival Instinct. You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.
Vigilante:
City Activity
You can spend a few hours each night surveying the city. From your observations and investigations you can study the locations of key city guard locations like jails, armories, center, and barracks. You can also spend time studying the patrols and rotations of the guard patrols all around the city. Alternatively, you can spend your time fighting and studying the local crime groups. You spend time observing the major bases and hideaways of local crime groups and learn where the criminal activity is most rampant. You can listen in to conversations or use interrogation to learn about any major organized crime groups, who or what they may be competing with, and their relationship with the local population. Prolonged and more in-depth investigations can revel corruption in the guard, or major actions soon to be a undertaken by the criminals, like heists, assassinations, and gang wars. The Dm can choose what you learn from your investigations each night.
Fighter:
*Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
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.
Heal 1d10 + level hit points as a bonus action (once between rests)
Extra action
Take an extra action once between rests
Samurai
3/day you can use a bonus action to gain 5 temp hp and gain advantage on weapon attacks for the turn
Skill Proficiencies: Acrobatics, Stealth
Tool Proficiencies: Disguise Kit, Vehicles (land)
Equipment:
●Blue mask
●Twin Katanas
● Shuriken (20x)
●Climber's claws
●Baggy street clothes to conceal your identity
●$15
●Dungeoneer’s Pack:
Backpack, Crowbar, electric flashlight w/ 10x 1 hour batteries, cigarette lighter, 10 days of rations, and a waterbottle. The pack also has 50 feet of hempen rope strapped to the side of it.

Screen Name: Batman
Name: Donatello
Gender: Male
Age: 16
Species: Mutant Red-eared Slider Turtle
Appearance: Swamp-green skin, purple eyes, is missing a tooth, purple bandanna, wears a belt with two belts over one shoulder
Personality: Donatello possesses a genius level intellect and enjoys building machines and performing science experiments. He is often nervous and socially challenged. He is the quiet thinker of his team of brothers and the least devoted to Ninjitsu, though he enjoys it greatly. Driven by logic, not emotion. He does not enjoy violence and will usually only strike if provoked. Donatello is humble and does not lord his intelligence over his brothers, though he can be a bit of a know-it-all unintentionally. His biggest flaw is that, after what he deems to be a failure, he may have a mental breakdown or fall into a temporary deep depression.
Abilities: Ninjitsu, technology, genius level intellect, eidetic memory, speaks fluent Japanese and English
Weapon of choice: Naginata Bo-Staff
Bio: Was mutated when a canister of mysterious ooze fell on him and his brothers, as well as their father and Sensei, Master Splinter. Raised by Master Splinter in the sewers of New York and trained in New York, he fights crime under the shadow of night.
Class: Artificer (Lvl 3)
Battlesmith
Initiative: +2
HP: 21
Hit Dice: 3d8
AC:17
Prof: +2
DC: 12
Languages: English, Japanese, Portuguese, Spanish
Proficiencies:
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Thieves’ tools, tinker’s tools, Alchemist's Tools
Saving Throws: Constitution, Intelligence
Skills: Arcana, History, Medicine, Nature, Survival
Str: 10 (+0) Save: +0
Dex: 14 (+2) Save: +2
Con: 12 (+1) Save: +3
Int: 15 (+2) Save: +4
Wis: 14 (+2) Save: +2
Cha: 10 (+0) Save: +0
Weapons:
Bo Staff: Reach: 5 ft. Bludgeoning Atk: +2 Dmg: 1d6
Naginata*: Reach: 5 ft. Piercing Atk: +2 Dmg: 1d6
*Retractable spear tip.
Shuriken:(x20): Range: 30/120 Piercing Atk: +4 Dmg: 1d4+2
Unarmed Strike: Reach: 5 ft. Bludgeoning Atk: +5 Dmg: +4
Features:
Tortle:
Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.
Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
Survival Instinct. You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.
Scholar:
Internet Access:
Though others must often endure lengthy account setups, intrusive, ads, and paywalls to gain access to even the most common websites on the internet, you know how to hack free and easy access to the majority of the internet, though it might also have sites that are too valuable, or secret to permit anyone immediate access.
You have a working knowledge of several forums and the personnel and bureaucracy of different hacker organizations, and you know how to navigate those connections with some ease.
Additionally, your accounts are likely to gain preferential treatment at other forums across the World Wide Web, as professional courtesy shown to a fellow browser.
Artificer:
At 1st level, you've learned how to program objects with cool properties. To use this ability, you must have thieves' tools or tinkers tools in hand. You then touch a tiny object as an action and give it one of the following magical properties of your choice:
●The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
●Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
●The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
●A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
Tools of the Trade
You can take an hour to make a set of artisan's tools (see rules)
Battle Smith
Smart Attack
Your magic weapon attacks can use Int for attack/damage
Metalhead
You can create a magical construct to protect you (see rules)
Spellcaster:As an artificer, you have magical abilities, but these will be reflavored as technology to fit your character. You can prepare any spells from the artificer spell list or the SW5E tech powers equal to your spell slots and change them after a long rest.
Tinkering:
Ritual Casting:
You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spells:
Cantrips: (2/2)
●Mending
●Shocking Grasp
1st Level: (3/3)
●Identify
●Cure Wounds
●On/ Off
Equipment:
●Purple Mask
●Naginata Bo Staff
●Shuriken (x20)
●Thieves’ tools
● Baggy Clothes to conceal identity
●Writing Kit
(small pouch with a quill, a bottle of ink, folded parchment, and a small penknife), college level biology textbook borrowed from April
●Wallet containing $10
●Dungeoneer’s pack:
(Backpack, Crowbar, electric flashlight w/ 10x 1 hour batteries, cigarette lighter, 10 days of rations, and a waterbottle. The pack also has 50 feet of hempen rope strapped to the side of it.)

Screen Name: Fangs
Name: Raphael
Gender: Male
Age: 17
Species: Mutant Red-eared Slider Turtle
Appearance: Dark green skin, green eyes, red bandanna with tattered ends, thick belt, chipped shell
Personality: Raphael is a hot-head with an aggressive attitude and a fiery temper. The strongest member, but also loose cannon of the group, he is the source of a lot of headache for Leonardo, as he is always jumping into conflict and often throws the first punch. He can also take an extraordinary amount of beating. If things don't go his way, he has been known to quit the team, though he never stays away. He has no problem sacrificing his life, though he would prefer not to, and therefore would hate to see his brothers make the choice. He suffers from entomophobia. His greatest flaw is that he is easily blinded by his rage, and will sometimes hurt those he cares for.
Abilities: Ninjitsu, speaks fluent Japanese and English, high pain tolerance
Weapon of choice: Twin Sai shuriken
Bio: Was mutated when a canister of mysterious ooze fell on him and his brothers, as well as their father and Sensei, Master Splinter. Raised by Master Splinter in the sewers of New York and trained in New York, he fights crime under the shadow of night.
Class: Barbarian (Lvl 3)
Berserker archetype
Initiative: +1
HP: 32
Hit Dice: 3d12
AC: 19
Prof: +2
Rage: 3
Languages: English, Japanese
Proficiencies:
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple weapons, martial weapons
Tools: Disguise Kit, Vehicles (land)
Saving Throws: Strength, Constitution
Skills: Athletics, Intimidation, Acrobatics, Stealth, Survival
Str: 17 (+3) Save: +5
Dex: 13 (+1) Save: +1
Con: 14 (+2) Save: +4
Int: 8 (-1) Save: -1
Wis: 12 (+1) Save: +1
Cha: 12 (+1) Save: +1
Weapons:
Sai*: Reach: 5 ft. (10 ft. thrown) Piercing Atk: +5 Dmg: 1d6+3
*With a sai, you can add a +3 str. bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
Shuriken (x20): Range: 30/120 Piercing Atk: +4 Dmg: 1d4+2
Unarmed Strike: Reach: 5 ft. Bludgeoning Atk: +5 Dmg: +4
Features:
Tortle:
Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.
Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
Survival Instinct. You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.
Barbarian:
Rage (x3)
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.
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.
Berserker
Starting when you choose this path at 3rd Level, you can go into a Frenzy when you rage. If you do so, for the Duration of your rage you can make a single melee weapon Attack as a Bonus Action on each of your turns after this one. When your rage ends, you suffer one level of Exhaustion (as described in Conditions).
Vigilante:
City Activity
You can spend a few hours each night surveying the city. From your observations and investigations you can study the locations of key city guard locations like jails, armories, center, and barracks. You can also spend time studying the patrols and rotations of the guard patrols all around the city. Alternatively, you can spend your time fighting and studying the local crime groups. You spend time observing the major bases and hideaways of local crime groups and learn where the criminal activity is most rampant. You can listen in to conversations or use interrogation to learn about any major organized crime groups, who or what they may be competing with, and their relationship with the local population. Prolonged and more in-depth investigations can revel corruption in the guard, or major actions soon to be a undertaken by the criminals, like heists, assassinations, and gang wars. The Dm can choose what you learn from your investigations each night.
Equipment:
●Twin Sais
●Shuriken (x20)
●Red Mask
●Climber's claws
●Cestus Gloves
●Baggy street clothes to conceal your identity
●$15
●Dungeoneer’s Pack:
Backpack, Crowbar, electric flashlight w/ 10x 1 hour batteries, cigarette lighter, 10 days of rations, and a waterbottle. The pack also has 50 feet of hempen rope strapped to the side of )

Screen Name:
Name: Michelangelo
Gender: Male
Age: 15
Species: Mutant Red-eared Slider Turtle
Appearance: Light green skin, pale blue eyes, freckles, orange bandanna, thick belt
Personality: Michelangelo is the funny guy on the team and always wears a smile. Slightly immature, there isn't much that he takes seriously. He considers himself to be a "pizza connoisseur" and is the life of the party. He often lacks focus, but his extreme creative ability often lead him to have unexpected moments of brilliance at just the right moment. His greatest flaws are his lack of focus and that his flippant nature can sometimes rub people the wrong way and lead to misunderstandings, bruised egos, or hurt feelings.
Abilities: Ninjitsu, speaks fluent Japanese and English, unpredictable personality, extreme creativity, photographic memory (Though he rarely focuses long enough for it to kick in.)
Weapon of choice: Twin Kusarigama Nunchaku
Bio: Was mutated when a canister of mysterious ooze fell on him and his brothers, as well as their father and Sensei, Master Splinter. Raised by Master Splinter in the sewers of New York and trained in New York, he fights crime under the shadow of night.
Class: Bard (Lvl 3)
College of Swords archetype
Initiative: +2
HP: 18
Hit Dice: 3d8
AC: 17
Prof: +2
Languages: English, Japanese
Proficiencies:
Armor: Light Armor
Weapons: Simple weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
Tools: Novelty Magic Kit, Disguise Kit, Kazoo, Drums, MP3 Player
Saving Throws: Strength, Constitution
Skills: Acrobatics, Survival, Performance
Expertise: Stealth, Sleight of Hand
Str: 10 (+0) Save: +0
Dex: 13 (+2) Save: +4
Con: 10 (+0) Save: +0
Int: 12 (+1) Save: +1
Wis: 14 (+2) Save: +2
Cha: 15 (+2) Save: +4
Weapons:
Kusarigama Nunchaku: Reach: 5ft. Bludgeoning or slashing Atk: +2 Dmg: 1d4+2
Shuriken (x20): Range: 30/120 Piercing Atk: +4 Dmg: 1d4+2
Unarmed Strike: Reach: 5 ft. Bludgeoning Atk: +5 Dmg: +4
Features:
Tortle:
Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.
Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
Survival Instinct. You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.
Bard:
Inspiration
Inspire an ally within 60 feet, giving them a bonus 1d6 on one ability check, attack roll, or save
Jack of All Trades
Starting at 2nd Level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.
Song of Rest
Beginning at 2nd Level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 Hit Points.
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
College of Swords
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Blade Flourish
At 3rd level, you learn to conduct impressive displays of martial prowess and speed. Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.
●Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
●Slashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
●Mobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
Folk Hero/ Entertainer
Rustic Hospitality
Since you come from the ranks of the mutant folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other mutants, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Spells:
Cantrips: (2/2)
●Vicious Mockery
●Friends
1st Level: (4/4)
●Sleep
●Animal Friendship
●Charm Person
●Hideous Laughter
2nd Level: (2/2)
●Calm Emotions
●Enthrall
Equipment:
●Twin Kusarigama Nunchaku
●Shuriken (x20)
●Orange Mask
●Climber's claws
●Kazoo
●Drumset
●MP3 Player
●Novelty Magic kit
●Baggy street clothes to conceal your identity
●Wallet containing $15
●Entertainer's Pack:
(Backpack, Bedroll, 3 Halloween costumes, 5 Candles, 5 days of Rations, Canteen, Disguise Kit)

Screen Name:
Name: April O'Neil
Gender: Female
Age: 20
Species: Human
Appearance: Red hair tired back into a loose ponytail, blue eyes, often seen wearing something yellow, especially her yellow hoodie or her yellow and black training jumpsuit.
Personality: April is brave and strong-willed. She is friendly and slightly naive, but dedicated to Ninjitsu and the turtles. She also has an interest in South American anthropology.
Abilities: Skilled in Ninjitsu, deduction skills, reporting, South American anthropology. Speaks just enough Spanish and Portuguese to get by, and a sprinkling of Japanese from Splinter.
Weapon of choice: Tenko blade, Tessen fan
Bio: April is a friend and confidant to the turtles, and a student of Splinter. She was rescued by the turtles when her life was threatened by Baxter Stockman, the head scientist turned terrorist at a research devrlopment firm she used to intern for. She is the proprietor of an antique shop called "Second Time Around". She is incredibly tech savvy and often runs operations for the turtles behind the scenes.
Class: Cleric (Lvl 3)
*Knowledge archetype
Initiative: +1
HP: 18
Hit Dice: 3d8
AC: 14
Prof: +2
Languages: English, Japanese, Spanish, Portuguese, Esperanto
Proficiencies:
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple weapons
Tools: One type of artisan's tools
Saving Throws: Wis, Cha
Skills:Arcana, History, Insight, Medicine, Persuasion
Str: 9 (-1) Save: -1
Dex: 12 (+1) Save: +1
Con: 10(+0) Save: +0
Int: 16 (+3) Save: +3
Wis: 14 (+02) Save: +4
Cha: 14 (+2) Save: +4
Weapons:
Tessen fan: Finesse, Light, *Thrown
Closed: (Range: 15/40) Atk: +3 Dmg: 1d4+1 blugeoning,
Open: Dmg: +3 Atk: 1d4+1 Slashing
*Only while closed. Unthrowable while open
you can open or close as a free action.
Tanto Blade:Reach: 5 ft. Atk: +2 Dmg: 1d6 Piercing
Features:
Human (Variant):
Ability Score Increase
Two different ability scores of your choice increase by 1. (Str., Cha)
Skills
You gain proficiency in one skill of your choice. (Persuasion)
Keen Mind
You can clearly recall anything seen or heard within a month, you can determine north, you know when sunrise/sunset will happen, and gain +1 to Int.
Cleric:
Ritual Casting
You can cast a Cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a holy Symbol (see "Equipment") as a Spellcasting focus for your Cleric Spells.
Divine Domain
Choose one domain related to your deity, such as Life. The Life Domain is detailed at the end of the class description, and provides examples of gods associated with it. Your choice grants you domain Spells and other features when you choose it at 1st Level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd Level, and additional benefits at 6th, 8th, and 17th levels.
Domain Spells
Each domain has a list of spells-its domain spells-that you gain at the Cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of Spells you can prepare each day.
If you have a domain spell that doesn't appear on the Cleric spell list, the spell is nonetheless a Cleric spell for you.
Channel Divinity
At 2nd Level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and an Effect determined by your domain. Some Domains grant you additional Effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which Effect to create. You must then finish a short or Long Rest to use your Channel Divinity again.
Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and Beginning at 18th level, you can use it three times between rests. When you finish a short or Long Rest, you regain your expended uses.
Channel Divinity: Turn Undead
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to Escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action
Expert Linguist
Two extra languages, two knowledge skills with double proficiency bonus
Spells
Spells:
Cantrips: (2/2)
●Guidance
●Light
1st Level: (4/4)
●Command
●Identify
●Cure Wounds
●Shield of Faith
●Ceremony
●Purify Food and Drink
2nd Level: (2/2)
●Aid
●Locate Object
Merchant:
Merchants shake a lot of hands and listen to a lot of idle chatter while hawking their wares. In these meetings and conversations they are often able to glean profitable information. If you spend one day plying your trade by selling goods in a city or town, by the end of the day you will have heard most of the news and rumors of events in the city and will know who the important personalities in the area are – you may have even met and ingratiated yourself to a few of them.
Equipment:
●Tessen Fans
●Tanto Blade
●A set of artisan's tools (one of your choice),
●Business License
●Deck of playing cards
●Yellow hoodie w/jean's outfit
●Yellow and black training jumpsuit
●Yellow sundress
●Black formal dress
●Purse ($15, ID, antique shop keys, makeup kit, a blanket, cigarette lighter, mints, perfume, 2 days of Rations, Water Bottle)

Screen Name: Austin
Name: Arnold Bernid "Casey" Jones
Gender: Male
Age: 21
Species: Human
Appearance: Long black hair and blue eyes. He wears sweatpants, a tank-top, cut-off golf gloves, and a metal hockey mask created by Donatello. A golf bag slung over his shoulder holds his"weapons", which are baseball and cricket bats, golf clubs, and his infamous hockey stick. He also has a custom-built motorcycle, souped out by Donatello.
Personality: A hot-head with a vengeful streak, though it has greatly been suppressed. He has a special bond with Raphael, whom he respects greatly.
Abilities: Highly skilled in armed and unarmed combat.
Weapon of choice: Hockey Sticks, Various sports equipment
Bio: Once a star hockey player with an uncontrollable rage (possibly due to a chemical imbalance in his brain), Casey has really turned his life around. After his mother was murdered by a violent street gang called the Purple Dragons, he took it upon himself to murder them. He beat several thugs senseless before Raphael, who was blowing off steam after a particularly nasty fight with his brothers, found and stopped him from delivering the killing blow. The two became fast friends, and Casey seeks to use his vigilante persona as a force for good rather than revenge.
Class: Barbarian (Lvl 3)
*Berserker archetype
Initiative: +1
HP: 32
Hit Dice: 3d12
AC: 13
Prof: +2
Rage: 3
Languages: English, Japanese
Proficiencies:
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple weapons, martial weapons, improvised weapons
Tools: Vehicles (land)
Saving Throws: Strength, Constitution
Skills: Athletics, Intimidation, Acrobatics, Perception, Survival, Persuasion
Str: 16 (+3) Save: +5
Dex: 12 (+1) Save: +1
Con: 15(+2) Save: +4
Int: 8 (-1) Save: -1
Wis: 10 (+0) Save: +0
Cha: 14 (+2) Save: +2
Weapons:
Tennis Racket:Ammunition (range 60/ 120), light, special, Atk: +5 Dmg: 1d4 +3 bludgeoning
Baseball Bat: Ammunition (range 60 / 120), special, Atk: +5 Dmg: 1d6 +3 bludgeoning, versatile (1d8+3),
*Special: You can use this weapon to deflect an incoming ranged ranged weapon attacks as a reaction. Make a weapon attack against the incoming object. If your attack roll is higher then the incoming attack roll, you reduce the the damage you take from the attack by 1d12+1. If you reduce the damage to 0, you can make a ranged attack with the weapon or piece of ammunition you just deflected, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiency.
Hockey Stick: Ammunition (range 30/60), reach, Atk: +5 Dmg: 1d4+3 bludgeoning, versatile (1d6 +3)
Golf Club: Ammunition (range 100/400) two-handed, Atk: +5 Dmg: 1d6+3 bludgeoning
Unarmed Strike: Reach: 5 ft. Bludgeoning Atk: +5 Dmg: 1d4+3
Features:
Human (Variant):
Ability Score Increase
Two different ability scores of your choice increase by 1. (Str., Cha)
Skills
You gain proficiency in one skill of your choice. (Persuasion)
Feat
Accustomed to the rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
●Increase your Strength or Constitution score by 1, to a maximum of 20. (Con)
●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.
Barbarian:
Rage (x3)
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.
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.
Berserker
Starting when you choose this path at 3rd Level, you can go into a Frenzy when you rage. If you do so, for the Duration of your rage you can make a single melee weapon Attack as a Bonus Action on each of your turns after this one. When your rage ends, you suffer one level of Exhaustion (as described in Conditions).
Vigilante (Alternate):
When you put on your mask you fully adopt your crime fighting persona. While wearing the mask people recognize you (or whoever is wearing your mask) as your vigilante alias.
Equipment:
●Metal Hockey Mask
●Climber's kit
●Sweat Clothes
●Wallet Containing $15
●Motorcycle keys
●Golf Bag (contains 4 golf clubs, hockey Stick, baseball bat, tennis racket, 10 balls, 10 hockey pucks, hand towel, tees, coins or markers, golf glove, pocket knife/divot tool, water bottle)


Screen Name:
Name: Splinter
Gender: Male
Age: 50
Species: Mutant Rat
Appearance: A gray rat with white whiskers and a shredded left ear, wearing tattered monk's robes, and carrying a cane.
Personality: Splinter is a wise rat and the adopted father and mentor to the turtles. He seems to always have the right words, even when it's obvious he is making it up on the spot. He does his best to nurture his sons' interests and dissuade them from falling victim to their fatal flaws. He is often very overprotective of the turtles and fears what might happen should they leave the sewers. His greatest flaw is that he puts a lot of pressure on his sons for the purpose of revenge against Shredder.
Abilities: Ninjitsu, Wisdom out the wazoo,
Weapon of choice: Cane, Sword, Whip, Staff
Bio: Splinter started his life as an ordinary rat in Japan who found his way into a home owned by the Ancient One. When he was discovered, his life was spared by Tang Shen, the Ancient One's adopted daughter, who took him as a pet. Tang Shen became tragically caught up between Hamato Yoshi and a jealous rival, Oroku Nagi. Nagi's jealousy of Yoshi, and his love of Tang Shen, led him to murder Shen, which was witnessed by Yoshi, who killed Nagi in revenge and went to America, taking Tang Shen's pet with him, and giving him the name Splinter.
In America, Yoshi started a martial arts school and would train daily. Splinter showed great intelligence even before his mutation, and would mimic Yoshi's movements, much to Yoshi's amusement.
Later, Yoshi would be tracked down and killed by The Shredder, who was revealed to be Oroku Saki, the younger brother of Nagi. In the fight that took place before Yoshi's death, Splinter's cage was broken and he scratched Saki across the face, but lost half an ear in return. He escaped and ran into the streets, causing a boy carrying a terrarium with his pet turtles in it, to drop and break the case. At the same moment, a mysterious canister of ooze fell on him, having fallen from a T.C.R.I (Techno Cosmic Research Institution) truck.
Soon after, he and the turtles found themselves in the sewers, mutated and more intelligent. Splinter then proceeded to train them in the way of ninjutsu. When they were older, Splinter named the four turtles after the great Renaissance artists, which he got from a battered book he fished out of the storm drain. He continued to train the Turtles in every way he could, in preparation for the inevitable battle against Shredder he knew they would become a part of.