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(Bladesinger) Wizard/1 Knight of the Order

CLASS & LEVEL BACKGROUND PLAYER NAME


Farren
Half-Orc Lawful Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
12 +2 30 ft I'm always polite and
18 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
respectful.

+4 PERSONALITY TRAITS

Hit Point Maximum 7


+4
Strength
DEXTERITY Live and Let Live. Ideals aren't worth

14


+2

+1
Dexterity
Constitution
7 killing over or going to war for.
CURRENT HIT POINTS IDEALS
● +6
Intelligence
+2 ● +2
Wisdom
-2
Charisma Those who fight beside me
CONSTITUTION SAVING THROWS
are those worth dying for.
TEMPORARY HIT POINTS BONDS
13 d6
+2
Acrobatics (Dex) Total SUCCESSES
+1
My hatred of my enemies is
+0
Animal Handling (Wis) d6 FAILURES
blind and unreasoning.

+6
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+4
Athletics (Str)

18 -2
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE

+6
History (Int) Race:

Insight (Wis)
+0 Darkvision: Thanks to your orc blood, you have superior vision in
+4 dark and dim Conditions. You can see in dim light within 60 feet
of you as if it were bright light, and in Darkness as if it were dim

+0
Intimidation (Cha) light. You can’t discern color in Darkness, only Shades of Gray.
WISDOM ●
+6
Investigation (Int) Menacing: You gain proficiency in the Intimidation skill.

+0
Medicine (Wis)
10 +4
Nature (Int)
Relentless Endurance: When you are reduced to 0 Hit Points but
not killed outright, you can drop to 1 hit point instead. You can’t
use this feature again until you finish a Long Rest.

+0 +0
Perception (Wis) Savage Attacks: When you score a critical hit with a melee
weapon Attack, you can roll one of the weapon’s damage dice
-2
Performance (Cha) one additional time and add it to the extra damage of the critical
hit.
CHARISMA

+0
Persuasion (Cha)
Class:
+4
Religion (Int)
6 +2
Sleight of Hand (Dex)
Spellcasting
As a student of arcane magic, you have a spellbook containing
spells that show the first glimmerings of your true power.
+2
Stealth (Dex) Arcane Recovery
-2
Survival (Wis)
+0 You have learned to regain some of your magical energy by
studying your spellbook. Once per day when you finish a short
rest, you can choose expended spell slots to recover. The spell
SKILLS ATTACKS & SPELLCASTING slots can have a combined level that is equal to or less than half
your wizard level (rounded up), and none of the slots can be 6th
level or higher.

10 PASSIVE WISDOM (PERCEPTION) For example, if you're a 4th-level wizard, you can recover up to
CP Quarterstaff two levels worth of spell slots. You can recover either a 2nd-level
spell slot or two 1st-level spell slots.
Component Pouch Background:

Armor: Light Armor


SP Explorer's Pack Knightly Regard
Spellbook You receive shelter and succor from members of your knightly
order and those who are sympathetic to its aims. If your order is
a religious one, you can gain aid from temples and other
Weapons: Daggers, darts, slings, EP
Traveler's Clothes religious communities of your deity. Knights of civic orders can
get help from the community – whether a lone settlement or a
quarterstaffs, light crossbows, Signet great nation that they serve, and knights of philosophical orders

warpick GP 10 Banner
can find help from those they have aided in pursuit of their
ideals, and those who share those ideals.

Seal This help comes in the form of shelter and meals, and healing
Tools: Bongos PP
Pouch
when appropriate, as well as occasionally risky assistance, such
as a band of local citizens rallying to aid a sorely pressed knight
in a fight, or those who support the order helping to smuggle a
knight out of town when he or she is being hunted unjustly.
Languages: Common, Orc, Elvish

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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16 6'8" 350 lbs
AGE HEIGHT WEIGHT
Farren
Aqua Light Purple Purple and Aqua
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

War, Pain, Rape; those were the circumstances that brought Farren into the world. Born to
a female Ulfen farmer in the settlement of Trunau, life was hard for the troubled half-orc.
Shortly after her birth, she was smuggled out of the settlement on a trade caravan and
taken to Lastwall where she would live under the watchful eye of Castle Everstand’s
blacksmith. She grew up never knowing where she came from or who her parents are. All
she knows his that she is a half-orc whom was given away for reasons unknown to
her.Life was not great in Lastwall though, people feared her orcish blood. With Lastwall’s
conflict with the orc nations in Hold of Belkzen people feared it would have a lasting
negative effect on Lastwall. Her orcish blood causes people to often treat her poorly and
see Farren as a slave, and such she lived a life of subjugation and solitude. She spent her
days sweeping, cleaning, running errands, and doing whatever the blacksmith told him to
do. Until one day when Farren was 5, a group of young human males attacked her. She
fended them off with her orcish strength and was restrained by a group of knights who
witnessed the attack. The Knight Captain, Dorin the Bold, recommended Farren to be sent
to the monastery in Mendev to control her rage if she is to live within the walls of Lastwall.
She was deemed a danger to the Castle with her orcish blood coursing so strongly within
her.When he got to Mendev, she was placed under the mentorship and command of an
ElvenWizard by the name of Tessara. Tessara was a Veteran in the war against the
dwarves and was uneasy about Farren. However, through years of teaching and
observing her on more than a physical level she realized that his Orcish blood coursed
stronger than the orc within her and, with the right guidance, she would be a very strong
and just warrior. She pushed her hard toward the path of the Bladesinger and she often
was the top of the monastery of warriors her size. She spent the next couple of years
devoting her time to her training in solitude, making few friends, as the monastery was
mostly humans and elves who thought very low of her orcish blood, even with the high
influence of their mentor.By the age of 8, she was Tessara’s squire, dedicating her life to
the teachings and also taking a pledge of celibacy in hopes that remaining pure of heart
would help to suppress the orcish rage which she held inside. This pledge of celibacy
earned her the title of “the Pure” and would be known as Farren the Pure from that day
forward. For the next 2 years, she would refine her skills and was appointed as a
Knight-errant at the age of 10. Months after becoming a Knight-errant, she went on a
mission to aid a nearby settlement against an orc slaver attack and was surrounded and
captured. She was beaten and tortured in a camp of orcs, goblins and giants.Day in and
day out, she would be beaten and tortured for refusing to kill new prisoners and would be
forced to watch them be tortured and killed. Farren the Pure could feel her orcish rage
building, but her resolve held strong. One day, when he was 12, during a prisoner
transport, she turned against the small party of orcs and goblins who operated the
transport and escaped back to monastery with 3 other prisoners.In addition to respect,
admiration and reputation, she was also knighted for her valiant and heroic actions in
saving the prisoners. She spent the next few years following, focusing on the slavers and
aiding settlements in any way she could. It was at this point her mentor told her about her
past and where she came from.She mentioned that Farren was born to a human female
named Runa, in the Hold of Belkzen in the settlement of Trunau. Shortly before her birth,
her mother’s settlement was raided by a group of orc slavers, led by a powerful orc by the
ADDITIONAL FEATURES & TRAITS
name of Felzak, and that Felzak raped her mother and would return for her after Farren’s
birth. Having an opportunity to get her to safety, she smuggled her on a trade caravan to
Lastwall in fear that Felzak would bring out the chaotic orcish nature within her. Farren the
Pure was enraged when she heard what had happened to her mother and vowed at that
moment to hunt down and bring his father to justice.In the following year, she journeyed to
Trunau to seek out her mother and inform her that she was still alive and well. Upon
arriving to Trunau, she was met with untrusting glances and fearful eyes. When she met
her mother and told her what her mentor told Farren, she was glad she was safe and that
she did not blame her for her abandonment. She learned that she also had 3 siblings, an
older human brother, Tallak, a younger human brother, Varg, and a younger female sister,
Magda. She told them that she would find the orc slavers that raped their mother and bring
him to justice. Her mother informed Farren that the orc slaver group led by her father
headed south when they found out that Farren was not in the village. Her visit was brief
but very fulfilling for she now feels truly welcome by someone for the first time in his
life.Shortly after her return to the monastery, she was informed that there was change in
the Southern provinces. Creatures are becoming more active and hostile and things are
not as safe. She joined a group of crusaders who were heading south to the South to lend
aid in any way they could. His companions were a human male paladin by the name of
Eugeni and his younger brother, Alezandaru, a half-elf cleric. Both were decorated
veterans in the war, and Tessara mentored Eugeni in the years before her arrival to the
monastery. There was also an elf monk named Nonek, who was only known to Farren
through reputation and took an oath of silence but spoke loudly through his actions and
meditation. A female gnome bard named Lorceli, who was Farren’s closest friend and was
rescued by her during the prisoner transport escape. Her mentor Tessara led the
campaign, and the journey was long, but the party helped many people and settlements
along the way. After arriving in Oppara Farren heard about a convoy that needed
protection and opted to split from the group and help the convoy make its destination.
Tessara gave her her blessings and told him if he needed aid the monastery is always
home.

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Wizard
Intelligence 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Green-Flame Blade
Prestidigitation
Booming Blade

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 0 7
EPAR
SPELL NAME
ED
PR

● Mage Armor

● Shield
4
● Find Familiar

● Magic Missile
SPELLS KNOWN

Catapult

● False Life

Feather Fall

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

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