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Warlock (1) left home in pursuit of power

BarbsFury
CLASS & LEVEL BACKGROUND PLAYER NAME
Norixius Burrchk Dragonborn Chaotic Neutral 0
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH

12 +2 PROFICIENCY BONUS
11
ARMOR
CLASS
0
INITIATIVE
30
SPEED
Curious
+1 PERSONALITY TRAITS

Hit Point Maximum 10


+1 Strength
DEXTERITY
0 Dexterity Power and
consciousness
10 +2 Constitution
0 Intelligence
CURRENT HIT POINTS IDEALS

0 ●
+4 Wisdom

+4 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

14 0 Acrobatics (Dex) Total 1d8 SUCCESSES

+2 easily stressed and


+2 Animal Handling (Wis) FAILURES
power hungry

+2 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+3 Athletics (Str)

10 +2 Deception (Cha)
0 History (Int)
NAME ATK BONUS DAMAGE/TYPE

0 +2 Insight (Wis)
Quarterstaff +3 1d6 + 1 bludgeoning
Damage
WISDOM

+4 Intimidation (Cha)
0 Investigation (Int)
Crossbow, light +2 1d8 piercing Resistances: acid
+2 Medicine (Wis)
14 0 Nature (Int)
(additional
+2 Perception (Wis) - Breath Weapon.
+2
+2 Performance (Cha)
Acid, 5 x 30 ft. features & traits
CHARISMA
+2 Persuasion (Cha)
0 Religion (Int) line, 2d6 acid on last page)
15 ●
0 Sleight of Hand (Dex)
+2 Stealth (Dex)
damage, DC12
+2 +2 Survival (Wis) dex save.
SKILLS ATTACKS & SPELLCASTING

12 PASSIVE WISDOM (PERCEPTION)


CP Pouch (1); Staff (1);
Clothes, common (1);
Piton (10); Leather (1);
SP
Tool Proficiencies: Crossbow bolt (20);
Leatherworker's Tools Waterskin (1); Incense
EP (5); Rations (1 day)
Weapon Proficiencies: Simple (10); Rope, hempen
(1); Vestements (1);
GP
15 Tinderbox (1); Hammer
Armor Proficiencies: Light (1); Backpack (1);
PP
Crowbar (1); Torch (10)
Language Proficiencies:
Common; Draconic; Infernal

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
32 1m80 85 kg
AGE HEIGHT WEIGHT
Norixius Burrchk black black
CHARACTER NAME EYES SKIN HAIR

NAME

Norixius

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Burrchk used to be a member of the Norixius clan,he


became very aware at a young age causing himto question
the ethics of his clan. As there clanwhere warriors who often
did questionable thingssuch as selling there services to
anyone who iswilling to give them some form of power
inreturn. He did not like this alto id certainlydid like power he
did not like the idea of havingto work for questionable
people in order to gainthis power. He also was not to keen
of going towar for someone else his benefit. In fact he
waskindof unhappy with the entire way the clanworked. So
instead he decided to leave the clanat the age of 13 so he
prepared for his journey.He started off by stealing some
leather armor, asmall crow bow and and of the staffs they
used totrain with aswell as some supply's for the journey.
Shortly after starting his journey helearned about magic and
wanted a piece of it.Sadly he was not blessed like some
within hisclan so he made a pact with Mephistopheles
aArchdevil in order to achieve his arcaneabilities who also
thought him some basic spellsaswell as a bit of the infernal
language. Asthings go he set off to attempt to learn more
andbecome stronger so that one day he may challengethe
current leader of the clan and overtake himin a battle and
show the clan truly how stupidthey are for acting as
mercenary's or an army forpurchase.

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Warlock Charisma 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Eldritch Blast
Mage Hand

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 1 7
EPAR
SPELL NAME
ED
PR

Burning Hands

Command
4
SPELLS KNOWN

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

-----------Other Traits------------
Dark One's Blessing. Gain 3 temp HPs when you reduce a
hostile creature to 0 HPs.
Page 1

Level-1 evocation Level-1 enchantment Evocation cantrip


Burning Hands Command Eldritch Blast
1 act. Self V,S Inst 1 act. 60 ft V 1 rnd 1 act. 120 ft V,S Inst
As you hold your hands with thumbs touching You speak a one-word command to a creature A beam of crackling energy streak toward a
and fingers spread, a thin sheet of flames you can see within range. The target must creature within range. Make a ranged spell
shoots forth from your outstretched succeed on a Wisdom saving throw or follow attack against the target. On a hit, the target
fingertips. Each creature in a 15-foot cone the command on its next turn. The spell has no takes 1d10 force damage. The spell creates
must make a Dexterity saving throw. A effect if the target is undead, if it doesn't more than one beam when you reach higher
creature takes 3d6 fire damage on a failed understand your language, or if your levels: two beams at 5th level, three beams at
save, or half as much damage on a successful command is directly harmful to it. Some 11th level, and four beams at 17th level. You
one. The fire ignites any flammable objects in typical commands and their effects follow. can direct the beams at the same target or at
the area that aren't being worn or carried. At You might issue a command other than one different ones. Make a separate attack roll for
Higher Levels. When you cast this spell using a described here. If you do so, the GM each beam.
spell slot of 2nd level or higher, the damage determines how the target behaves. If the
increases by 1d6 for each slot level above 1st. target can't follow your command, the spell
ends. Approach. The target moves toward you
by the shortest and most direct route, ending
its turn if it moves within 5 feet of you. Drop.
The target drops whatever it is holding and
then ends its turn. Flee. The target spends its
turn moving away from you by the fastest
available means. Grovel. The target falls prone
and then ends its turn. Halt. The target doesn't
move and takes no actions. A flying creature
Warlock DC 12 Mod +4 Warlock DC 12 Mod +4 Warlock DC 12 Mod +4

Conjuration cantrip
Mage Hand
1 act. 30 ft V,S 1 min
A spectral, floating hand appears at a point
you choose within range. The hand lasts for
the duration or until you dismiss it as an
action. The hand vanishes if it is ever more
than 30 feet away from you or if you cast this
spell again. You can use your action to control
the hand. You can use the hand to manipulate
an object, open an unlocked door or container,
stow or retrieve an item from an open
container, or pour the contents out of a vial.
You can move the hand up to 30 feet each time
you use it. The hand can't attack, activate
magic items, or carry more than 10 pounds.

Warlock DC 12 Mod +4
Page 1 (reverse)

Command (reverse)
stays aloft, provided that it is able to do so. If it
must move to stay aloft, it flies the minimum
distance needed to remain in the air. At
Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can affect
one additional creature for each slot level
above 1st. The creatures must be within 30 feet
of each other when you target them.

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