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Warlock (1) Acolyte Rax

CLASS & LEVEL BACKGROUND PLAYER NAME


Tieren Fellial Angelo Aasimar/Scourge Aasimar Lawful Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I see all Fiends as lesser creatures fit only to be
12 +1 30 slain along with all of their followers.

0 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
I dwell too long on proper ceremony,
determined not to skip by anything no matter
how insignificant of a detail.
10 PERSONALITY TRAITS

Hit Point Maximum 10


0 Strength
DEXTERITY Chaos is unacceptable and I will remove
+1 Dexterity everything that threatens the peace and
order of this world, no matter who.
+1 +2 Constitution
0 Intelligence
CURRENT HIT POINTS IDEALS

13 ●
+4 Wisdom
I was chosen by the Church from a young age

+5 Charisma after finding out I was an Aasimar to be
groomed into another Hero. I seek to prove
CONSTITUTION SAVING THROWS them right.
TEMPORARY HIT POINTS BONDS

+2 +1 Acrobatics (Dex) Total 1d8 SUCCESSES I worry that I'm not as pure and righteous as I
think I am or who the church thinks I am. I take
14 +2 Animal Handling (Wis) FAILURES out these concerns by crushing those who I
deem impure beneath my heel.
0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)
0

0 ●
+5 Deception (Cha)
0 History (Int)
NAME ATK BONUS DAMAGE/TYPE

11 ●
+4 Insight (Wis)
Dagger +3 1d4 + 1 piercing
Darkvision: 60 ft.
WISDOM

+5 Intimidation (Cha)
0 Investigation (Int)
Quarterstaff +2 1d6 bludgeoning
Damage
+2 Medicine (Wis)
Crossbow, light +3 1d8 + 1 piercing
Resistances:
+2 0 Nature (Int)
necrotic, radiant
+2 Perception (Wis)
14
+3 Performance (Cha)

CHARISMA
+3 Persuasion (Cha)
+2 Religion (Int)
(additional
features & traits

+3 +1 Sleight of Hand (Dex)

16
+1 Stealth (Dex) on last page)
+2 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

12 PASSIVE WISDOM (PERCEPTION)


CP Pouch (1); Staff (1);
Clothes, common (1);
SP
Leather (1); Knife,
Weapon Proficiencies: Small (1); Crossbow
Simple EP
bolt (20); Book (1);
Incense (5);
Armor Proficiencies: Light Vestements (1); Ink
GP
15 pen (1); Bag of Sand
(1); Prayer Book (1);
Language Proficiencies: PP
Parchment (10);
Celestial; Common; Backpack (1);
Draconic; Elvish Emblem (1); Ink (1)
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
20 5'10 147
AGE HEIGHT WEIGHT
Tieren Fellial Angelo Amber Fair (White) White
CHARACTER NAME EYES SKIN HAIR

NAME

The Church

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

When I was a young lad my divine nature was quite


apparent, and I attracted a lot of attention as a I grew.
So much so that some agents from the temple arrived
at the house to see for themselves. It took no feat of
great deduction to understand what was going to
happen afterward.

I was taken from my birth parents to a temple where I


was encouraged to be more in tune with my natural
grace. I was still a child and did not understand, but I
wanted to please them in order to make them proud. I
had enjoyed the special treatment, and growing up as
an acolyte was not a bad life. However, the things
expected of me skyrocketed with the arrival of the Hero.
Suddenly, they wondered if I could be the same, and so
they made my training more intense. Afraid that I'd be
shamed if I was revealed to not be as holy as they
thought I took up a pact with a lesser divine being to
grant me holy abilities. I also slowly grew to despise the
slimy creatures known as Fiends as they represented
the things I was scared of being or becoming.

With the revival of the hero an opportunity was seen


and I was sent off to go work with him, thus leading to
the start of our adventure.
TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Warlock 10 +2
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Aasimar, Warlock
Charisma 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Eldritch Blast
Light
Prestidigitation

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 1 7
EPAR
SPELL NAME
ED
PR

Cure Wounds

Guiding Bolt
4
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

-----------Other Traits------------
Healing Hands. As an action, you can touch a creature and
cause it to regain a number of hit points equal to your level.
Once you use this trait, you can't use it again until you finish a
long rest.

Healing Light. At 1st level, you gain the ability to channel


celestial energy to heal wounds. You have a pool of d6s that
you spend to fuel this healing. The number of dice in the pool
equals 1 + your warlock level.
As a bonus action, you can heal one creature you can see
within 60 feet of you, spending dice from the pool. The
maximum number of dice you can spend at once equals your
Charisma modifier (minimum of one die). Roll the dice you
spend, add them together, and restore a number of hit points
equal to the total.
Your pool regains all expended dice when you finish a long rest.

Light Bearer. You know the light cantrip. Charisma is your


spellcasting ability for it.

Radiant Consumption. Starting at 3rd level, you can unleash


your divine energy as an action. When you do so, searing light
pours out your eyes and mouth for 1 min. During this time, you
shed bright light for 10 feet, dim light for another 10 feet. At the
end of each your turns, you and all creatures within 10 feet take
radiant damage equal to half your level (rounded up). In
addition, once on each of your turns, you can deal extra radiant
damage to a single creature equal to your level. You can cancel
Radiant Consumption as a bonus action and must finish a long
rest before you can use this ability again.

Shelter the Faithful. You and your companions can expect free
healing at an establishment of your faith.
Page 1

Evocation cantrip Level-1 evocation Evocation cantrip


Light Cure Wounds Eldritch Blast
1 act. Touch V,M 1 hr 1 act. Touch V,S Inst 1 act. 120 ft V,S Inst
You touch one object that is no larger than 10 A creature you touch regains a number of hit A beam of crackling energy streak toward a
feet in any dimension. Until the spell ends, the points equal to 1d8 + your spellcasting ability creature within range. Make a ranged spell
object sheds bright light in a 20-foot radius modifier. This spell has no effect on undead or attack against the target. On a hit, the target
and dim light for an additional 20 feet. The constructs. At Higher Levels. When you cast takes 1d10 force damage. The spell creates
light can be colored as you like. Completely this spell using a spell slot of 2nd level or more than one beam when you reach higher
covering the object with something opaque higher, the healing increases by 1d8 for each levels: two beams at 5th level, three beams at
blocks the light. The spell ends if you cast it slot level above 1st. 11th level, and four beams at 17th level. You
again or dismiss it as an action. If you target can direct the beams at the same target or at
an object held or worn by a hostile creature, different ones. Make a separate attack roll for
that creature must succeed on a Dexterity each beam.
saving throw to avoid the spell.

Aasimar DC 13 Mod +5 Warlock DC 13 Mod +5 Warlock DC 13 Mod +5

Level-1 evocation Evocation cantrip Transmutation cantrip


Guiding Bolt Light Prestidigitation
1 act. 120 ft V,S 1 rnd 1 act. Touch V,M 1 hr 1 act. 10 ft V,S Up to 1 hr
A flash of light streaks toward a creature of You touch one object that is no larger than 10 This spell is a minor magical trick that novice
your choice within range. Make a ranged spell feet in any dimension. Until the spell ends, the spellcasters use for practice. You create one of
attack against the target. On a hit, the target object sheds bright light in a 20-foot radius the following magical effects within range: •
takes 4d6 radiant damage, and the next attack and dim light for an additional 20 feet. The You create an instantaneous, harmless
roll made against this target before the end of light can be colored as you like. Completely sensory effect, such as a shower of sparks, a
your next turn has advantage, thanks to the covering the object with something opaque puff of wind, faint musical notes, or an odd
mystical dim light glittering on the target until blocks the light. The spell ends if you cast it odor. • You instantaneously light or snuff out a
then. At Higher Levels. When you cast this again or dismiss it as an action. If you target candle, a torch, or a small campfire. • You
spell using a spell slot of 2nd level or higher, an object held or worn by a hostile creature, instantaneously clean or soil an object no
the damage increases by 1d6 for each slot level that creature must succeed on a Dexterity larger than 1 cubic foot. • You chill, warm, or
above 1st. saving throw to avoid the spell. flavor up to 1 cubic foot of nonliving material
for 1 hour. • You make a color, a small mark, or
a symbol appear on an object or a surface for 1
hour. • You create a nonmagical trinket or an
illusory image that can fit in your hand and
that lasts until the end of your next turn. If
you cast this spell multiple times, you can
have up to three of its non-instantaneous
effects active at a time, and you can dismiss
such an effect as an action.

Warlock DC 13 Mod +5 Warlock DC 13 Mod +5 Warlock DC 13 Mod +5

Evocation cantrip
Sacred Flame
1 act. 60 ft V,S Inst
Flame-like radiance descends on a creature
that you can see within range. The target must
succeed on a Dexterity saving throw or take
1d8 radiant damage. The target gains no
benefit from cover for this saving throw. The
spell's damage increases by 1d8 when you
reach 5th level (2d8), 11th level (3d8), and 17th
level (4d8).

Warlock DC 13 Mod +5
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