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3 Necromancer Trovão
Wang Shu
LEVEL & CLASS PLAYER NAME

Sage Vedalken 900 Add: 2,700


BACKGROUND Researcher RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
0 ● +5 INT
PRO

STR
10 Armor Unarmored

20 +2 11
Set Max HP
STRENGTH +1 DEX ● +3 WIS
Shield

0 +2 CON
RESISTANCES
+1 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
1 Dex Medium Armor Heavy Armor

Magic
10 Misc
Temporary Hit Points: Misc
DEXTERITY
Adv. on Int/Wis/Cha saves +1 ARMOR

+1 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

13 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
3 d6+2 20 ft

CONSTITUTION SAVING THROWS FAILURES


30 ft 13 ABILITY
SAVE DC
INTELLIGENCE

+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+1 Acrobatics (Dex)

PRO
Light Medium Heavy Shields
PRO

14 +1 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED Simple Martial ● Other Weapons:
● +5 Arcana (Int) > Arcane Recovery (2 levels of spell slots) 1 LR Dagger, Dart, Light Crossbow, Quarterstaff, Sling
INTELLIGENCE 0 Athletics (Str) > Partially Amphibious 1 LR LANGUAGES TOOLS & OTHERS

+3
+1 Deception (Cha) > Common Alchemist
● +5 History (Int) > Vedalken
● +3 Insight (Wis) Primordial
17
>

+1 Intimidation (Cha) > Infernal


● +5 Investigation (Int) > Deep Speech
WISDOM
● +3 Medicine (Wis) >

+1 +3 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES


+1 Perception (Wis)
12 +1 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

+1 Persuasion (Cha) > < <

CHARISMA +3 Religion (Int) > < <

+1 +1 Sleight of Hand (Dex) > < <

+1 Stealth (Dex) > < <

+1 Survival (Wis) > < <


12 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

11 PASSIVE WISDOM (PERCEPTION) Quarterstaff ✔ Str Melee +2 1d6 Bludgeoning


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Versatile (1d8)
DESCRIPTION

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SENSES
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NAME TOTAL NAME TOTAL

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Reload Reload

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AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Add Features
Necromancer, level 3:
◆ Arcane Recovery (Wizard 1, PHB 115) [2 levels of spell slots, 1× per long rest] There's nothing I like more than a good mystery.
Once per day after a short rest, I can recover a number of 5th-level or lower spell slots
◆ Spellcasting (Wizard 1, PHB 114) [3 cantrips known]
I can cast prepared wizard cantrips/spells, using Intelligence as my spellcasting ability
I can use an arcane focus as a spellcasting focus PERSONALITY TRAITS
I can cast all wizard spells in my spellbook as rituals if they have the ritual tag
◆ Grim Harvest (School of Necromancy 2, PHB 118) No Limits: Nothing should fetter the infinite possibility inherent
Once per turn, when I kill something with a 1st-level or higher spell, I regain hit points in all existence. (Chaotic)
The number of hit points regained is 2× the spell's level (or 3× with necromancy spells)
This doesn't occur for constructs/undead IDEALS
◆ Necromancy Savant (School of Necromancy 2, PHB 118)
I halve the gp and time needed to copy necromancy spells into my spellbook I've been searching my whole life for the answer to a certain
question.

BONDS

I speak without really thinking through my words, invariably


insulting others.

FLAWS

Feature Name: Researcher

When I attempt to learn or recall a piece of lore, if I do not know


that information, I often know where and from whom I can obtain it.
Usually, this information comes from a library, scriptorium,
university, or a sage or other learned person or creature. Unearthing
the deepest secrets of the multiverse can require an adventure or
even a whole campaign.
BACKGROUND FEATURE

Vedalken (+2 Intelligence, +1 Wisdom)


Vedalken Dispassion: I have advantage on all Intelligence,
Wisdom, and Charisma saves.
Tireless Precision: I am proficient with any one tool and one skill of
my choice: Arcana, History, Investigation, Medicine, Performance, or
Sleight of Hand. Whenever I make an ability check with the chosen
tool or skill, I can add 1d4 to the check's total.
Partially Amphibious: Once per long rest, I can breathe underwater
for 1 hour by absorbing oxygen through my skin.

CLASS FEATURES RACIAL TRAITS

ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB


CP
> Ink, 1 ounce bottle of 1 > Backpack, with 5 > Common clothes 3
> Ink pen (quill) > - Book of lore 5 > Belt pouch (with coins) 1
> Small knife 0.5 > - Ink, 1 ounce bottle of > Crystal arcane focus *pingent* 1 SP
> Letter from dead colleague > - Ink pen > Quarterstaff 1 4
> > - Parchment, sheets of 10 > Spellbook 3
EP
> > - Little bag of sand 1 >
> > - Small knife 0.25 >
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20 GP

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PP
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WEIGHT CARRIED
> > >
24.2 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
51 - 100 lb
> > >
HEAVILY ENCUMBERED
> > >
101 - 150 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL 0.5 SUBTOTAL 11.3 SUBTOTAL 12 151 - 300 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Vem a vida o filho do casal de magos do reino, a criança destinada a ser um prodígio, criado
dentro de bibliotecas e rodeado de magos e sábios experientes o pequeno mago adquiriu > FEAT:

bastante conhecimento, sua inteligência superava a sabedoria dos sábios locais, um orgulho
para o reino, aos seus 18 anos, uma criança ainda, se juntou a mesa dos 11 sábios que havia
acabado de perder um membro, se tornando assim o mais jovem sábio de todos os tempos.
Em meados de seus 25 anos, a adolescência, adorava pregar peças usando pequenos truques
mágicos, ou as vezes algumas magias escandalosas para divertir o povo, a todo momento
procurando novos aprendizados e experiências.
Quando fez seus 30 anos começou a estudar a arte dos mortos, e seus mistérios, pois achava > FEAT:
fascinante a capacidade de retornar mortos a vida, e foi se aventurar pelos campos de batalha,
em várias aventuras contra bestas mágicas.
Após 20 anos treinando foi convocado para uma missão no mar distante que levaria 16 anos, 8
para ir e 8 para voltar, nos oito anos de ida ele se dedicou a alquimia, e se tornou muito bom
na mesma, após oito anos de aventuras marítimas, várias descobertas e aprendizados, chega a
um ponto onde as águas são totalmente transparentes e se pode ver o fundo do oceano
tranquilamente, sem nem uma correnteza sequer, o vento não produzia uma onda ou moinho > FEAT:
d'agua, até que de repente, como se atravessássemos um véu, tudo se escureceu, tornados e
moinhos d'agua aparecem por todo lado e somos obrigados a saltar da embarcação sendo
destruída para não sermos destruídos junto a ela, pulei sem hesitar com a certeza que poderia
respirar por 1 hora dentro da água, quando uma correnteza me arrastou e acordei a beira de
uma ilha, rodeada de embarcações destruídas, somente com 10 peças de ouro que
permaneceram na bolsa de moedas, meu pingente que utilizo para fazer minhas magias, e
minha mochila que por algum motivo não havia entrado água e nem molhado meus materiais > FEAT:
de estudo e grimório.
Após andar bastante pela ilha me deparei com uma criatura semelhante a um orc, porém
menor e mais parecido com humanos, estava em estado de fúria e lutando contra vários
bandidos, eu dei uma pequena ajuda, depois o adormeci com magia para que se acalmasse,
quando acordou eu havia tratado suas feridas e o mesmo ficou grato, então começamos a
vagar pela ilha em busca de um grupo de pessoas para sair e explorar o mundo, após matar
FEATS
uma grande criatura que derrubava as embarcações, com 58 anos cheguei na ilha, se passaram
2 anos dês de então.

> MAGIC ITEM: Attuned

NOTES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


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SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM: Attuned

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Spell Sheet Options

1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL

Wang Shu
SPELL SLOTS
CHARACTER NAME

NECROMANCER SPELLS Intelligence 6 +5 DC 13


SPELLCASTING ABILITY TO PREPARE ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


AT
WILL Chill Touch Spell attack for 1d8 Necrotic dmg; can't regain hp; undead dis. atks vs. me; +1d8 at CL 5, 11, and 17 — Necro 1a 120 ft V,S 1 rnd P 221
AT
WILL Mage Hand Create spectral hand for simple tasks or carry up to 10 lb; 1 a to control; can't have multiple instances — Conj 1a 30 ft V,S 1 min (D) P 256
AT
WILL Toll the Dead 1 crea save or 1d12 Necrotic damage (only 1d8 if at full hp); +1d12/+1d8 at CL 5, 11, and 17 Wis Necro 1a 60 ft V,S Instantaneous X 169

1ST LEVEL

ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


Alarm (R) Door, window, or 20-ft cube area; audible (60 ft) or mental alarm (1 mile) if undesignated crea enters — Abjur 1 min 30 ft V,S,M 8 h P 211
Cause Fear 1+1/SL crea (not construct/undead), each max 30 ft apart, save or frightened; save end of each turn Wis Necro 1a 60 ft V Conc, 1 min X 151
Comp. Languages (R) Understand all spoken language or written language when touched; does not help vs. cyphers — Div 1a Self V,S,M 1 h P 224
Detect Magic (R) Know presence of magic within 30 ft; 1 a to see auras and determine school — Div 1a Self V,S Conc, 10 min P 231
False Life You gain 1d4+4+5/SL temporary hit points for the duration — Necro 1a Self V,S,M 1 h P 239
Find Familiar (R) Gain the services of a familiar; can see through its eyes; it can deliver touch spells; see B (10gp cons.) — Conj 1h 10 ft V,S,M† Instantaneous P 240
Grease 10-ft square difficult terrain; all entering, in area at casting or at end of turn save or fall prone Dex Conj 1a 60 ft V,S,M 1 min P 246
Mage Armor 1 crea that isn't wearing armor has AC 13 + Dex modifier for the duration; spell ends if it dons armor — Abjur 1a Touch V,S,M 8 h (D) P 256
Ray of Sickness Spell attack for 2d8+1d8/SL Poison dmg; save or also poisoned until end of your next turn Con Necro 1a 60 ft V,S Instantaneous P 271
Shield If hit by attack +5 AC until start of next turn; or stop Magic Missile spell from doing any dmg to you — Abjur 1 rea Self V,S 1 rnd P 275
Sleep 20-ft rad 5d8+2d8/SL hp of conscious creatures fall asleep, starting with the lowest current hp crea — Ench 1a 90 ft V,S,M 1 min P 276
Tenser's Floating Disk (R) Create a 3 ft diameter disk that carries 500 lb and follows you if you move more than 20 ft away — Conj 1a 30 ft V,S,M 1 h P 282

2ND LEVEL

ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


Aganazzar's Scorcher 30-ft long 5-ft wide line all creatures 3d8+1d8/SL Fire dmg; save halves Dex Evoc 1a 30-ft line V,S,M Instantaneous X 150
Arcane Lock Entryway locked; password or designated crea opens; +10 DC break/pick lock (25gp cons.) — Abjur 1a Touch V,S,M† Till dispelled P 215
Blindness/Deafness 1+1/SL crea save or blinded or deafened; extra save at end of every turn Con Necro 1a 30 ft V 1 min P 219
Blur Enemies have dis. on attacks vs. you; no effect against crea without vision or immune to illus. — Illus 1a Self V Conc, 1 min P 219
Darkvision 1 willing creature has darkvision 60 ft for the duration — Trans 1a Touch V,S,M 8 h P 230
Dragon's Breath 1 willing crea: 1 act to breathe 15-ft cone 3d6+1d6/SL Acid/Cold/Fire/Light./Poison dmg; save half Dex Trans 1 bns Touch V,S,M Conc, 1 min X 154
Enlarge/Reduce 1 crea/object save or enlarged (Str adv. +1d4 weapon dmg), reduced (Str dis. -1d4 weapon dmg) Con Trans 1a 30 ft V,S,M Conc, 1 min P 237
Gentle Repose (R) 1 corpse protected from decay and prevent it from becoming undead; add duration to raising dead — Necro 1a Touch V,S,M 10 days P 245
Hold Person 1+1/SL humanoid within 30 ft of each other save or paralyzed; extra save at end of each turn Wis Ench 1a 60 ft V,S,M Conc, 1 min P 251
Invisibility 1+1/SL crea invisible; attacking/casting makes the crea visible; anything worn/carried also invisible — Illus 1a Touch V,S,M Conc, 1 h P 254
Magic Weapon 1 nonmagical weapon becomes magical with +1 bonus to attack and damage; SL4: +2, SL6: +3 — Trans 1 bns Touch V,S Conc, 1 h P 257
Misty Step You teleport 30 feet to a unoccupied space you can see — Conj 1 bns Self V Instantaneous P 260
Ray of Enfeeblement Spell attack; crea does half dmg with weapon attacks that use Str; save at end of each turn to end Con Necro 1a 60 ft V,S Conc, 1 min P 271
Scorching Ray 3+1/SL rays hit creature(s) on spell attack with each ray for 2d6 Fire dmg per ray — Evoc 1a 120 ft V,S Instantaneous P 273
See Invisibility See invisible/ethereal creatures and objects as if they were visible; ethereals are ghostly, translucent — Div 1a Self V,S,M 1 h P 274
Spider Climb 1 gains climbing speed equal to walking speed; can go on walls and ceilings with hands free — Trans 1a Touch V,S,M Conc, 1 h P 277
Web 20-ft cube, anchored, all save or restrained; dif. ter.; lightly obscures; Str check vs. Spell DC to free Dex Conj 1a 60 ft V,S,M Conc, 1 h P 287
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign); Spell Sheet 1/1 Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com

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