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Athissa Noamuth'Olath PDF
Athissa Noamuth'Olath PDF
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2[P Mastermind 9, Warlock (the Archfey) 5
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1PRZVa^d]S) Hermit
1PR Retreated from society after a life-altering event
LEVEL APRT) Half-Elf
APR BXiT) Medium 7TXVWc) 5'1'' FTXVWc) 122 lbs
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6T]STa)F 7PXa) White 4hTb) Red BZX]) Medium Grey
0VT 96
0VT) 0[XV]\T]c) Chaotic Neutral 5PXcW) Fenmarel Mestarine
Skills
Abilities
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ABILITY MODIFIER SAVING THROW PROF.
BONUS
PROFIENCY
-1 0aRP]P8=C
STR
BONUS
12 +1 +2
+ 8 +
Cha 17 +1 0cW[TcXRbBCA
STRENGTH
14 Elven chain
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HP 101
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Agonizing Blast ✔ Cha 120 ft +9 3×1d10+4 Force Attack / Cast a Spell Coat Daggers
Each d10 is a separate beam requiring separate rolls (PHB 237) Dash / Disengage / Dodge Overrun / Tumble (or as bonus action)
Dagger of Venom ✔ Dex Melee, 20/60 ft +8 1d4+2 Piercing Escape Grapple / Help / Hide Disarm / Grapple / Shove
Finesse, light, thrown. Action to coat, lasts for 1min or ATK hits. Reset at dawn Ready / Search / Use Object Sneak Attack - +4d6 DMG once per turn
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.08 (A4)
Bolts
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Features Background
?4AB>=0;8CH
AB>=0;8CHC
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&)/&10 I feel tremendous empathy for all who suffer at the hands of others.
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Drow Magic:
Free Thinking: Inquiry and curiosity are the pillars of progress. (Chaotic)
I know the Dancing Lights cantrip.
Once I reach 3rd level, I can cast the Faerie Fire spell once per long rest.
Once I reach 5th level, I can also cast the Darkness spell once per long rest.
1>=3
Charisma is my spellcasting ability for these spells. My isolation gave me great insight into a great evil that only I can destroy.
dz Mask of Many Faces (Eldritch Invocation, PHB 111) - Bedroll 7 Scroll case with notes 1
I can cast Disguise Self on myself at will, without using spell slots (PHB 233) - Mess kit 1
When taking the attack action, I can attack twice with my pact weapon - Torches 10 1
As an action, I can create a pact weapon in my empty hand; I'm proficient in its use - Waterskin 5
I can choose the type of melee weapon every time I create it, and it has those statistics - Hempen rope, feet of 50 0.2
The weapon disappears if it is more than 5 ft away from me for 1 minute - Winter blanket 3
The weapon counts as magical; I can transform a magic weapon into my pact weapon - Herbalism kit 3
This occurs over an hour-long ritual that I can perform during a short rest - Playing card set
i i i f d di i i i - Thieves' tools 1
- Forgery kit 5
The quiet seclusion of my extended hermitage gave me access to a unique and powerful
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.08 (A4)
discovery. The exact nature of this revelation depends on the nature of my seclusion. It
might be a great truth, a hidden site, a long forgotten fact, or unearthed some relic of
the past that could rewrite history.
ATTUNED MAGICAL ITEMS (MAX 3)
Cloak of Protection
Proficiencies
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ARMOR: ;867C <438D< 740EH B784;3B >C74A) (1&80%(5(' +($9,/<(1&80%(5(' 386+'5$*/,)7 727$/:(,*+7
61 - 675ê 5 121 - 675ê 10 181 - 675ê 15 - 30
WEAPONS: B8<?;4 <0AC80; >C74A) Hand Crossbow, Longsword, Rapier, Shortsword 120 lb 10 FT SPEED
180 lb '20 FT SPEED
360 lb 63((' 5 FT 126 lb
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Thieves' Cant Sylvan Disguise kit Thieves' tools 50 900 1,000 '$,/<35,&( —
Undercommon Dwarvish Forgery kit
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Common Deep Speech Playing card set
Elvish Herbalism kit
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CHARACTER: Athissa Noamuth'Olath
Status Possessions
©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
6 Death
MAGIC ITEM: Broom of Flying ✔ ATTUNED
Flying speed of 50 to 200 lbs
Conditions Flying speed of 30 to 400 lbs
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 drops to 0, regardless of any bonus. Speed 0, regardless of bonus. Disadvantage on
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.
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.
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,
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.08 (A4)
Cantrips (0 Level)
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Eldritch Blast Spell attack beam 1d10+4 Force damage; beams can be combined or split; CL5:2 beams — Evoc 1a 120 ft V,S Instantaneous P 237
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
Minor Illusion 5-ft cube illusion includes visible or audible; Int(Investigation) check vs. Spell DC; see book — Illus 1a 30 ft S,M 1 min (D) P 260
3rd Level
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
AT
WILL Disguise Self Alter appearance; Int(Investigation) check vs. spell DC to determine disguise. Doesn't req SP slot — Illus 1a Self V,S 1 h (D) P 233
Gaseous Form 1 willing crea into a misty cloud with fly 10 ft, resist. to nonmagical dmg, adv. on Str/Dex/saves Con Trans 1a Touch V,S,M Conc, 1 h P 244
Hex 1 crea +1d6 Necrotic dmg from your atks; dis. on chosen ability checks; SL3: conc, 8h — Ench 1 bns 90 ft V,S,M Conc, 8 h P 251
Illusory Script (R) Write a message that only you, designated crea, and any with truesight can understand (10gp cons.) — Illus 1 min Touch S,M† 10 days P 252
Invisibility 2 crea invisible; attacking/casting makes the crea visible; anything worn/carried also invisible — Illus 1a Touch V,S,M Conc, 1 h P 254
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
Suggestion 1 crea save or follow understood reasonable stated course of action; ends if you or allies harm target Wis Ench 1a 30 ft V,M Conc, 8 h P 279
Spells to prepare: 18
Half-drow Spells Spell attack modifier: +9 Spellcasting ability
Spell save DC: 17 Charisma
Cantrips (0 Level)
KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
AT
WILL Dancing Lights 4 torch-sized lights or 1 humanoid-sized light; 10-ft rad dim light; bns a to move 60 ft — Evoc 1a 120 ft V,S,M Conc, 1 min P 230
1st Level
KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
1×
LR Faerie Fire 20-ft cube all obj/crea save or outlined in 10 ft dim light and attacks have adv.; see invisible crea Dex Evoc 1a 60 ft V Conc, 1 min P 239
2nd Level
KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
1×
LR Darkness 15-ft rad darkness on point or object; darkvision doesn't work; only magical light of higher SL works — Evoc 1a 60 ft V,M Conc, 10 min P 230
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.08 (A4); Spell Sheet 1/1 '(6,*1%<-$9,(5$80(17(-$$89(/#*0$,/&20(',76 )250),(/'6%<-2267:,-1(1)/$3.$1#*0$,/&207+(' '/2*2$1''5$*216$5(:,=$5'62)7+(&2$67