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Ranger 1 Noble

Lady Aurelei Gavrayn CLASS & LEVEL BACKGROUND PLAYER NAME

Half-elf Chaotic good


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
14 30 ft
Thoughtful, caring, and reserved—I spent a lot of time
by myself growing up, avoiding those who wouldn't
13 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
accept me because of my illegitimate birth. I am much
more comfortable out of the spotlight, at the edges.

+1 PERSONALITY TRAITS

Hit Point Maximum 11


● +3 Strength
DEXTERITY Freedom. Regardless of birth or status, everyone
● +5 Dexterity should get to choose their own fate and follow the

16 +1
+0
Constitution
Intelligence
CURRENT HIT POINTS
path they most desire. No one should be trapped.
IDEALS

+3 +2 Wisdom
My best friend, Remmy, has been by my side since
+0 Charisma
we were young. We look out for one another, no
CONSTITUTION SAVING THROWS matter what. One day, we'll leave these walls behind.

12
TEMPORARY HIT POINTS BONDS

+3 Acrobatics (Dex) Total SUCCESSES Naive of the world beyond the castle walls, I am not
+1 ● +4 Animal Handling (Wis)
1d10 FAILURES
as suspicious of others as safety might dictate, and I
have no idea how much things cost.
+0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +3 Athletics (Str)

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

Darkvision: You can see in dim light


Shortsword +5 1d6 + 3 piercing


+0 +4 Insight (Wis)
within 60 feet of you as if it were bright

+0 Intimidation (Cha) Shortsword (off) +5 1d6 piercing


light, and in darkness as if it were dim
WISDOM +0 Investigation (Int)
Longbow +5 1d8 + 3 piercing light. You can't discern color in
15
+2 Medicine (Wis)
+0 Nature (Int)
darkness, only shades of gray.
● +4 Perception (Wis)
In melee combat, Aurelei will likely
+2
+0 Performance (Cha) use her action to attack with her Fey Ancestry: You have advantage on
● +2 Persuasion (Cha) shortsword and her bonus action saving throws against being charmed,
CHARISMA
+0 Religion (Int) for an off-hand attack with her and magic can't put you to sleep.
10 +3 Sleight of Hand (Dex)
second shortsword. At range, she
+3 Favored enemy: dragons
+0
Stealth (Dex)
will use her longbow.
● +4 Survival (Wis) Advantage on Wisdom (survival)
SKILLS ATTACKS & SPELLCASTING
checks to track and Intelligence
checks to recall information about
14 PASSIVE WISDOM (PERCEPTION) them
CP leather armor
explorer's pack Natural Explorer: forest
SP
Languages: Common, Elvish, quiver of 20 arrows You are particularly familiar with
Celestial, Draconic, Sylvan forests and are adept at traveling and
EP

signet ring and scroll of surviving in them. When you make an


Intelligence or Wisdom check related
Gaming proficiency: Three-Dragon GP 25 pedigree
to your favored terrain, your
Ante PP proficiency bonus is doubled if you are
using a skill that you're proficient in.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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23 5'4" 120
Lady Aurelei Gavrayn
AGE HEIGHT WEIGHT

Green, bright, flecks of gold pale, almost silver-white dark red, wavy and shiny
CHARACTER NAME EYES SKIN HAIR

Master Elias—beloved teacher NAME

Remmy Sullivan—best friend

Stormguard Bharmyr—martial
trainer and trusted ally

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Position of Privilege: Thanks to your noble birth, people are inclined to


Born a lovely, bastard daughter to the
second-wealthiest family of Es-tra Duhn, think the best of you. You are welcome in high society, and people assume
half-elven, half-human, Aurelei has spent you have the right to be wherever you are. The common folk make every
her childhood and adolescence an outcast effort to accommodate you and avoid your displeasure, and other people of
among the nobility. She still recognizes her
high birth treat you as a member of the same social sphere. You can
immense privilege, seeing how difficult life
has been for her best friend Remmy and secure an audience with a local noble if you need to.
his family. Though he is a few years
younger, he remains her most devoted
companion, especially as her mother has
withdrawn her affection more each year.
Her step-father has no qualms about
displaying the outright disgust he feels for
his wife's bastard, a constant reminder of
her once-wavering affection and infidelity.
Aurelei's position in the Citadel grew even ADDITIONAL FEATURES & TRAITS

more unbearable after her eighteenth


birthday, when the Duke's announced his
The Sign of Respite Amulet: worn always, this necklace is Aurelei's only
plans to utilize her for a financially
advantageous marriage. Though it
connection to her birth father. The elf gave it to her mother, Duchess Gavrayn,
remained unsaid, it soon became clear after the two were discovered, before he sailed away to his own lands. As he
that, as far as he was concerned, the handed it to her, he said that he hoped she would find her way to him again. A
crueler the suitor, the better. With few years after Aurelei's birth, the Duke and Duchess fully reconciled. Wishing
Remmy's help, Aurelei has narrowly to put the past utterly behind her, the duchess passed the necklace down to
avoided an attachment thus far, but her
time to attempt freedom is running short.
her daughter with the caveat that they would never speak of her actual father
The two will need to leave, and soon, again. Aurelei hopes that one day, she might escape the walls of Duhn's Citadel
before the "exchange" takes place. and go in search of her father. She believes his amulet will show her the way.
CHARACTER BACKSTORY TREASURE

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SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

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Cleric 1 (Life) Acolyte
Marelle Usine'e CLASS & LEVEL BACKGROUND PLAYER NAME

Elf (Wood) Lawful good


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION

16 +0
Charismatic, amusing, controlled—I'm going to
35 ft
STRENGTH

13
enjoy whichever situation I'm in, and as long as
ARMOR we're on the same side, you probably will too. I
+2 PROFICIENCY BONUS CLASS INITIATIVE SPEED take my work seriously and thrive on challenges.
+1 PERSONALITY TRAITS

Hit Point Maximum 10


● +1 Strength
DEXTERITY Beauty. There is so much people miss in the everyday,
● +2 Dexterity consumed by things that don't matter. With open eyes,

10 +2
+0
Constitution
Intelligence
CURRENT HIT POINTS
one cannot help but see the sacred and the profound.
IDEALS

+0 +5 Wisdom
My aunt was expelled for speaking truth to and about
+1 Charisma
those in positions of power. It is my duty to carry on
CONSTITUTION SAVING THROWS her legacy in whatever way I can.

14
TEMPORARY HIT POINTS BONDS

+0 Acrobatics (Dex) Total SUCCESSES Impatience—I grow quickly tired of those who aren't willing
+2
1d8
to look at the world and its people in an enlightened way. I
● +3 Animal Handling (Wis) FAILURES
don't argue, but I make sure they discern their error.
+0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +1 Athletics (Str)

10 +1
+0
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE

Disciple of Life: Your healing spells


Mace +3 1d6 + 1 bludg


+0 ● +5 Insight (Wis)
+1 Intimidation (Cha) Light Crossbow +2 1d8 pierc (80/320)
are more effective. Whenever you
WISDOM +0 Investigation (Int) use a spell of 1st level of higher to
Inflict Wounds (melee) +5 3d10 necrotic restore hit points to a creature, the
16
+5 Medicine (Wis)
+0 Nature (Int)
Guiding Bolt: 1 action, range 120 ft., 1 creature regains additional hit
+3
● +5 Perception (Wis)
round points equal to 2 + the spell's level
+1 Performance (Cha)
Ranged attack, +5 to hit, 4d6 radiant
+3 Persuasion (Cha)
damage, next attack roll made against Darkvision: You can see in dim light

CHARISMA
+2 Religion (Int)
target has advantage
12 +0 Sleight of Hand (Dex)
within 60 feet of you as if it were
bright light, and in darkness as if it
+0 Stealth (Dex)
Shield of Faith: bonus action, 60 ft.,
+1 +3 were dim light. You can't discern
● Survival (Wis)
conc. 1 min., +2 bonus to AC for duration
color in darkness, only shades of
SKILLS ATTACKS & SPELLCASTING
gray.
15 PASSIVE WISDOM (PERCEPTION)
holy symbol (hand-locket of
CP
Fey Ancestry: You have advantage
Sune)
on saving throws against being
SP shield +2 AC
Languages: Common, Elvish, charmed, and magic can't put you to
scale mail (disadv. stealth)
Celestial, Dwarvish sleep.
EP
20 crossbow bolts
priest's pack
Armor: light, medium, heavy, shields GP 15 prayer book Domain Spells: Once you gain a
hanging mirror and domain spell, you always have it
Weapons: simple, longsword,
PP
assorted perfumes, for prepared, and it doesn't count
shortsword, shortbow, and longbow areas without easy access against the number of spells you
to these luxuries can prepare each day.
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
337 5'8" 135
Marelle Usine'e
AGE HEIGHT WEIGHT

Emerald green w/bronze halo Copper Thick, dark brown, braided


CHARACTER NAME EYES SKIN HAIR

Master Elias—beloved tutor and NAME

adviser Sune, goddess of love and beauty

Remmy Sullivan—close friend

Stormguard Bharmyr—martial trainer


and trusted ally

Sahrin Usine's—aunt and mentor, last


known to be traveling the wilds of
Es'tra Duhn and beyond in service to SYMBOL
Sune, but many months have passed
since Marelle has heard from her

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious,
Marelle has few memories of her early life and
for 4 hours a day. While meditating, you can dream after a fashion; such dreams are
suspects that the ones she does have were inspired
by her aunt's stories rather than genuine memories. actually mental exercises that have become reflexive through years of practice. After
Her mother, the first family member to become a resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
high priestess, died a few years after her daughter's
birth. She had been ill for some time, and no spell or
Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and
potion was able to give her any lasting relief. The
young girl was raised by Sahrin, her aunt, instead, longbow.
an enthusiastic though unconventional devotee of
Sune. She taught her niece to questions the Mask of the Wild: You can attempt to hide even when you are only lightly obscured by
teachings of other clerics and priestesses, foliage, heavy rain, falling snow, mist, and other natural phenomena.
especially those that seemed out of line with
Marelle's own worship and understanding of the
goddess. Sahrin did not join the others in the Shelter of the Faithful: You command the respect of those who share your faith, and you
"sacred" Sunite rites, believing them to be more can perform the religious ceremonies of your deity. You and your adventuring companions
focused on the pleasure and edification of those can expect to receive free healing and care at an established presence of your faith, though
partaking instead of furthering Sune's message of
love and beauty regardless of rank or appearance.
you must provide any material components needed for spells.
Marelle listened to her aunt's advice, seeking ADDITIONAL FEATURES & TRAITS
inspiration from unlikely and unconventional
sources. When Sahrin began speaking openly
against the communal practices that had resulted The Sign of Respite Amulet: Children born from the sacred Sunite ceremonies are matched with
in her niece's birth among many others, she was tokens of blessing at their birth, dedicating them to the religious service for which they were
expelled from the Temple District and sent to the conceived. For the first time in living memory, the ancient amulet chose a bearer, Marelle. Each
provinces to provide healing and care "where she night before she fell asleep, Sahrin wove enchanting tales for her of the amulet's special
was most needed." She passed the locket that significance, one that foretold of a destiny beyond its bearer's imagination. Previous wearers, she
served as her spellcasting focus to her niece as she
explained, were said to have accomplished great and noble things.
prepared to leave. "We will meet again, my darling,"
she said, embracing Marelle before beginning her
dangerous journey in the world beyond the city. The Hand-Locket of Sune: Carefully designed by Sahrin, the locket fits inside the palm to be gripped
Shortly thereafter, Duhn's Citadel requested the comfortably and easily while casting spells. Inside it, on the left, she embedded the family's most
services of a healer. Fearing that the niece would treasured heirloom, an ancient likeness of Sune, said to be painted by her first priestesses at the
follow in the condemned footsteps of her aunt, the beginning of the age. On the other, a perfectly clear, unblemished mirror reflects truth back to those
clerics eagerly nominated Marelle for the position. looking in, reminding them of their nearness to the goddess and of their own inherent beauty.
CHARACTER BACKSTORY TREASURE

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Cleric Wisdom 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Light
Spare the Dying
Thaumaturgy

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

Bless (domain)
Cure Wounds (domain)
4
Detect Magic
Guiding Bolt
Inflict Wounds
SPELLS KNOWN

Shield of Faith

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Bard 1 Noble
Sir Calvin Delmeade CLASS & LEVEL BACKGROUND PLAYER NAME

Human Neutral good


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION

13 +2
Relatively easy-going, I get lost in my own exciting
30 ft
STRENGTH

9
stories that may or may not be exaggerated. I crave
ARMOR depth and meaning in relationships, though I am
+2 PROFICIENCY BONUS CLASS INITIATIVE SPEED highly selective about who sees that side of me.
-1 PERSONALITY TRAITS

Hit Point Maximum 9


● -1 Strength
DEXTERITY Truth. A small twist in a tale is meant only to get at the
● +4 Dexterity heart of the felt reality. Life should be experienced and

15 +1
+0
Constitution
Intelligence
CURRENT HIT POINTS
enjoyed, but we have a duty to preserve and retell as well.
IDEALS

+2 +2 Wisdom
I am very dedicated to my family. My father is an
+3 Charisma
honorable nobleman who is undervalued in court, and
CONSTITUTION SAVING THROWS my mother, gods bless her, has delicate nerves.

13
TEMPORARY HIT POINTS BONDS

+4 Acrobatics (Dex) Total SUCCESSES At times, my gallant attitude can come across as
+1 ● +2 Animal Handling (Wis)
1d8 FAILURES
overly flippant. I might also overestimate my abilities
or charm from time to time, but it usually works out.
+0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● -1 Athletics (Str)

11 +5
+2
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE

Bardic Inspiration: You can inspire


Rapier +4 1d8 + 2 piercing


+0 +2 Insight (Wis)
others through stirring words or music.

+3 Intimidation (Cha) Dagger +4 1d4 + 2 piercing


To do so, you use a bonus action on
WISDOM +0 Investigation (Int)
Dagger (thrown) +4 1d4 + 2 range 20/60 your turn to choose one creature other
14
+2 Medicine (Wis)
+0 Nature (Int)
than yourself within 60 feet of you who
Vicious Mockery: 1 action, 60 feet can hear you. That creature gains one
+2 Perception (Wis)
Wis. saving throw (DC 13) or 1d4 psychic

+2 Bardic Inspiration die, a d6.
+3 Performance (Cha)
damage & disadv on next attack roll
● +5 Persuasion (Cha) Once within the next 10 minutes, the
CHARISMA
+0 Religion (Int) creature can roll the die and add the
Tasha's Hideous Laughter: 1 action, 30
16 +2 Sleight of Hand (Dex)
feet, concentration, up to 1 min.
number rolled to one ability check,
+4 Stealth (Dex) attack roll, or saving throw it makes.
+3
Wis. saving throw (DC 13) or prone,
+2 The creature can wait until after it rolls
● Survival (Wis)
incapacitated, and unable to stand up
SKILLS ATTACKS & SPELLCASTING
the D20 before deciding to use the
Bardic Inspiration die, but must decide
12 PASSIVE WISDOM (PERCEPTION) before the DM says whether the roll
CP leather armor succeeds or fails. Once the Bardic
diplomat's pack Inspiration die is rolled, it is lost. A
SP
Languages: Common, Elvish, lute creature can have only one Bardic
Dwarvish scroll of pedigree Inspiration die at a time.
EP
You can use this feature a number of
times equal to your Charisma modifier.
Gaming proficiency: Dragonchess GP 25
You regain any expended uses when
PP you finish a long rest.
Musical instruments: lute, flute,
lyre Calvin's Bardic Inspiration die: 3 avail.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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25 6'2" 180
Sir Calvin Delmeade
AGE HEIGHT WEIGHT

Sea-grey, intense, serious Light tan with freckles Medium brown, pushed back
CHARACTER NAME EYES SKIN HAIR

Master Elias—beloved teacher NAME

Remmy Sullivan—best friend

Stormguard Bharmyr—martial
trainer and trusted ally

Lady Nehanna Talvere—lost love

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Position of Privilege: Thanks to your noble birth, people are inclined to


Calvin and his family moves to Duhn's
Citadel, the castle built on Es'tra Duhn's think the best of you. You are welcome in high society, and people assume
ancient keep, in his early teens. Up to that you have the right to be wherever you are. The common folk make every
point, his life had progressed much as any effort to accommodate you and avoid your displeasure, and other people of
young nobleman's should: etiquette,
high birth treat you as a member of the same social sphere. You can
dancing, education, martial training, equine
sports, diplomacy, music, composition, the secure an audience with a local noble if you need to.
list goes on. However, shortly after the
family's transition to a more prominent
position in the court, he met a beautiful
young noblewoman, Lady Nehanna. The
two struck up an intimate friendship, aided
in part by their mutual friend Remmy.
However, the story of Calvin and Nehanna
ended prematurely in separation and
heartbreak. Just as the young couple was ADDITIONAL FEATURES & TRAITS

growing deeply attached to one another


and thought of making their relationship
The Sign of Respite Amulet: worn always, this necklace is Calvin's only
public, Nehanna was married off to a
wealthy, manipulative, and powerful physical reminder of the lovely Lady Nehanna Talvere, from whom he has
nobleman. The night before she was to sail been parted forever. She slipped it into his hand the night they attempted
away, the two attempted an escape of the to flee Es'tra Duhn.
castle but were discovered by her father's
guards. They beat Calvin and left him in the
hallway, dragging Nehanna away. It took
all of Lord Delmeade's influence to rescue
his son from the ire of Duke Talvere, the
king's most trusted and ambitious adviser.

CHARACTER BACKSTORY TREASURE

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Bard Charisma 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Mage Hand
Vicious Mockery

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

Charm Person
Healing Word
4
Tasha's Hideous Laughter
Unseen Servant
SPELLS KNOWN

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

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