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How to Draw Cool Stuff is suitable for artists of any age benefiting everyone from teachers and students to self-learners and hobbyists. How to Draw Cool Stuff will help you realize your artistic potential and expose you to the pure joy of drawing!.
Based on a series of lessons that begin with the five basic shapes circle, oval, square, cylinder, and rectangle combined with the five basic components of drawing line, mass, perspective, light, and shading , the book progresses from the simplest forms to more complex inanimate objects and organic animate subjects.
Is your pen mightier than any sword? Do the details of dragons and dungeons, spellcasting and swordplay leave you feeling too queasy to quest? Fear not! The veteran fighters and magic-masters of the industry shall imbue you with their wisdom of the ages! You'll learn the art of depicting fantasy both classic and modern, from Tolkien, White, and Gygax, to Talsorian, Pratchett, and Rowling.
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Well, you'll show them! Your DM can award your character inspiration, typically for good or entertaining roll playing. If you have inspiration, you can spend it to get advantage on any attack roll, saving throw, or ability check. You can give up your inspiration to another character if you think he deserves is. Your DM will tell you when your character is susceptible to a level of exhaustion.
This number will be added to your passive perception modifier. For each skill he is proficient in, place a check in the box by that skill. Add your proficiency bonus to the associated ability modifier to determine the bonus you apply to these skill checks.
For each skill that your character has a double proficiency for, put a check in the little [x2] box to the right of that skill name. Double your proficiency bonus and add that to the associated ability modifier. This adds half your proficiency bonus, rounded down, to ability checks you are not proficient in.
Saves: List any ability or other saves such as poison for example where your character would receive a proficiency bonus to his saving throw. Tools: If your character is proficient in the use of any types of tools, list them here. Weapons: List the type of weapons your character is proficient with. Armor: List the type of armor your character is proficient with. Sneak Attack: If your character is a rogue you can enter extra damage he does on a sneak attack. This will be 1d6 at first level.
Rages: If your character is a barbarian you can enter the number of times he can rage between long rests. This will be 2 at first level. Ki Points: If your character is a monk you can enter the number of ki points you have available between short or long rests.
At 2nd level you get 2. Martial Arts: If your character is a monk you can enter the amount of damage you do with an unarmed strike or monk weapon.
This will be 1d4 at first level. If you have more weapons than this you can print additional sheets. Note that if you are filling this out on a computer, the calculated fields for this weapon will remain blank until you enter some text on this line. For example, you may want to indicate if it is a Light weapon, or list other weapon properties, or a description, or a name.
Reach or Range: Melee weapons have a reach of 5 ft.
Weapons that can be thrown and all ranged weapons have a normal and maximum range. If it is a melee weapon with the Finesse property, you can choose to use your Dexterity modifier. If it is a range weapon with the Thrown property, you can choose to use your Strength modifier. Check the box next to the ability you will be using. Proficiency: If you have proficiency with this weapon. Check this small box and enter your proficiency bonus in the large box.
Magic: If the weapon receives a magic adjustment, enter this in both the attack and damage rows. Attack Bonus: Add up all the attack adjustments and enter the total here. You will add this bonus to your attack rolls. Damage Bonus: Add up all the damage adjustments and enter the total here.
You will add this bonus to your damage rolls. Damage Dice: Enter the number and type of die to roll for damage. For weapons with the Versatile property, also ether the damage if the weapon is used two handed. For instance, for a Longsword you could enter 1d8 1d Ammo: For weapons that use ammunition, you can use these boxes to check off your ammunition as it is used.
If you take the time after a battle, you can normally recover half of your expended ammunition. NOTES The section on the lower right of the first sheet is for any notes you may want to add to help you remember details about your character. There may not be enough room here to describe all of his special abilities in detail, but you could list them here and keep the details on sheet 4, or look them up in the Players Handbook, until you have used them enough to remember how they work.
You can use cards available HERE. If you are filling this out on your computer, there are two non-printing boxes at the bottom of page one. Update Calculations: All of the information filled in automatically for you should update whenever you make any change. You can press this button to force the form to update all of the calculated fields. Clear: Be careful to not press this unless you want to erase everything from all of the fields on all pages.
This button is useful for clearing all fields and starting over, or before printing a blank form to fill out by hand. PAGE 2 The first page contains everything you may need to reference during combat.