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Level 5 Imperial Swordmage, Battlemage 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Bosingwa
Legendary Lineage Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of you as if it were
STRENGTH Hide 14 bright light, and in darkness as if it were dim light.

PROFICIENCY BONUS +3 Cruel. You have 3 cruelty points refreshing every rest. You can: Spend 1

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SHIELD per turn to deal 1d6 extra damage on hit. Spend 1 to heal 1d6 on a
AC critical hit. Spend 1 to gain advantage on an Intimidation check made
using pain.
N
CIE C
Swordmage Bond. You know a ritual that creates a magical bond
+3 Strength
Y
PROFI

+3 between yourself and one weapon. You perform the ritual over the
course of 1 hour, which can be done during a short rest. The weapon
+2 Dexterity must be within your reach throughout the ritual, at the end of which you
touch the weapon and forge the bond.Once you have bonded a weapon
✘ +5 Constitution ARMOR CLASS to yourself, you can’t be disarmed of that weapon unless you are
DEXTERITY incapacitated. If it is on the same plane of existence, you can summon
✘ +4 Intelligence that weapon as a bonus action on your turn, causing it to teleport
MAXIMUM HIT DICE TEMPORARY

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instantly to your hand. As long as it is on the same plane as you, you also
+0 Wisdom know its precise location at all times.If your bonded weapon is broken or
30 5d10 damaged, you can spend 1 hour of meditation to recreate the weapon
+1 Charisma from a fragment. This can be done during a short rest. This process
CONDITIONAL
automatically destroys any other fragments of the weapon in existence,
so you can’t use it to create multiple copies of a broken weapon.If you
+2 attempt to bond with a second weapon, you must break the bond with
your existing weapon.
CURRENT HIT POINTS Magic Sense (Action—1/Short Rest). You can feel the magical power of
objects around you. Until the end of your next turn, you can sense any
CONSTITUTION DEATH SAVING THROWS
magic items within 60 feet of you that are not behind total cover. You
SAVING THROWS
can sense the presence of a magic item hidden on a person, so long as

15 SPEED FLY CLIMB SWIM the person is not behind total cover. You cannot sense an item
N
CIE C
contained in an extradimensional space. You also cannot sense an object
+2 Acrobatics (Dex) 30ft. 0ft. 0ft. 0ft.
Y
PROFI

protected from divination magic. A thin sheet of lead also blocks your
RT

EXPE
magic sense.When you use this feature, you can select one of the magic
+0 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION items you sense and learn its rarity and its magic item category. Your
+2 +1 Arcana (Int) Darkvision
magic sense has no effect on objects which bear magic but are not magic
items.

✘ +6 Athletics (Str) Resistances. Poison Fighting Style.


Dueling. When you are wielding a melee weapon in one hand and no
INTELLIGENCE +1 Deception (Cha) other weapons, you gain a +2 bonus to damage rolls with that weapon.

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Arcane Infusion (Bonus Action). While holding your bonded weapon you
✘ +4 History (Int) can expend one spell slot, infusing your weapon for ten minutes. While
infused, your weapon deals additional force damage equal to 1 + the
✘ +3 Insight (Wis) level of the spell slot you expended, to a maximum of 4. If your weapon
is not already magical, it becomes magical for the duration.Instead of
✘ +4 Intimidation (Cha) SPEED, SENSES, & CONDITIONS force damage, when you apply your arcane infusion you can choose to
+1 +1 Investigation (Int)
have it deal another type of damage. The damage must be one which
you can deal using a swordmage spell that you know but cannot be
Venomous Blessing. You gain resistance to poison damage. bludgeoning, piercing, or slashing damage.This effect ends early if your
+0 Medicine (Wis) bonded weapon is more than 5 feet away from you for 1 minute or
If you would also gain this resistance from a class feature, more, if you fall unconscious, or if you choose to end it.
WISDOM +1 Nature (Int) you learn the poison spray cantrip instead. Wisdom is your
spellcasting ability for this cantrip. Spell Strike (Action—1/Long Rest). You can on your turn to attempt a

10 +0 Perception (Wis)
+1 Performance (Cha)
Viper Fangs. You can choose to have your unarmed strikes
deal poison damage instead of bludgeoning damage.
spell strike, concentrating a spell into your weapon and using the strike
to cast it onto a target. Choose a spell you know of 1st level or higher
with a casting time of one action, and spend a spell slot as if you were
casting it as normal. The spell must be capable of targeting a hostile
+1 Persuasion (Cha) creature or have an area of effect in the shape of a cone, cube, cylinder,
+0 +1 Religion (Int)
Form Supression. You can conceal your serpentine traits as
an action by focusing your will, as though you were
line, or sphere.As part of the action, you then make a single weapon
attack with your bonded weapon. If the attack hits, the target suffers the
maintaining concentration on a spell. attack's normal effects and the effects of the spell. The target has
+2 Sleight of Hand (Dex) disadvantage on all saves made against the spell (if any), and
Forked Tongue. You can add your Wisdom modifier (+0) to automatically fails Dexterity saves. If the spell has an area of effect, it
CHARISMA +2 Stealth (Dex) instead only affects the target. Whether the weapon attack hits or
Deception checks in place of your Charisma modifier (+1). misses, the spell slot is expended and the magic fades from your

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weapon.You expend a use of this feature when you successfully hit your
+0 Survival (Wis) Draconic Ancestry. target.
SKILLS Black. Your draconic ancestry is black. Your damage type is
acid. Your breath weapon is 5 by 30 ft. line (dex. save). Extra Attack. You can attack twice, instead of once, whenever you take
the Attack action on your turn.
+1 10 PASSIVE PERCEPTION Breath Weapon (Action—1/Short Rest). Exhale destructive Arcane Aegis (Action—1/Long Rest). You can target a single creature
energy. Your breath weapon does 2d6 acid damage in a 5 by within 30 feet of you that you can see. That creature makes a DC12
30 ft. line (dex. save) DC 13 Wisdom save. On a failure you mark the creature until your
concentration is broken. A creature marked by you has disadvantage on
ADVANTAGE any attack roll that doesn't target you.

INITIATIVE +2 2 Attacks / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Greatsword 5 ft +6 vs AC 2d6+3 slashing
Heavy, Two-Handed
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Heavy Armor, Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Vehicles land

Languages. Common, Draconic, Infernal

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male
GENDER AGE HEIGHT WEIGHT
Bosingwa
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You have heroes in your family background and the story of your ancestors is known far and wide. Perhaps your parents
were a famous adventuring duo, or a grandparent hunted and killed great evils. Maybe your heroic bloodline has many
heroes within it going back as far as any can remember. Whatever the case, the deeds of those who came before you are
great and the public’s expectation of your accomplishments is even greater. The weight of your family name affects all
you do.

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Good Reputation
Since your family name is known, you can reap many
benefits by flying the flag of your heritage. People in
positions of power and privilege are willing to take a
meeting with you and grant you favors. The DM
decides the extent and effect of these favors, but
they shouldn’t involve lavish gifts or great personal
risk to the granter.

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Hide] 1 12
[Greatsword] 1 6

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

18 lb / 240 lb 480 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Intelligence +4 12 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Swordmage, Battlemage

1ST LEVEL 4 SPELL SLOTS Bone Storm Chromatic Orb


Protection from Evil and Good Ray of Sickness Thunderwave

2ND LEVEL 2 SPELL SLOTS Warding Bond


Bone Storm Chromatic Orb Protection from Evil and Good
1st-level conjuration 1st-level evocation 1st-level abjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Self (15-foot cone) RANGE 90 feet RANGE Touch
DURATION Instantaneous DURATION Instantaneous DURATION Concentration, up to 10 minutes
COMPONENTS V, S COMPONENTS V, S, M (a diamond worth at least 50 gp) COMPONENTS V, S, M (holy water or powdered silver and iron, which the spell
consumes)

You conjure shards of bone to shoot forth from your hand in a 15- You hurl a 4-inch-diameter sphere of energy at a creature that you Until the spell ends, one willing creature you touch is protected
foot cone in front of you. Creatures in the area must make a can see within range. You choose acid, cold, fire, lightning, poison, or against certain types of creatures: aberrations, celestials, elementals,
Dexterity saving throw or take 5d4 piercing damage. thunder for the type of orb you create, and then make a ranged spell fey, fiends, and undead. The protection grants several benefits.
At Higher Levels. When you cast this spell using a spell slot of 2nd attack against the target. If the attack hits, the creature takes 3d8 Creatures of those types have disadvantage on attack rolls against
level or higher, the damage increases by 1d4 and the size of the cone damage of the type you choose. the target. The target also can’t be charmed, frightened, or possessed
increases by 5 feet for each spell slot level above 1st. At Higher Levels. When you cast this spell using a spell slot of 2nd by them. If the target is already charmed, frightened, or possessed by
level or higher, the damage increases by 1d8 for each slot level above such a creature, the target has advantage on any new saving throw
1st. against the relevant effect.

Spellcasting (Swordmage) Grimlore’s Grimoire Spellcasting (Swordmage) Player’s Handbook Battlemage Magic (Swordmage) Player’s Handbook

Ray of Sickness Thunderwave Warding Bond


1st-level necromancy 1st-level evocation 2nd-level abjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 60 feet RANGE Self (15-foot cube) RANGE Touch
DURATION Instantaneous DURATION Instantaneous DURATION 1 hour
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a pair of platinum rings worth at least 50 gp each, which you
and target must wear for the duration)

A ray of sickening greenish energy lashes out toward a creature A wave of thunderous force sweeps out from you. Each creature in a This spell wards a willing creature you touch and creates a mystic
within range. Make a ranged spell attack against the target. On a hit, 15-foot cube originating from you must make a Constitution saving connection between you and the target until the spell ends. While
the target takes 2d8 poison damage and must make a Constitution throw. On a failed save, a creature takes 2d8 thunder damage and is the target is within 60 feet of you, it gains a +1 bonus to AC and
saving throw. On a failed save, it is also poisoned until the end of pushed 10 feet away from you. On a successful save, the creature saving throws, and it has resistance to all damage. Also, each time it
your next turn. takes half as much damage and isn’t pushed. In addition, unsecured takes damage, you take the same amount of damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd objects that are completely within the area of effect are The spell ends if you drop to 0 hit points or if you and the target
level or higher, the damage increases by 1d8 for each slot level above automatically pushed 10 feet away from you by the spell’s effect, and become separated by more than 60 feet. It also ends if the spell is
1st. the spell emits a thunderous boom audible out to 300 feet. cast again on either of the connected creatures. You can also dismiss
At Higher Levels. When you cast this spell using a spell slot of 2nd the spell as an action.
level or higher, the damage increases by 1d8 for each slot level above
1st.

Spellcasting (Swordmage) Player’s Handbook Spellcasting (Swordmage) Player’s Handbook Battlemage Magic (Swordmage) Player’s Handbook
Hide Greatsword
Armor Weapons

This crude armor consists of thick furs and pelts. It is


commonly worn by barbarian tribes, evil humanoids, and
other folk who lack access to the tools and materials
needed to create better armor.

12 lb. Player’s Handbook 6 lb. Player’s Handbook

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