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Level 6 Tiefling (Zariel) Paladin (1) / Warlock, The Fiend (5) 14000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Pelaois of Brindol
Mercenary Veteran Harrison
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of you
STRENGTH Splint 17 as if it were bright light, and in darkness as if it were dim
light.
PROFICIENCY BONUS +3
18
SHIELD
AC Fey Touched (1/Long Rest). You can cast your chosen
spells without expending a spell slot or using any spell slots
N
CIE C you have of the appropriate level.
+4 Strength
Y
PROFI

+4 Divine Sense (Action—5/Long Rest). You can open your


+0 Dexterity
awareness to detect presence of strong evil. Until the end
+3 Constitution ARMOR CLASS of your next turn, you know the location of any celestial,
DEXTERITY fiend, or undead within 60 feet of you that is not behind
+1 Intelligence total cover. You know the type of any being whose
MAXIMUM HIT DICE TEMPORARY

10
presence you sense, but not its identity. Within the same
✘ +2 Wisdom radius, you also detect the presence of any place or object
55 1d10/5d8
✘ +7 Charisma that has been consecrated or desecrated.
CONDITIONAL
Lay on Hands (Action—5/Long Rest). You can touch a
+0 creature and draw power from the pool to restore a
number of hp to that creature, up to the maximum amount
CURRENT HIT POINTS remaining in your pool. You can expend 5 hp from your
pool of healing to cure the target of one disease or
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS neutralize one poison affecting it.This feature has no effect
on undead and constructs.
16 N
CIE C

+0 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft. Eldritch Invocations.
Y
PROFI

RT

EXPE
Maddening Hex. As a bonus action, you cause a psychic
-1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION
disturbance around the target cursed by your hex spell or
+3 +1 Arcana (Int) Darkvision by a warlock feature of yours, such as Hexblade’s Curse or
Sign of Ill Omen. When you do so, you deal psychic damage
✘ +7 Athletics (Str) Resistances. Fire to the cursed target and each creature of your choice that
you can see within 5 feet of it. The psychic damage equals
INTELLIGENCE ✘ +7 Deception (Cha) 4. To use this invocation, you must be able to see the
cursed target, and it must be within 30 feet of you.
13 +1 History (Int)
-1 Insight (Wis)
Improved Pact Weapon. Any weapon you create using
your Pact of the Blade feature is a +1 weapon. This
invocation doesn’t affect a magic weapon you transformed
✘ +7 Intimidation (Cha) SPEED, SENSES, & CONDITIONS into your pact weapon.
+1 +1 Investigation (Int)
Thirsting Blade. You can attack with your pact weapon
twice, instead of once, whenever you take the Attack
-1 Medicine (Wis) Hellish Resistance. You have resistance to fire action on your turn.
WISDOM
damage.
+1 Nature (Int) Pact of the Blade (Action). Create a pact weapon in your
empty hand. This weapon counts as magical for the

9 -1 Perception (Wis) Legacy of Avernus. You know the thaumaturgy purpose of overcoming resistance and immunity to
cantrip. When you reach 3rd level, you can cast nonmagical attacks and damage.Your pact weapon
+4 Performance (Cha) the searing smite spell as a 2nd-level spell once disappears if it is more than 5 feet away from you for 1
✘ +7 Persuasion (Cha) with this trait and regain the ability to do so when minute or more. It also disappears if you use this feature
-1 +1 Religion (Int)
you finish a long rest. When you reach 5th level, again, if you dismiss the weapon (no action required), or if
you can cast the branding smite spell once with you die.You can transform one magic weapon into your
this trait and regain the ability to do so when you pact weapon by performing a special ritual while you hold
+0 Sleight of Hand (Dex) the weapon. You perform the ritual over the course of 1
CHARISMA finish a long rest. Charisma is your spellcasting hour, which can be done during a short rest. You can then
+0 Stealth (Dex) ability for these spells. dismiss the weapon, shunting it into an extradimensional

18 -1 Survival (Wis)
SKILLS
space, and it appears whenever you create your pact
weapon thereafter. You can’t affect an artifact or a
sentient weapon in this way. The weapon ceases being
your pact weapon if you die, if you perform the 1-hour
+4 9 PASSIVE PERCEPTION ritual on a different weapon, or if you use a 1-hour ritual to
break your bond to it. The weapon appears at your feet if it
is in the extradimensional space when the bond breaks.
ADVANTAGE Dark One’s Blessing. When you reduce a hostile creature
to 0 hit points, you gain 9 temporary hp.
INITIATIVE +0 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Vicious Greatsword 5 ft +8 vs AC 2d6+5 slashing
Heavy, Two-Handed
FEATURES & TRAITS
Blade of Lies 5 ft +8 vs AC 1d8+5 slashing
Versatile
Armor Proficiencies. Light Armor, Medium Armor,
Heavy Armor, Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Vehicles land, Three-Dragon


Ante set

Languages. Common, Infernal

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'9" 110 lb.
GENDER AGE HEIGHT WEIGHT
Pelaois of Brindol
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

As a sell-sword who fought battles for coin, you're well acquainted with risking life and limb for a chance at a share of
treasure. Now, you look forward to fighting foes and reaping even greater rewards as an adventurer. Your experience
makes you familiar with the ins and outs of mercenary life, and you likely have harrowing stories of events on the
battlefield. You might have served with a large outfit such as the Zhentarim or the soldiers of Mintarn, or a smaller band
of sell-swords, maybe even more than one. (See the "Mercenaries of the North" sidebar for a collection of possibilities.)

Now you're looking for something else, perhaps greater reward for the risks you take, or the freedom to choose your
own activities. For whatever reason, you're leaving behind the life of a soldier for hire, but your skills are undeniably
suited for battle, so now you fight on in a different way.
PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Feature: Mercenary Life


You know the mercenary life as only someone who
has experienced it can. You are able to identify
mercenary companies by their emblems, and you
know a little about any such company, including the
names and reputations of its commanders and
leaders, and who has hired them recently. You can
find the taverns and festhalls where mercenaries
abide in any area, as long as you speak the language.
You can find mercenary work between adventures
sufficient to maintain a comfortable lifestyle (see
"Practicing a Profession" under "Downtime
Activities" in chapter 8 of the Player's Handbook).
BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Vicious Greatsword. When you roll a 20 on your attack
[Splint] 1 60 Vicious Longsword 1 3 roll with this magic weapon, your critical hit deals an
Mace of Terror 1 4 extra 2d6 damage of the weapon's type.
[Vicious Greatsword] 1 6

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

73 lb / 270 lb 540 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +7 15 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Warlock, The Fiend

CANTRIPS Create Bonfire Eldritch Blast


Prestidigitation

1ST LEVEL Armor of Agathys Hellish Rebuke

2ND LEVEL Shadow Blade

3RD LEVEL 2 SPELL SLOTS Fear Fireball


Hunger of Hadar

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Thaumaturgy (Tiefling (Zariel))

1ST LEVEL Searing Smite (Tiefling (Zariel)) Hex (Fey Touched)

2ND LEVEL Misty Step (Fey Touched) Branding Smite (Tiefling (Zariel))
Create Bonfire Eldritch Blast Prestidigitation
Conjuration Cantrip Evocation Cantrip Transmutation Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 60 feet RANGE 120 feet RANGE 10 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Up to 1 hour
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

You create a bonfire on ground that you can see within range. Until A beam of crackling energy streaks toward a creature within range. This spell is a minor magical trick that novice spellcasters use for
the spells ends, the bonfire fills a 5-foot cube. Any creature in the Make a ranged spell attack against the target. On a hit, the target practice. You create one of the following magical effects within
bonfire’s space when you cast the spell must succeed on a Dexterity takes 1d10 force damage. range:
saving throw or take 1d8 fire damage. A creature must also make the The spell creates more than one beam when you reach higher • You create an instantaneous, harmless sensory effect, such as a
saving throw when it enters the bonfire’s space for the first time on a levels: two beams at 5th level, three beams at 11th level, and four shower of sparks, a puff of wind, faint musical notes, or an odd odor.
turn or ends its turn there. beams at 17th level. you can direct the beams at the same target or • You instantaneously light or snuff out a candle, a torch, or a
The bonfire ignites flammable objects in its area that aren’t being at different ones. Make a separate attack roll for each beam. small campfire.
worn or carried. • You instantaneously clean or soil an object no larger than 1 cubic
The spell’s damage increases by 1d8 when you reach 5th level foot.
(2d8), 11th level (3d8), and 17th level (4d8). • You chill, warm, or 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.

Pact Magic (Warlock) Xanathar’s Guide to Everything Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook

Thaumaturgy Armor of Agathys Hellish Rebuke


Transmutation Cantrip 1st-level abjuration 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 reaction


RANGE 30 feet RANGE Self RANGE 60 feet
DURATION Up to 1 minute DURATION 1 hour DURATION Instantaneous
COMPONENTS V COMPONENTS V, S, M (a cup of water) COMPONENTS V, S

You manifest a minor wonder, a sign of supernatural power, within A protective magical force surrounds you, manifesting as a spectral Reaction: you are being damaged by a creature within 60 feet of you
range. You create one of the following magical effects within range: frost that covers you and your gear. You gain 5 temporary hit points that you can see You point your finger, and the creature that
• Your voice booms up to three times as loud as normal for 1 for the duration. If a creature hits you with a melee attack while you damaged you is momentarily surrounded by hellish flames. The
minute. have these hit points, the creature takes 5 cold damage. creature must make a Dexterity saving throw. It takes 2d10 fire
• You cause flames to flicker, brighten, dim, or change color for 1 At Higher Levels. When you cast this spell using a spell slot of 2nd damage on a failed save, or half as much damage on a successful one.
minute. level or higher, both the temporary hit points and the cold damage At Higher Levels. When you cast this spell using a spell slot of 2nd
• You cause harmless tremors in the ground for 1 minute. increase by 5 for each slot above 1st. level or higher, the damage increases by 1d10 for each slot level
• You create an instantaneous sound that originates from a point above 1st.
of your choice within range, such as a rumble of thunder, the cry of a
raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly
open or slam shut.
• You alter the appearance of your eyes for 1 minute. If you cast
this spell multiple times, you can have up to three of its 1-minute
effects active at a time, and you can dismiss such an effect as an
action.

Legacy of Avernus (Tiefling (Zariel)) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Infernal Legacy Player’s Handbook

Hex Searing Smite Branding Smite


1st-level enchantment 1st-level evocation 2nd-level evocation

CASTING TIME 1 bonus action CASTING TIME 1 bonus action CASTING TIME 1 bonus action
RANGE 90 feet RANGE Self RANGE Self
DURATION Concentration, up to 1 hour DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (the petrified eye of a newt) COMPONENTS V COMPONENTS V

You place a curse on a creature that you can see within range. Until The next time you hit a creature with a melee weapon attack during The next time you hit a creature with a weapon attack before this
the spell ends, you deal an extra 1d6 necrotic damage to the target the spell’s duration, your weapon flares with white-hot intensity, and spell ends, the weapon gleams with astral radiance as you strike. The
whenever you hit it with an attack. Also, choose one ability when you the attack deals an extra 1d6 fire damage to the target and causes attack deals an extra 2d6 radiant damage to the target, which
cast the spell. The target has disadvantage on ability checks made the target to ignite in flames. At the start of each of its turns until the becomes visible if it is invisible, and the target sheds dim light in a 5-
with the chosen ability. If the target drops to 0 hit points before this spell ends, the target must make a Constitution saving throw. On a foot radius and can’t become invisible until the spell ends.
spell ends, you can use a bonus action on a subsequent turn of yours failed save, it takes 1d6 fire damage. On a successful save, the spells At Higher Levels. When you cast this spell using a spell slot of 3rd
to curse a new creature. A remove curse cast on the target ends this ends. If the target or a creature within 5 feet of it uses an action to level or higher, the extra damage increases by 1d6 for each slot level
spell early. put out the flames, or if some other effect douses the flames (such as above 2nd.
At Higher Levels. When you cast this spell using a spell slot of 3rd the target being submerged in water), the spell ends.
or 4th level, you can maintain your concentration on the spell for up At Higher Levels. When you cast this spell using a spell slot of 2nd
to 8 hours. When you use a spell slot of 5th level or higher, you can level or higher, the initial extra damage dealt by the attack increases
maintain your concentration on the spell for up to 24 hours. by 1d6 for each slot level above 1st.

Fey Touched Player’s Handbook Legacy of Avernus (Tiefling (Zariel)) Player’s Handbook Legacy of Avernus (Tiefling (Zariel)) Player’s Handbook
Misty Step Shadow Blade Fear
2nd-level conjuration 2nd-level illusion 3rd-level illusion

CASTING TIME 1 bonus action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE Self RANGE Self RANGE Self (30-foot cone)
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute
COMPONENTS V COMPONENTS V, S COMPONENTS V, S, M (a white feather or the heart of a hen)

Briefly surrounded by silvery mist, you teleport up to 30 feet to an You weave together threads of shadow to create a sword of solidified You project a phantasmal image of a creature’s worst fears. Each
unoccupied space that you can see. gloom in your hand. This magic sword lasts until the spell ends. It creature in a 30-foot cone must succeed on a Wisdom saving throw
counts as a simple melee weapon with which you are proficient. It or drop whatever it is holding and become frightened for the
deals 2d8 psychic damage on a hit and has the finesse, light, and duration.
thrown properties (range 20/60). In addition, when you use the While frightened by this spell, a creature must take the Dash action
sword to attack a target that is in dim light or darkness, you make the and move away from you by the safest available route on each of its
attack roll with advantage. turns, unless there is nowhere to move. If the creature ends its turn
If you drop the weapon or throw it, it dissipates at the end of the in a location where it doesn’t have line of sight to you, the creature
turn. Thereafter, while the spell persists, you can use a bonus action can make a Wisdom saving throw. On a successful save, the spell
to cause the sword to reappear in your hand. ends for that creature.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level
spell slot, the damage increases to 3d8. When you cast it using a 5th-
or 6th-level spell slot, the damage increases to 4d8. When you cast it
using a spell slot of 7th level or higher, the damage increases to 5d8.

Fey Touched Player’s Handbook Pact Magic (Warlock) Xanathar’s Guide to Everything Pact Magic (Warlock) Player’s Handbook

Fireball Hunger of Hadar Vicious Greatsword


3rd-level evocation 3rd-level conjuration Martial Melee Weapon

CASTING TIME 1 action CASTING TIME 1 action RANGE 5 ft


RANGE 150 feet RANGE 150 feet ATTACK +8 vs AC
DURATION Instantaneous DURATION Concentration, up to 1 minute DAMAGE 2d6+5 slashing
COMPONENTS V, S, M (a tiny ball of bat guano and sulfur) COMPONENTS V, S, M (a pickled octopus tentacle) Heavy, Two-Handed
A bright streak flashes from your pointing finger to a point you You open a gateway to the dark between the stars, a region infested
choose within range and then blossoms with a low roar into an with unknown horrors. A 20-foot-radius sphere of blackness and
explosion of flame. Each creature in a 20-foot-radius sphere centered bitter cold appears, centered on a point with range and lasting for
on that point must make a Dexterity saving throw. A target takes 8d6 the duration. This void is filled with a cacophony of soft whispers and
fire damage on a failed save, or half as much damage on a successful slurping noises that can be heard up to 30 feet away. No light,
one. magical or otherwise, can illuminate the area, and creatures fully
The fire spreads around corners. It ignites flammable objects in the within the area are blinded.
area that aren’t being worn or carried. The void creates a warp in the fabric of space, and the area is
At Higher Levels. When you cast this spell using a spell slot of 4th difficult terrain. Any creature that starts its turn in the area takes 2d6
level or higher, the damage increases by 1d6 for each slot level above cold damage. Any creature that ends its turn in the area must
3rd. succeed on a Dexterity saving throw or take 2d6 acid damage as
milky, otherworldly tentacles rub against it.

Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook

Blade of Lies
Martial Melee Weapon

RANGE 5 ft
ATTACK +8 vs AC
DAMAGE 1d8+5 slashing
Versatile

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