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Level 3 Imperial Swordmage, Spellsword 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


BOSINGWA
Legendary Lineage Neutral 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 +2 Swordmage Bond. You know a ritual that creates a magical bond

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SHIELD between yourself and one weapon. You perform the ritual over the
AC
course of 1 hour, which can be done during a short rest. The weapon
must be within your reach throughout the ritual, at the end of which
N
CIE C
you touch the weapon and forge the bond.Once you have bonded a
+3 Strength weapon to yourself, you can’t be disarmed of that weapon unless
Y
PROFI

+3 you are incapacitated. If it is on the same plane of existence, you can


+2 Dexterity summon that weapon as a bonus action on your turn, causing it to
teleport instantly to your hand. As long as it is on the same plane as
✘ +4 Constitution ARMOR CLASS you, you also know its precise location at all times.If your bonded
weapon is broken or damaged, you can spend 1 hour of meditation
DEXTERITY
✘ +3 Intelligence to recreate the weapon from a fragment. This can be done during a
MAXIMUM HIT DICE TEMPORARY short rest. This process automatically destroys any other fragments

14 +0 Wisdom

+1 Charisma
26 3d10
of the weapon in existence, so you can’t use it to create multiple
copies of a broken weapon.If you attempt to bond with a second
weapon, you must break the bond with your existing weapon.
CONDITIONAL
Magic Sense (Action—1/Short Rest). You can feel the magical power
+2 of objects around you. Until the end of your next turn, you can sense
any magic items within 60 feet of you that are not behind total cover.
You can sense the presence of a magic item hidden on a person, so
CURRENT HIT POINTS long as the person is not behind total cover. You cannot sense an
CONSTITUTION DEATH SAVING THROWS item contained in an extradimensional space. You also cannot sense
SAVING THROWS an object protected from divination magic. A thin sheet of lead also
blocks your magic sense.When you use this feature, you can select

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CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
one of the magic items you sense and learn its rarity and its magic
item category. Your magic sense has no effect on objects which bear
Y
PROFI

magic but are not magic items.


RT

EXPE

+0 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


Fighting Style.
+2 ✘ +3 Arcana (Int) Darkvision Dueling. When you are wielding a melee weapon in one hand and
no other weapons, you gain a +2 bonus to damage rolls with that
✘ +5 Athletics (Str) Resistances. Poison weapon.

INTELLIGENCE Arcane Infusion (Bonus Action). While holding your bonded weapon
+1 Deception (Cha) you can expend one spell slot, infusing your weapon for ten minutes.

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While infused, your weapon deals additional force damage equal to 1
✘ +3 History (Int) + the level of the spell slot you expended, to a maximum of 4. If your
weapon is not already magical, it becomes magical for the
+0 Insight (Wis) duration.Instead of force damage, when you apply your arcane
infusion you can choose to have it deal another type of damage. The
✘ +3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+1 +1 Investigation (Int)
damage must be one which you can deal using a swordmage spell
that you know but cannot be bludgeoning, piercing, or slashing
damage.This effect ends early if your bonded weapon is more than 5
+0 Medicine (Wis) Venomous Blessing. You gain resistance to poison damage. feet away from you for 1 minute or more, if you fall unconscious, or if
If you would also gain this resistance from a class feature, 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

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

12 +0 Survival (Wis) from your weapon.You expend a use of this feature when you
Draconic Ancestry. successfully hit your target.
SKILLS Red. Your draconic ancestry is red. Your damage type is
fire. Your breath weapon is 15 ft. cone (dex. save). Infusion Surge. Once per turn when you hit with an attack using your
bonded weapon and you have an active Arcane Infusion, you can
+1 10 PASSIVE PERCEPTION Breath Weapon (Action—1/Short Rest). Exhale destructive double the damage dealt by the infusion.
energy. Your breath weapon does 2d6 fire damage in a 15
Arcane Counter (Reaction). When a creature within 30 feet of you
ft. cone (dex. save) DC 12 hits an ally with a melee attack, you can teleport and appear in an
unoccupied space within 5 feet of the attacking creature. As part of
ADVANTAGE
the reaction, you can make a single melee weapon attack against the
creature. The triggering creature must be beyond your reach when it
INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS hits your ally for you to be able to use this feature.

NAME RANGE ATTACK DAMAGE / TYPE

FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Vehicles land

Languages. Common, Draconic, Celestial

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 28
GENDER AGE HEIGHT WEIGHT
BOSINGWA Blue Brown Black
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
I am quiet in public and don’t enjoy being noticed. great and the public’s expectation of your accomplishments is even greater. The weight of your family name affects all
I am attracted to people who don’t fawn over me you do.
right away.

PERSONALITY TRAITS

IDEAL

I wield the same weapon my ancestor used.

BOND

I can only handle so much fawning before I explode


in anger.

FLAW BACKGROUND STORY

Deep Delver
You have a knack for making your way in the deep
places of the world. You can recall the twists and
turns of passageways and tunnels such that you can
always retrace your steps underground. You’re also
well acquainted with foraging and survival in the
Underdark, and can determine when sources of food
and water are safe to consume. You can always find
sufficient food and water for yourself and up to five
other people in the Underdark, as long as
sustenance is available in the area.

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
Greatsword 1 6
[Hide] 1 12
Dungeoneer’s Pack 1 10

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

28 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 +3 11 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Swordmage, Spellsword

1ST LEVEL 3 SPELL SLOTS Longstrider Ray of Sickness


Thunderwave Zephyr Strike
Longstrider Ray of Sickness Thunderwave
1st-level transmutation 1st-level necromancy 1st-level evocation

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


RANGE Touch RANGE 60 feet RANGE Self (15-foot cube)
DURATION 1 hour DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S, M (a pinch of dirt) COMPONENTS V, S COMPONENTS V, S

You touch a creature. The target’s speed increases by 10 feet until A ray of sickening greenish energy lashes out toward a creature A wave of thunderous force sweeps out from you. Each creature in a
the spell ends. within range. Make a ranged spell attack against the target. On a hit, 15-foot cube originating from you must make a Constitution saving
At Higher Levels. When you cast this spell using a spell slot of 2nd the target takes 2d8 poison damage and must make a Constitution throw. On a failed save, a creature takes 2d8 thunder damage and is
level or higher, you can target one additional creature for each slot 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
level above 1st. your next turn. takes half as much damage and isn’t pushed. In addition, unsecured
At Higher Levels. When you cast this spell using a spell slot of 2nd objects that are completely within the area of effect are
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
1st. the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d8 for each slot level above
1st.

Spellsword Magic (Swordmage) Player’s Handbook Spellcasting (Swordmage) Player’s Handbook Spellcasting (Swordmage) Player’s Handbook

Zephyr Strike
1st-level transmutation

CASTING TIME 1 bonus action


RANGE Self
DURATION Concentration, up to 1 minute
COMPONENTS V

You move like the wind. Until the spell ends, your movement doesn’t
provoke opportunity attacks.
Once before the spell ends, you can give yourself advantage on one
weapon attack roll on your turn. That attack deals an extra 1d8 force
damage on a hit. Whether you hit or miss, your walking speed
increases by 30 feet until the end of that turn.

Spellcasting (Swordmage) Xanathar’s Guide to Everything


Greatsword Hide Dungeoneer’s Pack
Weapons Armor Equipment Packs

This crude armor consists of thick furs and pelts. It is Includes a backpack, a crowbar, a hammer, 10 pitons, 10
commonly worn by barbarian tribes, evil humanoids, and torches, a tinderbox, 10 days of rations, and a waterskin.
other folk who lack access to the tools and materials The pack also has 50 feet of hempen rope strapped to the
needed to create better armor. side of it.

6 lb. Player’s Handbook 12 lb. Player’s Handbook 10 lbs. Player’s Handbook

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