5E Elemental Evil Characters

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EQUIPMENT ATTACKS & SPELLCASTING FEATURES & TRAITS CP EP GP SP PP NAME ATK BONUS DAMAGE/TYPE IDEALS BONDS FLAWS PERSONALITY TRAITS ARMOR CLASS CURRENT HIT POINTS TEMPORARY HIT POINTS INITIATIVE SPEED DEATH SAVES HIT DICE Hit Point Maximum Total SUCCESSES FAILURES RACE N O I T C A F E M A N R E Y A L P L E V E L & S S A L C CHARACTER NAME BACKGROUND EXPERIENCE POINTS DCI NUMBER ALIGNMENT Strength Dexterity Constitution Intelligence Wisdom Charisma PASSIVE WISDOM (PERCEPTION) OTHER PROFICIENCIES & LANGUAGES PROFICIENCY BONUS STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA SAVING THROWS INSPIRATION Acrobatics (Dex) Animal Handling (Wis) Arcana (Int) Athletics (Str) Deception (Cha) History (Int) Insight (Wis) Intimidation (Cha) Investigation (Int) Medicine (Wis) Nature (Int) Perception (Wis) Performance (Cha) Persuasion (Cha) Religion (Int) Sleight of Hand (Dex) Stealth (Dex) Survival (Wis) SKILLS TM & © 2015 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670 B12180001 Cleric 1 Soldier (healer) Water Genasi Neutral Good +2 I've lost too many friends, and I'm slow to make new ones. I'm haunted by images of war. I can't get the images of violence out of my head. 14 Independence. When people follow orders blindly, they embrace a kind of tyranny. 10 I'll never forget the crushing defeat my company suffered, or the enemies (the Cult of the Eternal Flame) who dealt it. 0 +3 16 0 10 16 +2 +3 +2 0 +3 0 +5 +1 0 +3 0 +4 -1 0 +5 +1 0 +5 0 +3 -1 -1 0 0 0 -3 13 18 0 30 11 1d8 -1 My hatred of my enemies (the Cult of the Eternal Flame) is blind and unreasoning. Mace +4 1d6+2 bludgeoning Harpoon (javelin) +4 1d6+2 piercing Sacred Flame -- 1d8 radiant 8 Harpoon (javelin); thrown (range 30/120). Sacred Flame: Range 60'. Target makes a DC 13 Dex save to avoid damage. Cantrips. You know guidance, sacred flame, shape water, and thaumaturgy and can cast them at will. Spell Slots. You have two spell slots you can use to cast the 1st-level spells you know. See page 3 of this sheet. 10 Spellcasting Ability. Wisdom is your spellcasting ability for your spells. The saving throw DC to resist a spell you cast is 13. Your attack bonus when you make an attack with a spell is +5. See the rulebook for rules on casting your spells. Acid Resistance. You have resistance to acid damage. Amphibious. You can breathe air and water. Swim: You have a swim speed of 30' Call to the Wave. You know the shape water cantrip. Constitution is your spellcasting ability for this spell. Ritual Casting. You can cast a cleric spell as a ritual if that spell has the ritual tag and if you have the spell prepared. Divine Domain. Life Disciple of Life. Whenever you use a spell of 1st level or higher to restore hit points to a creature other than you, the target gains additional hp equal to 2 plus the spell level. Proficiencies: All armors and shields, all simple weapons, dice sets, and vehicles (water). Languages: Common and Primordial. Mace, harpoon (javelin) Chain mail & shield with holy symbol Chaplain/healer rank insignia A set of bone dice, a set of common clothes, a belt pouch, and a pouch of ash (a trophy from a defeated fire elemental enemy). Priest's Pack: A backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 sticks of incense, a censer, vestments, 2 days of rations, and a waterskin. Trinket: A brass ring that never tarnishes.

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Transcript of 5E Elemental Evil Characters

  • EQUIPMENT

    ATTACKS & SPELLCASTING

    FEATURES & TRAITS

    CP

    EP

    GP

    SP

    PP

    NAME ATK BONUS DAMAGE/TYPE

    IDEALS

    BONDS

    FLAWS

    PERSONALITY TRAITS

    ARMORCLASS

    CURRENT HIT POINTS

    TEMPORARY HIT POINTS

    INITIATIVE SPEED

    DEATH SAVESHIT DICE

    Hit Point Maximum

    Total SUCCESSES

    FAILURES

    RACE

    NOITCAFEMAN REYALPLEVEL & SSALC

    CHARACTER NAME

    BACKGROUND

    EXPERIENCE POINTS DCI NUMBERALIGNMENT

    Strength

    Dexterity

    Constitution

    Intelligence

    Wisdom

    Charisma

    PASSIVE WISDOM (PERCEPTION)

    OTHER PROFICIENCIES & LANGUAGES

    PROFICIENCY BONUS

    STRENGTH

    DEXTERITY

    CONSTITUTION

    INTELLIGENCE

    WISDOM

    CHARISMA

    SAVING THROWS

    INSPIRATION

    Acrobatics (Dex)

    Animal Handling (Wis)

    Arcana (Int)

    Athletics (Str)

    Deception (Cha)

    History (Int)

    Insight (Wis)

    Intimidation (Cha)

    Investigation (Int)

    Medicine (Wis)

    Nature (Int)

    Perception (Wis)

    Performance (Cha)

    Persuasion (Cha)

    Religion (Int)

    Sleight of Hand (Dex)

    Stealth (Dex)

    Survival (Wis)

    SKILLS

    TM & 2015 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670 B12180001

    Cleric 1 Soldier (healer)

    Water Genasi Neutral Good

    +2

    I've lost too many friends, and I'm slow tomake new ones.I'm haunted by images of war. I can't getthe images of violence out of my head.

    14

    Independence. When people followorders blindly, they embrace a kind oftyranny.

    10 I'll never forget the crushing defeat mycompany suffered, or the enemies (theCult of the Eternal Flame) who dealt it.

    0

    +316

    010

    16

    +2

    +3

    +2

    0

    +3

    0

    +5

    +1

    0

    +3

    0

    +4

    -1

    0

    +5

    +1

    0

    +5

    0

    +3

    -1

    -1

    0

    0

    0

    -3

    13

    18 0 30

    11

    1d8

    -1

    My hatred of my enemies (the Cult of theEternal Flame) is blind and unreasoning.

    Mace +4 1d6+2 bludgeoning

    Harpoon (javelin) +4 1d6+2 piercing

    Sacred Flame -- 1d8 radiant

    8

    Harpoon (javelin); thrown (range 30/120).

    Sacred Flame: Range 60'. Target makes a DC 13Dex save to avoid damage.

    Cantrips. You know guidance, sacred flame, shapewater, and thaumaturgy and can cast them at will.

    Spell Slots. You have two spell slots you can use tocast the 1st-level spells you know. See page 3 ofthis sheet.

    10

    Spellcasting Ability. Wisdom is yourspellcasting ability for your spells. Thesaving throw DC to resist a spell youcast is 13. Your attack bonus when youmake an attack with a spell is +5. Seethe rulebook for rules on casting yourspells.

    Acid Resistance. You have resistanceto acid damage.

    Amphibious. You can breathe air andwater.

    Swim: You have a swim speed of 30'

    Call to the Wave. You know the shapewater cantrip. Constitution is yourspellcasting ability for this spell.

    Ritual Casting. You can cast a clericspell as a ritual if that spell has theritual tag and if you have the spellprepared.

    Divine Domain. Life

    Disciple of Life. Whenever you use aspell of 1st level or higher to restore hitpoints to a creature other than you, thetarget gains additional hp equal to 2plus the spell level.

    Proficiencies: All armors andshields, all simple weapons,dice sets, and vehicles (water).

    Languages: Common andPrimordial.

    Mace, harpoon (javelin)Chain mail & shield with holysymbolChaplain/healer rank insigniaA set of bone dice, a set of commonclothes, a belt pouch, and a pouchof ash (a trophy from a defeated fireelemental enemy).

    Priest's Pack: A backpack, ablanket, 10 candles, a tinderbox, analms box, 2 sticks of incense, acenser, vestments, 2 days ofrations, and a waterskin.

    Trinket: A brass ring that nevertarnishes.

  • EYES

    AGE WEIGHT

    CHARACTER NAME

    HEIGHT

    HAIRSKIN

    TOTAL NON-CONSUMABLE MAGIC ITEMS

    FACTION

    TREASURECHARACTER BACKSTORY

    CHARACTER APPEARANCE

    ADDITIONAL FEATURES & TRAITS

    ALLIES & ORGANIZATIONS

    Faction Rank

    TM & 2015 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670 B12180001

    Midnight Blue Turquoise Light Blue

    Suggested names:Fluvian, Skaras, Musal, Aka,Urkara, Luku, Shoal, Wave,Poole, Fathom, Creek, Plunge,Drench, Quench, Douse, Drizzle

    Created by Fred Upton

    You were raised in Mulmaster byyour human mother, as your maridfather wandered off during yourinfancy. Growing up, you had trouble"fitting in" due to your strangeappearance, so you often spent timealone at the beach or harbor.

    Upon reaching adulthood, you were"volunteered" to join the MulmasterNavy. You disliked the authoritariancommand structure, but found yourcalling as a ship's chaplain,ministering to the wounds of the crewas well as counseling them regardingthe trials of battle and the sea.

    One night, your ship was set ablazeand quickly sank in the middle of theMoonsea. You survived only due toyour genasi racial abilities -- theentire rest of his crew perished.Investigating the wreckage, youfound that the fires had been set bydevices bearing the symbol of theCult of the Eternal Flame.

    You have now taken to adventuringand seek to avenge the death of yourcrew.

    Soldier Feature,Military Rank:

    You can invoke your rank to exertinfluence over other soldiers andrequisition simple equipment andhorses for temporary use. Youcan also usually gain access tofriendly military encampmentsand fortresses where your rank isrecognized.

    Combat Specialty: HealerInsignia of Rank: Chaplain in theMulmaster Navy

    You worship Eldath, goddess ofpeace. Her holy symbol is awaterfall plunging into a stillpool.

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

    SPELLCASTINGCLASS

    SPEL

    LS K

    NO

    WN

    SPELL NAMEPR

    EPARED

    SPELLLEVEL

    SLOTS EXPENDEDSLOTS TOTAL

    1

    0

    2

    3 6

    7

    8

    9

    4

    5

    SPELLCASTINGABILITY

    SPELL SAVE DC SPELL ATTACKBONUS

    CANTRIPS

    Cleric Wis 13 +5

    2

    Guidance

    Bless

    Sacred Flame

    Shape Water

    Thaumaturgy

    Command

    Cure Wounds

    Guiding Bolt

    Sanctuary

    Shield of Faith

  • EQUIPMENT

    ATTACKS & SPELLCASTING

    FEATURES & TRAITS

    CP

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    NAME ATK BONUS DAMAGE/TYPE

    IDEALS

    BONDS

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    PERSONALITY TRAITS

    ARMORCLASS

    CURRENT HIT POINTS

    TEMPORARY HIT POINTS

    INITIATIVE SPEED

    DEATH SAVESHIT DICE

    Hit Point Maximum

    Total SUCCESSES

    FAILURES

    RACE

    NOITCAFEMAN REYALPLEVEL & SSALC

    CHARACTER NAME

    BACKGROUND

    EXPERIENCE POINTS DCI NUMBERALIGNMENT

    Strength

    Dexterity

    Constitution

    Intelligence

    Wisdom

    Charisma

    PASSIVE WISDOM (PERCEPTION)

    OTHER PROFICIENCIES & LANGUAGES

    PROFICIENCY BONUS

    STRENGTH

    DEXTERITY

    CONSTITUTION

    INTELLIGENCE

    WISDOM

    CHARISMA

    SAVING THROWS

    INSPIRATION

    Acrobatics (Dex)

    Animal Handling (Wis)

    Arcana (Int)

    Athletics (Str)

    Deception (Cha)

    History (Int)

    Insight (Wis)

    Intimidation (Cha)

    Investigation (Int)

    Medicine (Wis)

    Nature (Int)

    Perception (Wis)

    Performance (Cha)

    Persuasion (Cha)

    Religion (Int)

    Sleight of Hand (Dex)

    Stealth (Dex)

    Survival (Wis)

    SKILLS

    TM & 2015 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670 B12180001

    Fighter 1 Acolyte (Tempus)

    Goliath Neutral

    +3I prefer to communicate withthe power of silence, and astern expression.

    16

    I fight for the glory of Tempus, and honorthose who live the life of a warrior. I obeythe rules of war without question.

    13I will gladly lay down my life toprotect those who fight beside me.

    +1

    +316

    -18

    12

    +2

    +1

    +5

    +1

    +5

    -1

    +1

    +0

    +1

    +3

    -1

    +5

    +0

    -1

    +3

    +0

    -1

    +1

    -1

    +1

    +0

    +0

    +1

    +1

    +1

    +3

    11

    16 +1 30

    13

    1d10

    0

    I am trusting of anyone who proclaimsfaith in Tempus, and am forgiving of theirshortcomings.

    Greatsword +5 2d6+3 slashing

    Greataxe +5 1d12+3 slashing

    Handaxe (thrown) +3 1d6+3 slashing

    10

    Greatsword; heavy,two-handed.

    Greataxe; heavy, two-handed.

    Handaxe; light, thrown (range20/60).

    5

    10

    Stones Endurance. You can focus yourselfto occasionally shrug off injury. When youtake damage, you can use your reaction toroll a d12. Add your Constitution modifier tothe number rolled, and reduce the damageby that total. After you use this trait, youcant use it again until you finish a short orlong rest.

    Powerful Build. You count as one sizelarger when determining your carryingcapacity and the weight you can push, drag,or lift.

    Mountain Born. Youre acclimated to highaltitude, including elevations above 20,000feet. Youre also naturally adapted to coldclimates, as described in chapter 5 of theDungeon Masters Guide.

    Great Weapon Fighting. When you roll a 1or 2 on a damage die for an attack youmake with a melee weapon that you arewielding with two hands, you can re-roll thedie and must use the new roll, even if thenew roll is a 1 or a 2. The weapon musthave the two-handed or versatile propertyfor you to gain this benefit.

    Second Wind. You have a limited well ofstamina that you can draw on to protectyourself from harm. On your turn, you canuse a bonus action to regain hit pointsequal to 1d10 + your fighter level. Once youuse this feature, you must finish a short orlong rest before you can use it again.

    Proficiencies: All armor,shields, and simple and martialweapons.

    Languages: Common, Giant,Dwarven, and Gnomish.

    Chain mail, greatsword,greataxe, 2 handaxes.

    A holy symbol, a prayerbook, 5 sticks of incense,vestments, a set ofcommon clothes, and abeltpouch.

    Trinket: A small, weightlessstone block.

    Dungeoneer's Pack: A backpack, a crowbar, a hammer, 10 pitons,10 torches, a tinderbox, 10 days of rations, and a waterskin. Thepack also has 50 feet of hempen rope strapped to the side of it.

  • EYES

    AGE WEIGHT

    CHARACTER NAME

    HEIGHT

    HAIRSKIN

    TOTAL NON-CONSUMABLE MAGIC ITEMS

    FACTION

    TREASURECHARACTER BACKSTORY

    CHARACTER APPEARANCE

    ADDITIONAL FEATURES & TRAITS

    ALLIES & ORGANIZATIONS

    Faction Rank

    TM & 2015 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670 B12180001

    Blue Gray None (male) or Black (female)

    Suggested Names:Varak, Berris, Seljuk, Aukan,Eglath, Gauthak, Ilikan, Gae-Al,Kuori, Manneo, Nalla

    Created by Joshua Arquitt

    You hale from a small band ofGoliath from the Ogolokanu tribe inthe Earthspur mountains. They werean offshoot group who were devoutworshipers of Tempus. A conflictwith a nearby tribe of stone giantsleft only you and your brotherLo-Tam alive. Rather than seeking anew home with others of your kind,you chose to come to Mulmaster inhopes of earning glory in battle.

    Once in Mulmaster, you foundrespite in the High Hall of Swords, atemple to Tempus. Several priestssuggested you join the City Watchafter pledging yourself to Tempus asan acolyte.

    Your incredible strength and staturehelped you enter the Mulmaster CityWatch, however, you were nottrusted by the others because yourefused to take bribes and involveyourself in the many corruptschemes that were rampant in theWatch.

    You resigned from the Watch, andnow hope to find glory elsewhere.

    Acolyte Feature,Shelter of the Faithful:

    As an acolyte, you command the respect ofthose who share your faith, and you canperform the religious ceremonies of your deity.You and your adventuring companions canexpect to receive free healing and care at atemple, shrine, or other established presenceof your faith, though you must provide anymaterial components needed for spells. Thosewho share your religion will support you (butonly you) at a modest lifestyle.

    You have ties to the High Hall of Swords inMulmaster. While near it, you can call upon thepriests for assistance, provided the assistanceyou ask for is not hazardous and you remain ingood standing with your temple.

  • EQUIPMENT

    ATTACKS & SPELLCASTING

    FEATURES & TRAITS

    CP

    EP

    GP

    SP

    PP

    NAME ATK BONUS DAMAGE/TYPE

    IDEALS

    BONDS

    FLAWS

    PERSONALITY TRAITS

    ARMORCLASS

    CURRENT HIT POINTS

    TEMPORARY HIT POINTS

    INITIATIVE SPEED

    DEATH SAVESHIT DICE

    Hit Point Maximum

    Total SUCCESSES

    FAILURES

    RACE

    NOITCAFEMAN REYALPLEVEL & SSALC

    CHARACTER NAME

    BACKGROUND

    EXPERIENCE POINTS DCI NUMBERALIGNMENT

    Strength

    Dexterity

    Constitution

    Intelligence

    Wisdom

    Charisma

    PASSIVE WISDOM (PERCEPTION)

    OTHER PROFICIENCIES & LANGUAGES

    PROFICIENCY BONUS

    STRENGTH

    DEXTERITY

    CONSTITUTION

    INTELLIGENCE

    WISDOM

    CHARISMA

    SAVING THROWS

    INSPIRATION

    Acrobatics (Dex)

    Animal Handling (Wis)

    Arcana (Int)

    Athletics (Str)

    Deception (Cha)

    History (Int)

    Insight (Wis)

    Intimidation (Cha)

    Investigation (Int)

    Medicine (Wis)

    Nature (Int)

    Perception (Wis)

    Performance (Cha)

    Persuasion (Cha)

    Religion (Int)

    Sleight of Hand (Dex)

    Stealth (Dex)

    Survival (Wis)

    SKILLS

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    Fighter 1 Noble

    Air Genasi Neutral Good

    +1I take great pains to always look mybest and follow the latest fashions.My favor, once lost, is lost forever.

    13

    Respect. Respect is due to me because ofmy position, but all people regardless ofstation deserve to be treated with dignity.

    16The common folk must seeme as a hero of the people.

    +3

    +214

    -18

    10

    +2

    0

    +3

    +3

    +4

    -1

    0

    +2

    +3

    0

    -1

    +1

    +2

    +1

    0

    +4

    -1

    0

    -1

    +2

    +2

    +4

    -1

    +3

    +3

    0

    12

    16 +3 30

    12

    1d10

    +2

    I hide a truly scandalous secretthat could ruin my family forever.

    Longbow +7 1d8+3 piercing

    Rapier +5 1d8+3 piercing

    Handaxe +3 1d6+1 slashing

    14

    Longbow; ammo (range 150/600),two-handed.

    Rapier; finesse (usually used withshield).

    Handaxes; light, thrown (range20/60).

    25

    Unending Breath: You can holdyour breath indefinitely whileyou're not incapacitated.

    Mingle with the Wind: You cancast the levitate spell once withthis trait, requiring no materialcomponents, and you regain theability to cast it this way whenyou finish a long rest.Constitution is your spellcastingability for this spell.

    Fighting Style: Archery; you gaina +2 bonus to attack rolls youmake with ranged weapons.

    Second Wind: You have a limitedwell of stamina that you can drawon to protect yourself from harm.On your turn, you can use abonus action to regain hit pointsequal to 1d10+ your fighter level.Once you use this feature, you

    must finish a short or long restbefore you can use it again.

    Languages: Common,Primordial, Elvish.

    Proficiencies: All armor,shields, simple weapons,martial weapons, andDragonchess set.

    Leather armor and shield(AC w/ shield 16, without 14)Longbow, & quiver w/ 20 arrows.Rapier, 2 hand-axes

    A set of fine clothes, a signet ring, ascroll of pedigree, and a purse.

    Explorer's pack: Includes abackpack, a bedroll, a mess kit, atinderbox, 10 torches, 10 days ofrations, and a water-skin. The packalso has 50 feet of hempen ropestrapped to the side of it.

    Trinket: A bit of folded cloth that, whenunfolded, turns into a stylish cap.

  • EYES

    AGE WEIGHT

    CHARACTER NAME

    HEIGHT

    HAIRSKIN

    TOTAL NON-CONSUMABLE MAGIC ITEMS

    FACTION

    TREASURECHARACTER BACKSTORY

    CHARACTER APPEARANCE

    ADDITIONAL FEATURES & TRAITS

    ALLIES & ORGANIZATIONS

    Faction Rank

    TM & 2015 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670 B12180001

    Sapphire Blue Light Blue Pearl Blue

    Suggested Names:Jul'lea Vanchesca, Parral,Nesa, Lorel, Maras, Shevan,Aras, Whisper, Breeze, Gale,Bluster, Sirroco, Foehn, Haze,Skye, Gust

    Created by Shawn Bergseng

    You are the youngest of your noble family,and also the most spirited of the foursiblings. You were often kept under housearrest due to your spirited ways. At ayoung age you mastered the art of archery.Your skills with the bow helped elevateyour family among other noble houses inSilverymoon. You won many contests ofskill, but it was just not the skill with bow,but your charismatic personality that wouldoften help win your way with the judges.

    During a renowned tournament of skill,your were bested and would have takensecond, but if not for scheming, with whichyou were able to persuade a judge intodisqualifying your opponent. This created astir among the nobles and your father hadto make sure the scheming ways of hisoffspring did not get out to the other noblefamilies, so he bribed the judge to remainsilent. You were afraid your father alsowhispered a threat of death, because thejudge left Silverymoon the next day.

    As you became of age you struck out onher own; you had always enjoyed anadventurous life, and looked to get awayfrom your strict family to see the world. Youknew that with your skill and personalityyou could get away with most anything,and do anything you put your mind to. Youare very polite to those you know arebeneath you, but you often try to earn theirrespect by way of flattery or skill in archery.

    Noble Feature,Position of Privilege:

    Thanks to your noble birth, peopleare inclined to think the best of you.You are welcome in high society,and people assume you have theright to be wherever you are. Thecommon folk make every effort toaccommodate you and avoid yourdispleasure, and other people ofhigh birth treat you as a member ofthe same social sphere. You cansecure an audience with a localnoble if you need to.

  • EQUIPMENT

    ATTACKS & SPELLCASTING

    FEATURES & TRAITS

    CP

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    NAME ATK BONUS DAMAGE/TYPE

    IDEALS

    BONDS

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    ARMORCLASS

    CURRENT HIT POINTS

    TEMPORARY HIT POINTS

    INITIATIVE SPEED

    DEATH SAVESHIT DICE

    Hit Point Maximum

    Total SUCCESSES

    FAILURES

    RACE

    NOITCAFEMAN REYALPLEVEL & SSALC

    CHARACTER NAME

    BACKGROUND

    EXPERIENCE POINTS DCI NUMBERALIGNMENT

    Strength

    Dexterity

    Constitution

    Intelligence

    Wisdom

    Charisma

    PASSIVE WISDOM (PERCEPTION)

    OTHER PROFICIENCIES & LANGUAGES

    PROFICIENCY BONUS

    STRENGTH

    DEXTERITY

    CONSTITUTION

    INTELLIGENCE

    WISDOM

    CHARISMA

    SAVING THROWS

    INSPIRATION

    Acrobatics (Dex)

    Animal Handling (Wis)

    Arcana (Int)

    Athletics (Str)

    Deception (Cha)

    History (Int)

    Insight (Wis)

    Intimidation (Cha)

    Investigation (Int)

    Medicine (Wis)

    Nature (Int)

    Perception (Wis)

    Performance (Cha)

    Persuasion (Cha)

    Religion (Int)

    Sleight of Hand (Dex)

    Stealth (Dex)

    Survival (Wis)

    SKILLS

    TM & 2015 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670 B12180001

    Rogue 1 Sage

    Deep Gnome Neutral

    -1

    I don't part with my money easily and willhaggle tirelessly to get the best deal possible.I always want to know how things work andwhat makes people tick.

    8

    Self-Improvement: The goal of study andresearch is to improve one's lot in life.

    16 One day I will return to my school andprove that I am the greatest sage of themall.

    +3

    010

    +316

    13

    +2

    +1

    -1

    +5

    0

    +5

    +1

    +1

    +3

    +1

    +5

    -1

    +5

    +5

    +1

    +1

    +5

    +1

    +3

    +5

    +1

    +1

    +1

    +5

    +3

    +1

    13

    14 +3 25

    8

    1d8

    +1

    I am easily distracted by the promise ofinformation that might lead to wealth. I'm neversatisfied with what I have, I always want more.

    Rapier +5 1d8+3 piercing

    Shortbow +5 1d6+3 piercing

    Dagger +5 1d4+3 piercing

    12

    Dagger; finesse, light, thrown(range 20/60)

    Rapier; finesse.

    Shortbow; ammo (range80/320), two-handed.

    10

    Superior Darkvision. You see in dim lightwithin a 120-foot radius of you as if itwere bright light, and in darkness in thatradius as if it were dim light. You cantdiscern color in darkness, onlyshades of gray.

    Gnome Cunning, You have advantageon all Intelligence, Wisdom, andCharisma saving throws against magic.

    Stone Camouflage. You have advantageon Dexterity (stealth) checks to hide inrocky terrain.

    Expertise. When you make a Charisma(Deception) or a Wisdom (Perception)check, your proficiency bonus is doubled.This benefit is included in your Deceptionand Perception skill bonuses.

    Sneak Attack. Once per turn, when youhit a creature with a Dexterity-basedattack (such as with your shortsword,dagger, or shortbow) and you haveadvantage on the attack roll, you candeal an extra 1d6 damage to your target.You dont need advantage if anotherenemy of the target is within 5 feet of itand isnt incapacitated. You cant dealthe extra damage, however, if youhave disadvantage on the attack roll.

    Proficiencies: Light armor, impleweapons, hand crossbows,longswords, shortswords, andthieves' tools.

    Languages: Common, Gnomish,Dwarvish, Giant, Undercommon,and Thieves' Cant.

    Leather armor, rapier, 2 daggersShortbow & quiver with 20 arrowsThieves' tools

    A bottle of black ink, a quill, a smallknife, a letter from a dead colleaguewith a question you have not yet beenable to answer, and a belt pouch.

    Burglar's Pack: A backpack, a bag of1,000 ball bearings, 10 feet of string, abell, 5 candles, a crowbar, a hammer,10 pitons, a hooded lantern, 2 flasks ofoil, 5 days rations, a tinderbox, and awaterskin. The pack also has 50' ofhempen rope strapped to the side of it.

    Trinket: A pipe that blows bubbles.

  • EYES

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    TM & 2015 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670 B12180001

    Gray Dun None (male) or Black (female)

    Suggested Names:Diggle Stone Knuckles, Reen,Rimmara, Sodi, Ruck, Wrat,Wisby

    Created by Shawn Bergseng

    You come from the Gemcutter Clan andwere born and raised in Mithral Hall,amongst the dwarves, by the small numberof clan-mates that survived the destructionof Blindenstone many years earlier. As ayouth, you delved into books and attendedschools. Some bad decisions led you tofalsifying research and found you expelledfrom the university.You worked as a tutor in Silverymoon and

    Waterdeep. It was in Waterdeep where youalso picked up thieving abilities. The City ofSplendors made you the way you are now,greedy, a kleptomaniac, and a swindler.Your faults lost you your position.You traveled the Sword Coast using your

    skills to profit and live a modest life, but yourpersonality drove you to be better and live awealthier life at any cost. You steal,swindle, and con others to make that betterlife you think you deserve.Your last con not only brought you to

    where you live now, but also made youchange your ways for the better. Your conartistry hurt the family of a local Harper, andinstead of turning you in, the Harper agentmade you feel bad, and remorseful which inturn made you change your ways for thebetter.You still look to live a rich and fulfilling life,

    but you want to try and do it legitimately.Your education propels you, but lack ofmoney puts you in a position that makes youtake risks and make dangerous life choices.You set your feet to a path of adventure to

    fill your coffers with riches. Since the dayyou took this path, you have felt alive.

    Sage Feature,Researcher:

    When you attempt to learn or recall apiece of lore, if you do not know thatinformation, you often know whereand from whom you can obtain it.Usually, this information comes from alibrary, scriptorium, university, or asage or other learned person orcreature. Your DM might rule that theknowledge you seek is secreted awayin an almost inaccessible place, orthat it simply cannot be found.Unearthing the deepest secrets of themultiverse can require an adventureor even a whole campaign.

  • EQUIPMENT

    ATTACKS & SPELLCASTING

    FEATURES & TRAITS

    CP

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    IDEALS

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    ARMORCLASS

    CURRENT HIT POINTS

    TEMPORARY HIT POINTS

    INITIATIVE SPEED

    DEATH SAVESHIT DICE

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    RACE

    NOITCAFEMAN REYALPLEVEL & SSALC

    CHARACTER NAME

    BACKGROUND

    EXPERIENCE POINTS DCI NUMBERALIGNMENT

    Strength

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    Constitution

    Intelligence

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    Charisma

    PASSIVE WISDOM (PERCEPTION)

    OTHER PROFICIENCIES & LANGUAGES

    PROFICIENCY BONUS

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    INSPIRATION

    Acrobatics (Dex)

    Animal Handling (Wis)

    Arcana (Int)

    Athletics (Str)

    Deception (Cha)

    History (Int)

    Insight (Wis)

    Intimidation (Cha)

    Investigation (Int)

    Medicine (Wis)

    Nature (Int)

    Perception (Wis)

    Performance (Cha)

    Persuasion (Cha)

    Religion (Int)

    Sleight of Hand (Dex)

    Stealth (Dex)

    Survival (Wis)

    SKILLS

    TM & 2015 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670 B12180001

    Wizard 1 Criminal (smuggler)

    Fire Genasi Chaotic Good

    +0I don't pay attention to the risks ina situation. Never tell me the odds.I blow up at the slightest insult.

    10

    Redemption. There's a sparkof good in everyone.

    12I will become the greatestwizard that ever lived.

    +1

    +010

    +316

    13

    +2

    +1

    +0+1+0

    +5

    +3+2

    +1

    +1

    +5

    +0

    +4

    +3

    +1

    +2

    +5

    +1

    +3

    +1

    +2

    +2

    +3

    +1

    +3

    +2

    13

    11 +1 30

    6

    1d6

    +2

    An innocent person is in prison for acrime that I committed. I'm okay with that.

    Dagger - thrown (20') +3 1d4+1 piercing

    Dagger +3 1d4 piercing

    Fire Bolt +5 1d10 fire damage

    14

    Dagger; finesse, light, thrown (range 20/60)

    Cantrips. You know cause bonfire, dancing lights, firebolt, and produce flame, and can cast them at will.

    Spell Slots. You have two 1st-level spell slots you canuse to cast your prepared spells.

    Prepared Spells. You prepare four 1st-level spells tomake them available for you to cast, choosing fromthe spells in your spellbook. See page 3 of this sheet.

    15

    Spellcasting Ability. Intelligence is yourspellcasting ability for your spells. Thesaving throw DC to resist a spell you castis 13. Your attack bonus when you makean attack with a spell is +5. See therulebook for rules on casting your spells.

    Arcane Recovery. You can regain someof your magical energy by studying yourspellbook. Once per day during a shortrest, you can choose to recoverexpended spell slots with a combinedlevel equal to or less than half yourwizard level (rounded up).

    Ritual Casting. You can cast a clericspell as a ritual if that spell has theritual tag and if you have the spellprepared.

    Darkvision. You can see in dim lightwithin 60 feet of you as if it were brightlight, and in darkness as if it were dimlight.

    Fire Resistance. You have resistance tofire damage.

    Reach to the Blaze. You know theproduce flame cantrip (in the Player'sHandbook). Constitution is yourspellcasting ability for this spell.

    Languages: Common andPrimordial

    Proficiencies: Daggers, darts,slings, quarterstaffs, lightcrossbows, Dragonchess, andthieves' tools

    DaggerOrbSpellbook

    A crowbar, set of dark commonclothes including a hood, and abelt pouch.

    Scholar's Pack: A backpack, abook of lore, a bottle of ink, anink pen, 10 sheets ofparchment, a little bag of sand,and a small knife.

    Trinket: A vest with a hundred tinypockets.

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    TM & 2015 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670 B12180001

    Dark - they flare red when angry Coal Black Red and writhing

    Suggested names:Ashur Longflame, Ka, Fera,Kree, Flame, Ember, Blaze,Cinder, Spark, Burn, Ash

    Created by Roland Volz

    Your family came from Calimshan, cast outgenerations ago by the genie rulers of thoselands for an unnamed crime. Your family hasestablished itself well in Mulmaster among thearistocrats here, with their extensive tradecontacts, criminal syndicate and other allies. Atfirst, all went well and for generations you haveprospered, keeping the family's criminaltendencies quiet, but of late the situation hasbecome bleak.

    The secret police force (the Hawks) havebecome little more than the personal enforcers ofthe will of the High Blade, leader of the Council ofBlades which runs the city. Corruption hasbecome rampant, especially among theBrotherhood of the Cloak, the guild of arcanistswhich enforce the laws which prohibit the castingof magic within the city. With the arrival of theelemental cults, the situation is primed toexplode.

    And your people are caught in the crossfire. Inthis time of troubles your differences causeothers to mistrust you (some for good reason),and your people will suffer for it; this is the lessonof history. Unless you do something about it...

    Personal Goal: Acquire a Devastation Orb. Youhave learned of the existence of powerfulelemental artifacts called devastation orbs, whichare reputed to have world-shaping powers.Based on divinations you have had performed,you are convinced that somewhere nearby, theseitems are being constructed. If you can acquireone and unlock its arcane secrets, you will havethe power to defend your people. But thedivinations revealed that they were being madefor a fell purpose; you've no doubt that whoeveris making them intends to use them as aweapon, and soon.

    Criminal (Smuggler) Feature,Criminal Contact:

    You have a reliable andtrustworthy contact who acts asyour liaison to a network ofother criminals. You know howto get messages to and fromyour contact, even over greatdistances; specifically, youknow the local messengers,corrupt caravan masters, andseedy sailors who can delivermessages for you.

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

    SPELLCASTINGCLASS

    SPEL

    LS K

    NO

    WN

    SPELL NAMEPR

    EPARED

    SPELLLEVEL

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    1

    0

    2

    3 6

    7

    8

    9

    4

    5

    SPELLCASTINGABILITY

    SPELL SAVE DC SPELL ATTACKBONUS

    CANTRIPS

    Wizard 1 Int 13 +5

    2

    Create bonfire

    Absorb elements

    Dancing lights

    Fire bolt

    Produce flame

    Burning hands

    Charm person

    Comprehend languages

    Mage armor

    Sleep

    Cleric Soldier Water Genasi created by Fred UptonFighter Acolyte Goliath created by Joshua ArquittFighter Noble Air Genasi created by Shawn BergsengRogue Sage Deep Gnome created by Shawn BergsengWizard Criminal Fire Genasi created by Roland Volz