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Name: Zylynor Qualanthri Player: Rafael Gardini Show extra features

3 Class: Mastermind
Experience: 900 Add: Next level: 2.700
Background: Noble
LEVEL Race: Half-Elf Size: Medium Height: 1,79m Weight: 75kg
Gender: Male Hair: Silver/Black Eyes: Blue Skin: Caucasian
Age: 72 Alignment: Chaotic Neutral Faith: None

Skills
Abilities
ADV
DIS BONUS NAME (ABILITY) PROF. EXP.
Show 2nd DC +3 Acrobatics (DEX)
Ability Save DC +2 Animal Handling (WIS)
+2
ABILITY MODIFIER SAVING THROW PROF.
BONUS
PROFICIENCY +1 Arcana (INT)
8 STR -1 -1
BONUS +
8+
-1 Athletics (STR)
STRENGTH

Senses +5 Deception (CHA)


16 DEX +3 +5 +3 History (INT)
Proficiency
DEXTERITY
14 Passive Perception
Bonus +4 Insight (WIS)
10 CON 0 0
Darkvision 60 ft
+5 Intimidation (CHA)
CONSTITUTION INSPIRATION
+5 Investigation (INT)

12 INT +1 +3 Limited Features SR LR Dawn +2 Medicine (WIS)


INTELLIGENCE
FEATURE MAX. USAGES RECOVERY USED +1 Nature (INT)

14 WIS +2 +2 +4 Perception (WIS)


WISDOM
+3 Performance (CHA)

16 CHA +3 +3 +7 Persuasion (CHA)


CHARISMA
+1 Religion (INT)
+3 Sleight of Hand (DEX)
Saving Throw Advantages / Disadvantages +5 Stealth (DEX)
Magic can't put me to sleep; Adv. on saves vs. charmed
+2 Survival (WIS)
+5 Thieves' tools (Dex)
SPEED
DEX MISC. SPEED ENCUMBERED
Combat +3 Initiative 3 + 30 ft 20 ft
Defense Health
AC DURING REST Set Max HP WOUNDS
11 ARMOR
BONUS Leather
+

14
SHIELD TEMPORARY HP
BONUS CURRENT
+ RESISTANCE
AC 3
+
DEXTERITY
MOD
MEDIUM ARMOR (MAX = 2)
HEAVY ARMOR (MOD = 0)
STEALTH
DISADV.
HP 18 Heal
DIE LIVE
3 × d8 + 0
MAGIC
+
MAX HIT POINTS I DC10 I
MISC
MOD 1 × + II II
+ RECOVER HALF OF YOUR MAXIMUM HIT III III
MISC HALF DAMAGE × +
MOD 2 HIT DICE AFTER A LONG REST. DICE
LEVEL DIE CON USED DEATH SAVING THROWS

Attacks ATTACKS
PER ACTION 1 Actions
D PROF ABILITY D D AND

Rapier ✔ Dex Melee +5 1d8+3 Piercing Attack / Cast a Spell


Finesse; Sneak attack 2d6 Dash / Disengage / Dodge

Shortbow ✔ Dex 80/320 ft +5 1d6+3 Piercing Escape Grapple / Help / Hide


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Colorful - A4)

Ammunition, two-handed; Sneak attack 2d6 Ready / Search / Use Object


Overrun / Tumble (or as bonus action)
Dagger ✔ Dex Melee, 20/60 ft +5 1d4+3 Piercing
As 1 attack: Disarm / Grapple / Shove
Finesse, light, thrown; Sneak attack 2d6

Dagger ✔ Dex Melee, 20/60 ft +5 1d4+3 Piercing


Finesse, light, thrown; Sneak attack 2d6
BONUS ACTIONS REACTIONS USED THIS ROUND

Cunning Action Opportunity Attack


Master of Tactics

TYPE TOTAL TYPE TOTAL


Arrows 20
Reload AMMUNITION Reload AMMUNITION
Add Features

Features Background
PERSONALITY TRAITS
Racial Options
Racial Traits
Half-Elf (+2 Charisma and +1 to two other ability scores of my choice)

IDEAL
Skill Versatility: I gain proficiency in two skills of my choice.

BOND

Class Features FLAW

Mastermind, level 3:
◆ Expertise (Rogue 1, PHB 96) [with two skills]
I gain expertise with two skills/thieves' tools I am proficient with; two more at 6th level
◆ Sneak Attack (Rogue 1, PHB 96) [2d6] Feats
Once per turn, I can add damage to finesse/ranged attack if I have adv.
I don't need adv. if a conscious ally is within 5 ft of the target and I don't have disadv.
FEAT:
◆ Thieves' Cant (Rogue 1, PHB 96)
I know the secret rogue language that I can use to convey messages inconspicuously
◆ Cunning Action (Rogue 2, PHB 96)
I can use a bonus action to take the Dash, Disengage, or Hide action
◆ Master of Intrigue (Mastermind 3, SCAG 135) FEAT:
I gain proficiency with disguise kits, forgery kits, one gaming set, and two languages
I can mimic speech patterns and accents if I've heard them for at least 1 minute
◆ Master of Tactics (Mastermind 3, SCAG 135)
I can use the Help action as a bonus action
This even works if the ally attacks a target within 30 ft of me that can see or hear me
FEAT:

FEAT:

FEAT:

Add Equipment

Equipment
ADVENTURING GEAR # LBS ADVENTURING GEAR # LBS
Backpack, with 5 Fine clothes 6

Scroll of pedigree Signet ring


Bag of 1000 ball bearings 1 2 Purse (with coins) 1

- String, feet of 10 Leather armor 10

- Bell Rapier 1 2

- Candles 5 Shortbow 1 2

- Crowbar 5 Dagger 1 1

- Hammer 3 Arrows 20 0,05

- Pitons 10 0,25 Thieves' tools 1

- Hooded lantern 2 Book of Metatron 1

- Oil, flasks of 2 1

- Rations, days of 5 2

Background Feature - Tinderbox 1

- Waterskin 5

Position of Privilege - Hempen rope, feet of 50 0,2


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Colorful - A4)

I am welcome in high society, and people assume I have the right to be wherever I am. The
common folk make every effort to accommodate me and avoid my displeasure, and other
people of high birth treat me as a member of the same social sphere. I can secure an
audience with a local noble if I need to.
ATTUNED MAGICAL ITEMS (MAX 3)

Proficiencies
SUBTOTAL 47,5 SUBTOTAL 25

ARMOR: LIGHT MEDIUM HEAVY SHIELDS OTHER: ENCUMBERED HEAVILY ENCUMBERED PUSH/DRAG/LIFT TOTAL WEIGHT
41 - 81 - 121 - STR × 15 - 30
73 lb
STR × 5 STR × 10
WEAPONS: SIMPLE MARTIAL OTHER: Hand Crossbow, Longsword, Rapier, Shortsword 80 lb -10 FT SPEED
120 lb -D20 FT SPEED
240 lb SPEED = 5 FT
ISADV. STR, DEX, CON
GEAR & COINS
Languages Tools & Others PLATINUM
= 10 GP
GOLD
=10 SP
ELECTRUM
= 5 SP
SILVER
= 10 CP
COPPER LIFESTYLE:
Wealthy
Common Orc Thieves' tools Dragonchess set 25 DAILY PRICE: 4 gp
Thieves' Cant Goblin Disguise kit
GEMS AND OTHER VALUABLES:
Elvish Forgery kit
Dwarvish Playing card set
©DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST
CHARACTER: Zylynor Qualanthri

Status Possessions

Exhaustion Magic Items


LEVEL EFFECT (CUMULATIVE) MAGIC ITEM: ATTUNED

SOME FOOD AND DRINK.


PROVIDED THAT YOU ALSO INGESTED
THE EXHAUSTION LEVEL BY 1,
FINISHING A LONG REST REDUCES
1 Disadvantage on Ability Checks
2 Speed halved

©DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST
3 Disadvantage on Attack Rolls and Saving Throws
MAGIC ITEM: ATTUNED
4 Hit Point maximum halved
5 Speed reduced to 0
ig
g
6 Death
MAGIC ITEM: ATTUNED

Conditions
Blinded Petrified
Fail checks involving sight. Attacks have Incapacitated. Can’t move or speak. Unaware
disadvantage. Enemy attacks have advantage. of surroundings. Resistance to all damage. MAGIC ITEM: ATTUNED
Immune to poison/disease. Fail Str and Dex
Charmed saving throws. Enemy attacks have advantage.
Can’t harm/attack charmer. Charmer has Stop aging. Weight increases by factor 10.
advantage on ability checks to interact socially.
Poisoned
Deafened Disadvantage on attack rolls and ability checks.
Fail checks involving hearing. MAGIC ITEM: ATTUNED
Prone
Frightened Crawl (at ½ speed) or stand up (costs ½ speed).
Disadvantage to checks/attacks while source Attacks have disadvantage. Enemy attacks
of fear is in sight. Can’t willingly move closer have advantage within 5 ft and disadvantage if
to the source of fear. further away.

Grappled Restrained
Speed 0, regardless of bonus. Disadvantage on
Speed drops to 0, regardless of any bonus.
Dex saving throws. Attacks have disadvantage. MAGIC ITEM: ATTUNED
Enemy attacks have advantage.
Incapacitated
Can’t take actions or reactions.
Stunned
Incapacitated. Can’t move. Can speak only
Invisible falteringly. Fail Str and Dex saving throws.
Can’t be seen, but noise and tracks. Attacks Enemy attacks have advantage.
have advantage, enemy attacks disadvantage.
Unconscious MAGIC ITEM: ATTUNED
Paralyzed Incapacitated. Can’t move or speak. Unaware
Incapacitated. Can’t move or speak. Fail Str of surroundings. Drop everything. Fail Str
and Dex saving throws. Enemy attacks have and Dex saving throws. Enemy attacks have
advantage. Enemy attacks within 5 ft are advantage. Enemy attacks within 5 ft are
critical hits. critical hits.

Choose Visible Sections

Combat Rules Extra Equipment


GEAR # LBS GEAR # LBS
Dash Action Gain your speed as extra movement for this turn.

Disengage Action Your movement doesn’t provoke opportunity attacks for this turn.
Attack rolls from attackers you can see have disadvantage and you have
Dodge Action
advantage on Dex saving throws until the start of your next turn.
Escape a grapple by winning a Str (Athletics) or Dex (Acrobatics) check
Escape Action
vs. grappler’s Str (Athletics) check.
Give an ally advantage on next ability check or attack roll vs. an opponent
Help Action
within 5 ft of you, if done before the start of your next turn.
Hide from those that can’t perceive you. Your Dex (Stealth) check is the
Hide Action
DC for anybody’s Wis (Perception) check to discover you.
Action or Move through opponent’s space once by winning opposing Str (Athletics)
Overrun* Bonus Action check. Advantage if you are larger and disadvantage if you are smaller.
Choose an action that you will take in response to a set trigger. Taking
Ready Action
the action uses your reaction. Readying a spell requires concentration.

Search Action Search for something with a Wis (Perception) or Int (Investigation) check.
Action or Move through opponent’s space once this turn by winning opposing
Tumble* Bonus Action Dex (Acrobatics) check.
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Colorful - A4)

You can interact with an object once per turn for free. A second interaction
Use Object Action and special cases take an action to complete (e.g. draw a second weapon,
equip a shield, drink a potion, retrieve an item from a backpack).
Knock an item from grasp by winning weapon attack roll vs. opponent’s
Disarm* Attack Str (Athletics) or Dex (Acrobatics) check. Disadvantage if item is held by
two hands. A larger opponent has advantage, smaller has disadvantage. TOTAL WEIGHT TOTAL WEIGHT
With a free hand, give the grappled condition to an opponent that is
Grapple
Other Holdings
Attack within reach and up to one size larger than you by winning Str (Athletics)
check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
Melee Mark target of a melee attack. Next opportunity attack against the mark
Mark* Attack before the end of your next turn has advantage and doesn’t use a reaction.
Move opponent 5 ft or make prone by winning opposing Str (Athletics)
Shove Attack
check. Disadvantage if trying to move the opponent to a side.*
Move Bring grappled opponent along as part of your move. You move at half
Move
Grappled speed unless the opponent is two or more sizes smaller than you.
*This action is an optional rule introduced in the Dungeon Master Guide (and is therefore not eligible in Adventurer’s League play).

Half Cover Gain +2 to AC and +2 to Dex saving throws.

Three-Quarters Cover Gain +5 to AC and +5 to Dex saving throws.


Can’t be targeted directly by attack or spell.
Total Cover
Some spells can reach you by including you in its area of effect.
Background

Character History
A família Qualanthri é conhecida entre os barões pela sua mineração e transporte de mana em cristal. Relativamente
mais rica que as outras famílias, ela expandia cada vez mais sua produção durante o início da Era dos Heróis. O Lorde
Qualanthri possui três filhos, com Zylynor seu primogênito. Mas este nunca se interessou por compra e venda de recursos
e sim, por todo o poder que poderia ser extraído da mana. Quando criança, via magos e feiticeiros de todas os espectros
consumirem o poder da mana e executar atos grandiosos. Sempre esteve a par de toda a história que estava disponível
na biblioteca do seu castelo e dos rumores passados pelos camponeses e mineradores. Seu grande herói era Metatron,
mesmo sem conhecer muito os seus feitos. E as coisas se intensificaram ainda mais quando uma Tempestade de Mana
atingiu o castelo e os arredores (o que gerou uma reserva ainda maior de mana no local). Zylynor, que tinha o costume
de ler no jardim do castelo foi atingido por um raio de Mana. Diferentemente das demais coisas que foram afetadas pela
tempestade e se tornaram aberrações, ele ao ser atingido, teve uma visão de um ser encapuzado, segurando um imenso
poder em mãos. Sem dúvida, ele havia visto Metatron em seu esplendor. Um de seus olhos é roxo devido ao raio e as veias
de seu braço esquerdo pulsam um brilho fraco azul, como se mana corresse pelas suas veias.
Certo dia, uma caravana de viajantes chegou aos arredores do castelo, com produtos para trocar, notícias para trazer.
Um clérigo chamou a atenção de Zylynor. Com alguma conversa, o clérigo se revelou como um cultista de Metatron e
prometeu informações fabulosas quanto à Metatron e o Artefato. Prometendo ao seu pai que faria uma viagem às terras
vizinhas, Zylynor seguiu com a caravana. O clérigo acabou levando Zylynor a um templo escondido, onde o apresentou a
outros cultistas, mesmo que estes não revelaram a identidade. Zylynor foi iniciado, a seu pedido, na seita. Mas tudo tem
um preço e o clérigo disse que precisaria de uma quantia relativamente grande de ouro ou mana para finalizar seus ritos.
Character Portrait
Zylynor, ingenuamente, voltou para casa e, durante um banquete, pediu ao seu pai essa quantidade de ouro pedida.
Quando questionado sobre o uso desse ouro, ele contou que era para fundos do culto de Metatron. "Heresia!", o tesoureiro
do feudo da família gritou, ao ouvir essas palavras na mesa em que Zylynor as proferiu. Appearance
A notícia de que Zylynor era um herege rapidamente se espalhou. Ele mal sabia o porquê de tudo isso estar
acontecendo, não sabia que era heresia entrar para o culto. Os negócios da família começaram a diminuir. Seu pai, então, Zylynor é um meio-elfo bem vestido, usando as joias com o brasão
exilou Zylynor da cidade e o deserdou na tentativa de restaurar seu império mercantil. Sem outra alternativa, Zylynor de sua família. Tem cabelos lisos mesclados com tom de cinza e
voltou ao templo, mas lá foi rejeitado, por não pagar a sua taxa como um nobre. Ele passou semanas na rua, até ser preto. Suas armas são sempre bem polidas e alinhadas com o resto
achado por um acadêmico da Universidade dos Heróis, chamado de "Sombra". Ele se revelou como um membro do culto das vestes. Um de seus olhos é azul, o outro é levemente roxo. Seu
de Metatron e que viu Zylanor lá, pedindo clemência pro abrigo. O Sombra ofereceu ensinar a arte de espionagem para braço esquerdo tem as veias bem aparentes na cor azul-celeste,
Zylynor e ainda mais, o matriculou na Universidade e lá, acabou se aperfeiçoando ainda mais. O "Sombra" explicou que os como se mana fluísse por elas.
cultistas de Metatron eram corrompidos e que não mereciam venerar o mestre que possuíam.
Com o ouro dado pelo Sombra, Zylynor entrou para o culto, anos depois e tornou-se o espião deles. Ele viaja pelo
mundo conhecido procurando informações sobre o paradeiro de Metatron e do Artefato. Mas a verdade é que ele
continua o sonho da Sombra, que faleceu há muitos anos atrás: Consumir o poder do artefato e expurgar os cultistas da
face terrestre. Além disso, Zylynor quer voltar às terras de seu pai e mostrar o poder que é capaz de dominar.
Zylynor não se parece com um espião. Ainda mantém as roupas e costumes da nobreza, age com arrogância e
superioridade com aqueles de classes sociais menos abastadas. Geralmente, se passa pelo seu irmão, como um enviado de
seu pai, já que o seu nome e história foram apagados dos registros dos meio-elfos, decorrente do seu exílio.

Enemies

Allies & Organizations


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Colorful - A4)

Tem ligação direta com o Culto de Metatron, que entra em contato com ele constantemente;
Conhece alguns (mas de forma bem vaga) dos membros da Universidade dos Heróis.

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Organization Symbol
Companion Options Name: Gender: Age:
Companion Race: Size: Type:
Height: Weight: Alignment:

ABILITY MODIFIER SAVING THROW PROF. Skills Attacks PER


ATTACKS
ACTION
BONUS

STR Acrobatics Medicine ATTACK / DESCRIPTION PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

Animal Nature
STRENGTH Handling
Arcana Perception
DEX
Athletics Performance
DEXTERITY
Deception Persuasion
CON History Religion
CONSTITUTION Sleight of
Insight
Hand
INT Intimidation Stealth
INTELLIGENCE Investigation Survival Initiative +
DEX MISC. SPEED
WIS Defense Health
WISDOM
Set Max HP WOUNDS DIE LIVE
CHA Heal I DC10 I
TEMPORARY HP
CHARISMA II II
CURRENT
AC III III

HP DEATH SAVING THROWS


Senses PASSIVE
PERCEPTION
MAX HIT POINTS HIT DICE × +
LEVEL DIE CON USED

Features Traits

Proficiency
Bonus

Notes
Visibility Options

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Companion's Appearance
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Colorful - A4)

Equipment
EQUIPMENT # LBS EQUIPMENT # LBS

TOTAL WEIGHT TOTAL WEIGHT


©DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST
Notes
Notes Page Options

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Colorful - A4)

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