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Level 3 Sylphi Feyblood Prism, Void Facet 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Zilindra
Courtier Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Project Light. When you use a projection, you must expend
STRENGTH Unarmored Defense (Prism) (19) 19 one or more influence. You have 2 influence. You regain all
spent influence at the start of each of your turns.
PROFICIENCY BONUS +2
16
SHIELD
AC Projection Attack (Action—Project Light). Make a ranged spell
attack (+7 vs AC) against a creature you can see within 60 feet
N
of you. On a hit, you roll a number of d6 equal to the influence
CIE C

+3 Strength you spend and deal that much radiant damage to the target +
Y
PROFI

+3 5.
+4 Dexterity
Projection Barrier (Action/Reaction—Project Light). Choose a
+3 Constitution ARMOR CLASS friendly creature you can see within 30 feet of you. Roll a
DEXTERITY number of d6 equal to the influence you expended. The target
+2 Intelligence gains that many temporary hp, which last until the end of your
MAXIMUM HIT DICE TEMPORARY

18
next turn. In addition, after rolling initiative, you can use your
✘ +5 Wisdom
27 3d8 reaction to immediately spend up to influence maximum to
✘ +7 Charisma project a barrier onto a creature of your choice within range.
CONDITIONAL
Read Light (Action). You can attempt to see into the inner light
+4 of a creature within 60 feet of you. If that creature is willing,
you know the emotional state of the target at that time. If the
CURRENT HIT POINTS creature is unwilling, you must make a Charisma check
contested by the target’s Charisma or Wisdom check. If you
CONSTITUTION DEATH SAVING THROWS
succeed, you know the emotional state of the target. Whether
SAVING THROWS you succeed or not, the target is aware of your attempt and

16 SPEED FLY CLIMB SWIM could regard it as a hostile action.


N
CIE C

+4 Acrobatics (Dex) 30ft. 0ft. 0ft. 0ft.


Y
PROFI

Unarmored Defense. While you are wearing no armor and not


RT

EXPE

VISION INSPIRATION EXHAUSTION wielding a shield, your AC equals 19.


+3 Animal Handling (Wis)
+3 +2 Arcana (Int)
Empathy. Immediately after using your Project Light feature,
you can expend 1 influence to alter the emotional state of a
+3 Athletics (Str) creature with one of the following options. This effect lasts
until the start of your next turn. You can’t influence a creature
INTELLIGENCE ✘ +7 Deception (Cha) that is incapable of emotion in this way, such as a construct.
Calm. The first time the target would deal damage, the damage

15 ✘
+2 History (Int)
+5 Insight (Wis)
dealt is reduced by half. In addition, the first time damage
would be dealt to them, that damage is reduced by half. Excite.
The target can’t take reactions. In addition, their movement
does not provoke opportunity attacks from any creatures.
+5 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Fury. The target can’t willingly move further away from the
+2 +2 Investigation (Int) nearest creature hostile to it. In addition, the target gains
advantage on Strength checks. Languor. The first time the
+3 Medicine (Wis) Fey Ancestry. You have advantage on saving throws target would deal damage, they take psychic damage equal to
against being charmed, and magic can’t put you to your Charisma modifier. In addition, the first time damage
WISDOM +2 Nature (Int) would be dealt to them by a creature, that creature takes
sleep.
psychic damage equal to your Charisma modifier. Panic. For

16 ✘


+5 Perception (Wis)
+7 Performance (Cha)
Fey Charm. You can target one humanoid or beast
that you can see within 30 feet. It must succeed on a
every 1 foot of movement the target uses to move closer to
the nearest hostile creature, it must spend 2 feet of
movement. In addition, for every 1 foot of movement it uses to
✘ +7 Persuasion (Cha)
Wisdom saving throw or be magically charmed. The move away from the nearest hostile creature, it can move
+3 +2 Religion (Int)
charmed creature regards you as a trusted friend to
be heeded and protected. Although the target isn’t
twice as far.

under your control, it takes your requests or actions Dark Heart. You summon a globe of absolute darkness, which
+4 Sleight of Hand (Dex) fits in the palm of your hand. It is completely void of color, and
in the most favorable way it can. turns bright light in a 5-foot radius around it into dim light. At
CHARISMA +4 Stealth (Dex) the start of each of your turns, you can suppress the globe or
Fey Resistance. You have advantage on saving recall it into your hand if it was suppressed (no action
20 +3 Survival (Wis)
SKILLS
throws against being charmed and against illusion
magic.
required). When you use your projections, you can choose to
drain the light from the target as opposed to imbuing it with
your own. As a result, your projection attack deals psychic
damage instead of radiant, and your projection barrier drains
Faerie Wings. At 3rd level, you can use your wings
+5 15 PASSIVE PERCEPTION
to glide at a rate of 60 feet per round as if under the
all color from the area around the target, lightly obscuring the
target. As long as you are holding the globe, you can take the
effects of a feather fall spell. At 6th level, once per Hide action as a bonus action. Creatures without darkvision
long rest, you can fly as if under the effect of the fly have disadvantage on Wisdom (Perception) checks to notice
ADVANTAGE
spell for up to 10 minutes. you while hiding in this way.
INITIATIVE +4 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Dagger 20/60 +6 vs AC 1d4+4 piercing
Finesse, Light, Thrown
FEATURES & TRAITS
Dagger 20/60 +6 vs AC 1d4+4 piercing
Finesse, Light, Thrown

Quarterstaff 5 ft +5 vs AC 1d8+3 bludgeoning (Versatile) Armor Proficiencies. –


Versatile
Weapon Proficiencies. Simple Melee Weapons

Tool Proficiencies. Jeweler’s tools

Languages. Common, Sylvan, Deep Speech,


Draconic, Primordial

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Female
GENDER AGE HEIGHT WEIGHT
Zilindra
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You
might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could
have secured you this position.
I believe that anything worth doing is worth doing
right. I can’t help it— I’m a perfectionist.I always You might have been one of the many functionaries, attendants, and other hangers-on in the Court of Silverymoon, or
want to know how things work and what makes perhaps you traveled in Waterdeep’s baroque and sometimes cutthroat conglomeration of guilds, nobles, adventurers,
people tick.
and secret societies. You might have been one of the behind-the-scenes law-keepers or functionaries in Baldur’s Gate or
Neverwinter, or you might have grown up in and around the castle of Daggerford.
PERSONALITY TRAITS
Even if you are no longer a full-ft edged member of the group that gave you your start in life, your relationships with
your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with
People. I’m committed to the people I care about, your new companions that further the interest of the organization that gave you your start in life. In any event, the
not to ideals. (Neutral) abilities that you honed while serving as a courtier will stand you in good stead as an adventurer.

IDEAL

BOND

FLAW BACKGROUND STORY

Feature: Court Functionary


Your knowledge of how bureaucracies function lets
you gain access to the records and inner workings of
any noble court or government you encounter. You
know who the movers and shakers are, whom to go
to for the favors you seek, and what the current
intrigues of interest in the group are.

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
Dagger 2 2 Cleansing Stone 1 —
[Quarterstaff] 1 4 Conch of Booming Voice 1 —
Entertainer’s Pack 1 10 Wand of Pyrotechnics 1 1
Orb 1 3
Jeweler’s Tools 1 2

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 200 10

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

26.2 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.
Charisma +7 15 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Prism, Void Facet

1ST LEVEL 3 SPELL SLOTS Arms of Hadar Faerie Fire


Healing Word Prismatic Brand Sleep
Arms of Hadar Faerie Fire Healing Word
1st-level conjuration 1st-level evocation 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE Self (10-foot radius) RANGE 60 feet RANGE 60 feet
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V COMPONENTS V

You invoke the power of Hadar, the Dark Hunger. Tendrils of dark Each object in a 20-foot cube within range is outlined in blue, green, A creature of your choice that you can see within range regains hit
energy erupt from you and batter all creatures within 10 feet of you. or violet light (your choice). Any creature in the area when the spell is points equal to 1d4 + your spellcasting ability modifier. This spell has
Each creature in that area must make a Strength saving throw. On a cast is also outlined in light if it fails a Dexterity saving throw. For the no effect on undead or constructs.
failed save, a target takes 2d6 necrotic damage and can’t take duration, objects and affected creatures shed dim light in a 10-foot At Higher Levels. When you cast this spell using a spell slot of 2nd
reactions until its next turn. On a successful save, the creature takes radius. level or higher, the healing increases by 1d4 for each slot level above
half damage, but suffers no other effect. Any attack roll against an affected creature or object has advantage 1st.
At Higher Levels. When you cast this spell using a spell slot of 2nd if the attacker can see it, and the affected creature or object can’t
level or higher, the damage increases by 1d6 for each slot level above benefit from being invisible.
1st.

Void Facet Spells (Prism) Player’s Handbook Spellcasting (Prism) Player’s Handbook Spellcasting (Prism) Player’s Handbook

Prismatic Brand Sleep


1st-level enchantment 1st-level enchantment

CASTING TIME 1 bonus action CASTING TIME 1 action


RANGE Self RANGE 90 feet
DURATION Concentration, up to 1 minute DURATION 1 minute
COMPONENTS V, S COMPONENTS V, S, M (a pinch of fine sand, rose petals, or a cricket)

You emanate an aura of shifting hues and brilliant light, a visible This spell sends creatures into a magical slumber. Roll 5d8, the total
manifestation of the depths of your soul. The next attack you hit with is how many hit points of creatures this spell can affect. Creatures
extends this aura to the target of the attack, shrouding them in the hue within 20 feet of a point you choose within range are affected in
of light you were emanating as you strike. Roll a d8 to determine which ascending order of their current hit points (ignoring unconscious
color effects it. creatures).
1. Red. The attack deals an additional 2d6 fire damage. Starting with the creature that has the lowest current hit points,
2. Orange. The attack deals an additional 2d6 acid damage. each creature affected by this spell falls unconscious until the spell
3. Yellow. The attack deals an additional 2d6 lightning damage. ends, the sleeper takes damage, or someone uses an action to shake
4. Green. The attack deals an additional 2d6 poison damage. or slap the sleeper awake. Subtract each creature’s hit points from
5. Blue. The attack deals an additional 2d6 cold damage. the total before moving on to the creature with the next lowest hit
6. Indigo. The target is restrained. It must then make a Constitution points. A creature’s hit points must be equal to or less than the
saving throw at the start of each of its turns, ending this effect early on remaining total for that creature to be affected.
a successful save. Undead and creatures immune to being charmed aren’t affected
7. Violet. The target is blinded. It must make a Wisdom saving throw by this spell.
at the end of its next turn. A successful save ends the blindness. If it At Higher Levels. When you cast this spell using a spell slot of 2nd
fails the save, it takes 1d6 psychic damage and is no longer blinded.
8. Special. The emanating light was caught between two colors. To level or higher, roll an additional 2d8 for each slot level above 1st.
determine which colors, roll twice more, rerolling any 8.

Spellcasting (Prism) Prism: Light & Magic Spellcasting (Prism) Player’s Handbook
Dagger Dagger Quarterstaff
Weapons Weapons Weapons

1 lb. Player’s Handbook 1 lb. Player’s Handbook 4 lb. Player’s Handbook

Entertainer’s Pack Orb Jeweler’s Tools


Equipment Packs Spellcasting Focus Tools

Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 An arcane focus is a special item—an orb, a crystal, a rod, a Training with jeweler’s tools includes the basic techniques
days of rations, a waterskin, and a disguise kit. specially constructed staff, a wand—like length of wood, or needed to beautify gems. it also gives you expertise in
some similar item designed to channel the power of arcane identifying precious stones.
spells. A sorcerer, warlock, or wizard can use such an item Components. Jeweler’s tools consist Of a small saw and
as a spellcasting focus. hammer, files, pliers, and tweezers.
Arcana. Proficiency with jeweler’s tools grants you
knowledge about the reputed mystical uses of gems. This
insight proves handy when you make Arcana checks related
to gems or gem—encrusted items.
Investigation. When you inspect jeweled objects. your
proficiency with jeweler’s tools aids you in picking out clues
they might hold.
Identify Gems. You can identify gems and determine
their value at a glance.
JEWELER’S TOOLS
Activity DC
Modify a gem's appearance 15
Determine a gem's history 20

10 lbs. Player’s Handbook 3 lb. Player’s Handbook 2 lbs. Player’s Handbook

Cleansing Stone Conch of Booming Voice Wand of Pyrotechnics


Wondrous Items Wondrous Items Wands

A cleansing stone is a sphere 1 foot in diameter, engraved You can use an action to speak into this conch. The conch This wand has 7 charges. While holding it, you can use an
with mystic sigils. When touching the stone, you can use an magically amplifies your voice, increasing its volume and action to expend 1 of its charges and create a harmless
action to activate it and remove dirt and grime from your allowing you to influence creatures within a 60 foot radius. burst of multicolored light at a point you can see up to 60
garments and your person. The conch has 3 charges and regains 1d4 - 1 charges daily feet away. The burst of light is accompanied by a crackling
Such stones are often embedded in pedestals in public at dawn. The charges may be used to activate the following noise that can be heard up to 300 feet away. The light is as
squares in Aundair or in high-end Ghallanda inns. effects: bright as a torch flame but lasts only a second.
Amplified Message. Words spoken through the conch The wand regains 1d6 + 1 expended charges daily at
using this effect can be heard clearly by all creatures within dawn. If you expend the wand’s last charge, roll a d20. On a
300 feet. The sound can penetrate most barriers, but it is 1, the wand erupts in a harmless pyrotechnic display and is
blocked by 1 foot of lead or any magical barriers. destroyed.
Howl of Terror. A loud terrifying howl is emitted from the
conch. Each hostile creature that can hear within a 60 foot
radius must succeed on a DC 13 Wisdom saving throw or
become frightened of you for 1 minute. While it is
frightened in this way, a creature must spend its turns
trying to move as far away from you as it can, and it cannot
willingly move to a space within 30 feet of you. It also
cannot take reactions.
Command of Inspiration. Loud words of motivation are
emitted from the conch, encouraging your allies in battle.
Each friendly creature that can hear within a 60 foot radius
has advantage on its next attack roll.

Eberron: Rising from the Last War 0 lb. Treasures of the Deep 1 lb. Xanathar’s Guide to Everything

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