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Level 7 Fallen Aasimar Warlock, The Fathomless 23720

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Nova
Sailor Neutral Temel (15 lcp)
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of you as if
STRENGTH Leather 14 it were bright light, and in darkness as if it were dim light.
PROFICIENCY BONUS +3
14
SHIELD Alert. You can’t be surprised while you are conscious.Other
AC creatures don’t gain advantage on attack rolls against you as
a result of being unseen by you.
N
CIE C

+2 Strength Eldritch Invocations.


Y
PROFI

+2 Eldritch Sight. You can cast detect magic at will, without


+3 Dexterity expending a spell slot.
Armor of Shadows. You can cast mage armor on yourself at
+1 Constitution ARMOR CLASS will, without expending a spell slot or material components.
DEXTERITY Improved Pact Weapon. Any weapon you create using your
+1 Intelligence Pact of the Blade feature is a +1 weapon. This invocation
MAXIMUM HIT DICE TEMPORARY

16 ✘ +4 Wisdom doesn’t affect a magic weapon you transformed into your


47 7d8 pact weapon.
✘ +8 Charisma Relentless Hex. Your curse creates a temporary bond
CONDITIONAL between you and your target. As a bonus action, you can
magically teler port up to 30 feet to an unoccupied space you
+3 can see within 5 feet of the target cursed by your hex spell or
by a warlock feature of yours, such as Hexblade’s Curse or
CURRENT HIT POINTS Sign of Ill Omen. To teleport in this way, you must be able to
see the cursed target.
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS
Pact of the Blade (Action). Create a pact weapon in your
13 N
CIE C

+3 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
40ft.
empty hand. This weapon counts as magical for the purpose
of overcoming resistance and immunity to nonmagical attacks
Y
PROFI

and damage.Your pact weapon disappears if it is more than 5


RT

EXPE

+1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION feet away from you for 1 minute or more. It also disappears if
+1 ✘ +4 Arcana (Int) Darkvision you use this feature again, if you dismiss the weapon (no
action required), or if you die.You can transform one magic
weapon into your pact weapon by performing a special ritual
✘ +5 Athletics (Str) Resistances. Cold, Necrotic, Radiant while you hold the weapon. You perform the ritual over the
INTELLIGENCE +5 Deception (Cha)
course of 1 hour, which can be done during a short rest. You
can then dismiss the weapon, shunting it into an

12 +1 History (Int) extradimensional space, and it appears whenever you create


your pact weapon thereafter. You can’t affect an artifact or a
+1 Insight (Wis) sentient weapon in this way. The weapon ceases being your
pact weapon if you die, if you perform the 1-hour ritual on a
✘ +8 Intimidation (Cha) SPEED, SENSES, & CONDITIONS different weapon, or if you use a 1-hour ritual to break your
+1 +1 Investigation (Int)
bond to it. The weapon appears at your feet if it is in the
extradimensional space when the bond breaks.
+1 Medicine (Wis) Celestial Resistance. You have resistance to
necrotic damage and radiant damage. Tentacle of the Deeps (Bonus Action—3/Long Rest). You
WISDOM +1 Nature (Int) create a 10-foot-long tentacle at a point you can see within
60 feet of you. The tentacle lasts for 1 minute or until you use

13 ✘ +4 Perception (Wis) Healing Hands (Action—1/Long Rest). You can this feature to create another tentacle.
touch a creature and cause it to regain 7 hit points. When you create the tentacle, you can make a melee spell
+5 Performance (Cha) attack against one creature within 10 feet of it. On a hit, the
+5 Persuasion (Cha) Light Bearer. You know the light cantrip. target takes 1d8 cold damage, and its speed is reduced by 10
+1 +1 Religion (Int)
(Spellcasting: Charisma) feet until the start of your next turn.
As a bonus action on your turn, you can move the tentacle
up to 30 feet and repeat the attack.
+3 Sleight of Hand (Dex) Necrotic Shroud (1/Long Rest). The instant you
CHARISMA transform, other creatures within 10 feet of you Gift of the Sea. You can breathe underwater.
+3 Stealth (Dex) that can see you must each succeed on a Charisma

20
saving throw (DC 16) or become frightened of you Oceanic Soul. When you are fully submerged, any creature
+1 Survival (Wis) that is also fully submerged can understand your speech, and
SKILLS until the end of your next turn. Your you can understand theirs.
transformation lasts for 1 minute or until you end
it as a bonus action. During it, once on each of Guardian Coil (Reaction). When you or a creature you can
+5 14 PASSIVE PERCEPTION your turns, you can deal 7 extra necrotic damage see takes damage while within 10 feet of the tentacle, you
to one target when you deal damage to it with an can choose one of those creatures and reduce the damage to
attack or a spell. that creature by 1d8.
ADVANTAGE

INITIATIVE +8 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Crossbow, Light 80/320 +6 vs AC 1d8+3 piercing
Ammunition, Loading, Two-Handed
FEATURES & TRAITS
Rapier 5 ft +3 vs AC 1d8+3 piercing
Finesse
Armor Proficiencies. Light Armor

Weapon Proficiencies. Simple Weapons

Tool Proficiencies. Navigator’s tools, Vehicles water

Languages. Common, Celestial, Gith

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 5'7" 110 lb.
GENDER AGE HEIGHT WEIGHT
Nova Golden Brown
CHARACTER NAME EYES SKIN HAIR

NAME

THE ATHAR

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those
who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has
come to try your hand at something new.
My friends know they can rely on me, no matter
what. Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval vessel, a
I like a job well done, especially if I can convince ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing
someone else to do it.
and presumed lost with all hands?

What were your duties on board—boatswain, captain, navigator, cook, or some other position? Who were the captain
PERSONALITY TRAITS
and first mate? Did you leave your ship on good terms with your fellows, or on the run?

Aspiration. Someday I’ll own my own ship and chart


my own destiny. (Any)

IDEAL

I was cheated out of my fair share of the profits, and


I want to get my due.

BOND

My pride will probably lead to my destruction.

FLAW BACKGROUND STORY

Ship’s Passage
When you need to, you can secure free passage on a
sailing ship for yourself and your adventuring
companions. You might sail on the ship you served
on, or another ship you have good relations with
(perhaps one captained by a former crewmate).
Because you’re calling in a favor, you can’t be certain
of a schedule or route that will meet your every
need. Your Dungeon Master will determine how long
it takes to get where you need to go. In return for
your free passage, you and your companions are
expected to assist the crew during the voyage.
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
Dungeoneer’s Pack 1 10
Scholar’s Pack 1 10
Wand 1 1
[Leather] 1 10
[Rapier] 1 2
Crossbow, Light 1 5
Crossbow Bolt 20 1
Dagger 2 2

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

41 lb / 210 lb 420 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.
The Athar Loncası;
Kademe 1:
Katip Çantası ve Gith dili uzmanlığı. (Katip çantası güzel yazı yazma ve
hattatlık ile ilgili eşyaları içinde bulundurur.)

Sınırlamaları: Kutsal yer ve kutsal eşyalara karşı huyları vardır. Yaklaşmak


istemezler. Beklenmedik kutsal bir ana tanıklık etmeleri oyuncuya sahne
boyunca Frightened kondisyonu verir. (düzenlendi)

NOTES NOTES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +8 16 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Warlock, The Fathomless

CANTRIPS Booming Blade Eldritch Blast


Minor Illusion

1ST LEVEL Expeditious Retreat Hex


Thunderwave

2ND LEVEL Mind Spike Silence

3RD LEVEL Hunger of Hadar Vampiric Touch

4TH LEVEL 2 SPELL SLOTS Blight

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Light (Aasimar)

1ST LEVEL Detect Magic (Eldritch Sight) Mage Armor (Armor of Shadows)
Booming Blade Eldritch Blast Light
Evocation Cantrip Evocation Cantrip Evocation Cantrip

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


RANGE Self (5-foot radius) RANGE 120 feet RANGE Touch
DURATION 1 round DURATION Instantaneous DURATION 1 hour
COMPONENTS V, M (a melee weapon worth at least 1 sp) COMPONENTS V, S COMPONENTS V, M (a firefly or phosphorescent moss)

You brandish the weapon used in the spell’s casting and make a A beam of crackling energy streaks toward a creature within range. You touch one object that is no larger than 10 feet in any dimension.
melee attack with it against one creature within 5 feet of you. On a Make a ranged spell attack against the target. On a hit, the target Until the spell ends, the object sheds bright light in a 20-foot radius
hit, the target suffers the weapon attack’s normal effects and then takes 1d10 force damage. and dim light for an additional 20 feet. The light can be colored as
becomes sheathed in booming energy until the start of your next The spell creates more than one beam when you reach higher you like. Completely covering the object with something opaque
turn. If the target willingly moves 5 feet or more before then, the levels: two beams at 5th level, three beams at 11th level, and four blocks the light. The spell ends if you cast it again or dismiss it as an
target takes 1d8 thunder damage, and the spell ends. beams at 17th level. you can direct the beams at the same target or action.
This spell’s damage increases when you reach certain levels. At 5th at different ones. Make a separate attack roll for each beam. If you target an object held or worn by a hostile creature, that
level, the melee attack deals an extra 1d8 thunder damage to the creature must succeed on a Dexterity saving throw to avoid the spell.
target on a hit, and the damage the target takes for moving increases
to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8)
and again at 17th level (3d8 and 4d8).

Pact Magic (Warlock) Tasha’s Cauldron of Everything Pact Magic (Warlock) Player’s Handbook Light Bearer (Aasimar) Player’s Handbook

Minor Illusion Detect Magic Expeditious Retreat


Illusion Cantrip 1st-level divination (ritual) 1st-level transmutation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 30 feet RANGE Self RANGE Self
DURATION 1 minute DURATION Concentration, up to 10 minutes DURATION Concentration, up to 10 minutes
COMPONENTS S, M (a bit of fleece) COMPONENTS V, S COMPONENTS V, S

You create a sound or an image of an object within range that lasts For the duration, you sense the presence of magic within 30 feet of This spell allows you to move at an incredible pace. When you cast
for the duration. The illusion also ends if you dismiss it as an action or you. If you sense magic in this way, you can use your action to see a this spell, and then as a bonus action on each of your turns until the
cast this spell again. faint aura around any visible creature or object in the area that bears spell ends, you can take the Dash action.
If you create a sound, its volume can range from a whisper to a magic, and you learn its school of magic, if any.
scream. It can be your voice, someone else’s voice, a lion’s roar, a The spell can penetrate most barriers, but is blocked by 1 foot of
beating of drums, or any other sound you choose. The sound stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
continues unabated throughout the duration, or you can make wood or dirt.
discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy
footprints, or a small chest—it must be no larger than a 5-foot cube.
The image can’t create sound, light, smell, or any other sensory
effect. Physical interaction with the image reveals it to be an illusion,
because things can pass through it.
If a creature uses its action to examine the sound or image, the
creature can determine that it is an illusion with a successful
Intelligence (Investigation) check against your spell save DC. If a
creature discerns the illusion for what it is, the illusion becomes faint
to the creature.

Pact Magic (Warlock) Player’s Handbook Eldritch Sight (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook

Hex Mage Armor Thunderwave


1st-level enchantment 1st-level abjuration 1st-level evocation

CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE 90 feet RANGE Touch RANGE Self (15-foot cube)
DURATION Concentration, up to 1 hour DURATION 8 hours DURATION Instantaneous
COMPONENTS V, S, M (the petrified eye of a newt) COMPONENTS V, S, M (a piece of cured leather) COMPONENTS V, S

You place a curse on a creature that you can see within range. Until You touch a willing creature who isn’t wearing armor, and a A wave of thunderous force sweeps out from you. Each creature in a
the spell ends, you deal an extra 1d6 necrotic damage to the target protective magical force surrounds it until the spell ends. The target’s 15-foot cube originating from you must make a Constitution saving
whenever you hit it with an attack. Also, choose one ability when you base AC becomes 13 + its Dexterity modifier. The spell ends it if the throw. On a failed save, a creature takes 2d8 thunder damage and is
cast the spell. The target has disadvantage on ability checks made target dons armor or if you dismiss the spell as an action. pushed 10 feet away from you. On a successful save, the creature
with the chosen ability. takes half as much damage and isn’t pushed.
If the target drops to 0 hit points before this spell ends, you can use In addition, unsecured objects that are completely within the area
a bonus action on a subsequent turn of yours to curse a new of effect are automatically pushed 10 feet away from you by the
creature. A remove curse cast on the target ends this spell early. spell’s effect, and the spell emits a thunderous boom audible out to
At Higher Levels. When you cast this spell using a spell slot of 3rd 300 feet.
or 4th level, you can maintain your concentration on the spell for up At Higher Levels. When you cast this spell using a spell slot of 2nd
to 8 hours. When you use a spell slot of 5th level or higher, you can level or higher, the damage increases by 1d8 for each slot level above
maintain your concentration on the spell for up to 24 hours. 1st.

Pact Magic (Warlock) Player’s Handbook Armor of Shadows (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
Mind Spike Silence Hunger of Hadar
2nd-level divination 2nd-level illusion (ritual) 3rd-level conjuration

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


RANGE 60 feet RANGE 120 feet RANGE 150 feet
DURATION Concentration, up to 1 hour DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 minute
COMPONENTS S COMPONENTS V, S COMPONENTS V, S, M (a pickled octopus tentacle)

You reach into the mind of one creature you can see within range. For the duration, no sound can be created within or pass through a You open a gateway to the dark between the stars, a region infested
The target must make a Wisdom saving throw, taking 3d8 psychic 20-foot-radius sphere centered on a point you choose within range. with unknown horrors. A 20-foot-radius sphere of blackness and
damage on a failed save, or half as much damage on a successful one. Any creature or object entirely inside the sphere is immune to bitter cold appears, centered on a point with range and lasting for
On a failed save, you also always know the target’s location until the thunder damage, and creatures are deafened while entirely inside it. the duration. This void is filled with a cacophony of soft whispers and
spell ends, but only while the two of you are on the same plane of Casting a spell that includes a verbal component is impossible there. slurping noises that can be heard up to 30 feet away. No light,
existence. While you have this knowledge, the target can’t become magical or otherwise, can illuminate the area, and creatures fully
hidden from you, and if it’s invisible, it gains no benefit from that within the area are blinded.
condition against you. The void creates a warp in the fabric of space, and the area is
At Higher Levels. When you cast this spell using a spell slot of 3rd difficult terrain. Any creature that starts its turn in the area takes 2d6
level or higher, the damage increases by 1d8 for each slot level above cold damage. Any creature that ends its turn in the area must
2nd. succeed on a Dexterity saving throw or take 2d6 acid damage as
milky, otherworldly tentacles rub against it.

Pact Magic (Warlock) Xanathar’s Guide to Everything Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook

Vampiric Touch Blight


3rd-level necromancy 4th-level necromancy

CASTING TIME 1 action CASTING TIME 1 action


RANGE Self RANGE 30 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S

The touch of your shadow-wreathed hand can siphon force from Necromantic energy washes over a creature of your choice that you
others to heal your wounds. Make a melee spell attack against a can see within range, draining moisture and vitality from it. The
creature within your reach. On a hit, the target takes 3d6 necrotic target must make a Constitution saving throw. The target takes 8d8
damage, and you regain hit points equal to half the amount of necrotic damage on a failed save, or half as much damage on a
necrotic damage dealt. Until the spell ends, you can make the attack successful one. This spell has no effect on undead or constructs.
again on each of your turns as an action. If you target a plant creature or a magical plant, it makes the saving
At Higher Levels. When you cast this spell using a spell slot of 4th throw with disadvantage, and the spell deals maximum damage to it.
level or higher, the damage increases by 1d6 for each slot level above If you target a nonmagical plant that isn’t a creature, such as a tree
3rd. or shrub, it doesn’t make a saving throw
At Higher Levels. When you cast this spell using a spell slot of 5th
level or higher, the damage increases by 1d8 for each slot level above
4th.

Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
Dungeoneer’s Pack Scholar’s Pack Wand
Equipment Packs Equipment Packs Spellcasting Focus

Includes a backpack, a crowbar, a hammer, 10 pitons, 10 Includes a backpack, a book of lore, a bottle of ink, an ink An arcane focus is a special item—an orb, a crystal, a rod, a
torches, a tinderbox, 10 days of rations, and a waterskin. pen, 10 sheets of parchment, a little bag of sand, and a specially constructed staff, a wand—like length of wood, or
The pack also has 50 feet of hempen rope strapped to the small knife. some similar item designed to channel the power of arcane
side of it. spells. A sorcerer, warlock, or wizard can use such an item
as a spellcasting focus.

10 lbs. Player’s Handbook 10 lbs. Player’s Handbook 1 lb. Player’s Handbook

Leather Rapier Crossbow, Light


Armor Weapons Weapons

The breastplate and shoulder protectors of this armor are


made of leather that has been stiffened by being boiled in
oil. The rest of the armor is made of softer and more
flexible materials.

10 lb. Player’s Handbook 2 lb. Player’s Handbook 5 lb. Player’s Handbook

Crossbow Bolt Dagger Dagger


Ammunition Weapons Weapons

Crossbow bolts are used with a crossbow to make a ranged


attack.

1/20 lb. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook

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