You are on page 1of 4

\ Athissa Noamuth'Olath

=P\T)
=
=P ?[PhTa) Cait
14 2
2[P Mastermind 9, Warlock (the Archfey) 5
2[Pbb)
4g_TaXT]RT) 140,100
4g_ =Tgc[TeT[) 165,000
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
6T]
6T]STa)F 7PXa) White 4hTb) Red BZX]) Medium Grey
0VT 96
0VT) 0[XV]\T]c) Chaotic Neutral 5PXcW) Fenmarel Mestarine

Skills
Abilities
$'9
',6 %2186 1$0( $%,/,7< 352) (;3

+7 0Ra^QPcXRb34G
&)&163"
 )   0 0]X\P[7P]S[X]VF8B
+5
ABILITY MODIFIER SAVING THROW PROF.
BONUS
PROFIENCY
-1 0aRP]P8=C
STR
BONUS

12 +1 +2
+ 8 +
Cha 17 +1 0cW[TcXRbBCA
STRENGTH

DEX "+0"0 +14 3TRT_cX^]270


14 +2 +8 -1 7Xbc^ah8=C
/,#& &"+ 6
DEXTERITY
10 ?PbbXeT?TaRT_cX^]
,+20 +5 8]bXVWcF8B
14 CON +2 +3
Darkvision 60 ft
+14 8]cX\XSPcX^]270
CONSTITUTION ,163,5$7,21
-1 8]eTbcXVPcX^]8=C

8 INT -1 +5 &*&1"! "12/"0 +5 <TSXRX]TF8B


INTELLIGENCE
)($785( 0$;86$*(6 5(&29(5<
 86(' -1 =PcdaT8=C

10 WIS 0 +1 Faerie Fire 1 LR 0 ?TaRT_cX^]F8B


WISDOM
Darkness 1 LR +9 ?TaU^a\P]RT270

18 CHA +4 +5 Fey Presence 1 SR +14 ?TabdPbX^]270


CHARISMA
+4 AT[XVX^]8=C
+7 B[TXVWc^U7P]S34G
BPeX]VCWa^f0SeP]cPVTb3XbPSeP]cPVTb +12 BcTP[cW34G
Dex save vs. area effects: fail ǭ half dmg, success ǭ no dmg;
0 BdaeXeP[F8B
Adv. vs. being charmed; Magic can't put me to sleep
+7 Thieves' Tools (Dex)
63(('
'(; 0,6& 63((' (1&80%(5('
Combat +2 +&1&1&3" 2  30 ft 20 ft
"#"+0" ")1%

14 Elven chain
$5025 $&'85,1*5(67 :281'6
%2186


18
6+,(/' 7(0325$5<+3
%2186 CURRENT

HP 101
 5(6,67$1&(
2 '(;7(5,7< 0(',80$5025 0$;  2

67($/7+
02' +($9<$5025 02'  ',6$'9

',( /,9(
14 ê d8  2
0$*,&

MAX HIT POINTS I '& I

1 0,6&
02' Cloak of Protection ê  II II
 +,7 III III
1 0,6& 5(&29(5+$/)2)<2850$;,080
02' Dual Wielder (if 2 weapons) +$/)'$0$*( +,7',&($)7(5$/21*5(67 ',&( ê 
/(9(/ ',( &21 86(' '($7+6$9,1*7+52:6

11 (0 $77$&.6
3(5$&7,21 1  1&,+0
' PROF ABILITY ' ' $1'

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)

Faerie Fire - Finesse/ranged ATK w/ ADV or ally in 5' of target


Dagger of Venom ✔ Dex Melee, 20/60 ft +8 1d4+2 Piercing
Crea must succ. DC15 Con SV or take 2dl0 poison DMG, poisoned for 1min
Darkness Insightful Manipulator
Fey Presence
Moonblade ✔ Dex Melee +9 1d8+4 Piercing
Pact of the Blade
Finesse, CRIT on 19+, 2 ATK's/action
1>=DB02C8>=B A402C8>=B 86('7+,65281'
Shortsword ✔ Dex Melee +7 1d6 Piercing Cunning Action- Dash / Disengage / Hide Opportunity Attack
Finesse, light, off-hand Master of Tactics- Help to 30' w/ LoSight/Sound Uncanny Dodge
Hand Crossbow ✔ Dex 30/120 ft +7 1d6+2 Piercing Off-hand Attack (No DEX mod)
Ammunition, light, loading Moonblade Flash
7<3( 727$/ 7<3( 727$/ - DC15 CON SV each crea vis w/in 30ft to blind 1min

Bolts
$0081,7,21 $0081,7,21
Features Background
?4AB>=0;8CH
AB>=0;8CHC
CA08CB
 &)/&10 I feel tremendous empathy for all who suffer at the hands of others.

Half-drow (+2 Charisma and +1 to two other ability scores of my choice)

8340;
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.

)00 "12/"0 5;0F


I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell.
Mastermind, level 9:
dz Expertise (Rogue 1, PHB 96) [with four skills]
I gain expertise with two skills/thieves' tools I am proficient with; two more at 6th level
dz Sneak Attack (Rogue 1, PHB 96) [5d6] 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. Skilled (PHB, page 170)
)($7
dz Thieves' Cant (Rogue 1, PHB 96)
I gain proficiency with any combination of three skills or tools of my choice.
I know the secret rogue language that I can use to convey messages inconspicuously
dz Cunning Action (Rogue 2, PHB 96)
I can use a bonus action to take the Dash, Disengage, or Hide action
dz Master of Intrigue (Mastermind 3, SCAG 135) )($7 Dual Wielder (PHB, page 165)
I gain proficiency with disguise kits, forgery kits, one gaming set, and two languages I can use two-weapon fighting even when the one-handed melee weapons I'm wielding
I can mimic speech patterns and accents if I've heard them for at least 1 minute aren't light. I can draw or stow two one-handed weapons when I would normally be able
dz Master of Tactics (Mastermind 3, SCAG 135) to draw or stow only one. +1 AC while wielding separate melee weapons in each hand.
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
)($7
dz Uncanny Dodge (Rogue 5, PHB 96)
As a reaction, I halve the damage of an attack from an attacker that I can see
dz Evasion (Rogue 7, PHB 96)
My Dexterity saves vs. areas of effect negate damage on success and halve it on failure
)($7
dz Insightful Manipulator (Mastermind 9, SCAG 135)
By spending 1 minute observing/interacting outside of combat I can learn capabilities
The DM tells me if the target is my equal, superior, or inferior in regard to two things:
- Intelligence score - Wisdom score - Charisma score - Class levels (if any)
Warlock (the Archfey), level 5: )($7
dz Pact Magic (Warlock 1, PHB 107) [3 cantrips & 6 spells known]
I can cast warlock cantrips/spells that I know, using Charisma as my spellcasting ability
I can use an arcane focus as a spellcasting focus. I regain these spell slots on a short rest
dz Fey Presence (the Archfey 1, PHB 109) [1× per short rest]
As an action, all creatures in a 10-ft cube around me must make a Wisdom save
If failed, they're all charmed or frightened (my choice) until the end of my next turn Equipment
dz Eldritch Invocations (Warlock 2, PHB 107) [3 invocations known]
dz Agonizing Blast (Eldritch Invocation, PHB 110) $'9(1785,1**
*($5  LBS
 $'9(1 785,1**
'9(1785,1*
1785 *($5
($  LBS

I can add my Charisma modifier to the damage of my Eldritch Blast cantrip Backpack, with: 5 Common clothes 3

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

dz Thirsting Blade (Eldritch Invocation, PHB 111) - Tinderbox 1 Rapier 1 2

When taking the attack action, I can attack twice with my pact weapon - Torches 10 1

dz Pact of the Blade (Warlock 3, PHB 107) - Rations, days of 10 2

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

 ($/,2+! "12/" - Disguise kit 3

- Forgery kit 5

Discovery - Cold weather outfit 7

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
68%727$/ 81 68%727$/ 6

ARMOR: ;867C <438D< 740EH B784;3B >C74A) (1&80%(5(' +($9,/<(1&80%(5(' 386+'5$*/,)7 727$/:(,*+7
61 - 675ê 5 121 - 675ê 10 181 - 675ê 15 - 30
WEAPONS: B8<?;4 <0AC80; >C74A) Hand Crossbow, Longsword, Rapier, Shortsword 120 lb 10 FT SPEED
180 lb '20 FT SPEED
360 lb 63((' 5 FT 126 lb
,6$'9675'(;&21

.CPIWCIGU 6QQNU 1VJGTU


*($5 &2,16
3/$7,180 *2/' (/(&7580 6,/9(5 &233(5 /,)(67</(
*3 63 63 &3

Thieves' Cant Sylvan Disguise kit Thieves' tools 50 900 1,000 '$,/<35,&( —
Undercommon Dwarvish Forgery kit
*(06$1'27+(59$/8$%/(6
Common Deep Speech Playing card set
Elvish Herbalism kit
‹'(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
CHARACTER: Athissa Noamuth'Olath

Status Possessions

Exhaustion Magic Items


LEVEL EFFECT (CUMULATIVE) MAGIC ITEM: Moonblade ✔ ATTUNED

SOME FOOD AND DRINK.


PROVIDED THAT YOU ALSO INGESTED
THE EXHAUSTION LEVEL BY 1,
FINISHING A LONG REST REDUCES
Legendary sentient neutral INT 12 WIS 10 CHA 12 Hearing and Darkvision to 120'
1 Disadvantage on Ability Checks
Communicates via emotions - tingling through hand when sensing, visions during
2 Speed halved trance/sleep

©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.

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.
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)

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.
&+$5$&7(5 Athissa Noamuth'Olath
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
Spell
Slots

Warlock Spells Spell attack modifier: +9 Spellcasting ability


Spell save DC: 17 Charisma

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.

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.

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

Glossary of Abbreviations used in this Spell Sheet


(R) Ritual dis. Disadvantage (D) The spell can be dismissed by the caster as 1 action
1a 1 action dmg Damage +1d4/SL Extra 1d4 for every Spell Level that is used to cast the spell that is higher than the spell's original Spell Level
1 bns / bns a 1 bonus action h Hour(s) 10 crea Up to 10 creatures in the spells area, 1 of which may be you, the caster
1 rea 1 reaction Kn Known 30-foot radius sphere. In the ‘Range’ column it means it is centered on you
30-ft rad
20 cu ft 20 cubic feet Me Memorized In the ‘Description’ column it means it can be centered on a point in space within the spell’s range
20 sq ft 20 square feet min Minute(s) all All creatures within the spells area
adv. Advantage obj Object(s) any Any creatures of your choosing, granted that they are within the spell's area
atk Attack obsc. Obscured cons. The material component is consumed by the spell Sources (‘B’ Column)
CL Character Level rnd Round(s) Mƒ Material component is costly, but is not consumed upon casting E Elemental Evil Player's Companion
dif. ter. Difficult terrain SL Spell Level M† Material component is costly and is consumed upon casting P Player's Handbook D&D 5th edition
conc, 1 min Concentration, up to 1 minute see book / B The short spell description here is very incomplete, so beware S Sword Coast Adventure Guide

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

You might also like