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Alberic Krüger

Human (V) Mercenary Veteran


WEAVEKNIGHT
Chaotic Neutral 624/900
2

+2 13 SPELLCASTING
1
You have split your time learning to hone your martial prowess as well

11 +5 30ft
as your arcane ability. You focused your study of magic on only those
spells best suited to enhance your abilities when wading into combat. As
a result, you learn a comparatively small number of spells, committing
16 them to memory instead of keeping them in a spell book.

6 COMBAT CASTER
1
+3
You can perform the somatic components of weaveknight spells even when you

+3
+5

17

have weapons or a shield in one or both hands.
Additionaly, at the end of a long rest, you can initiate a 10 minute ritual with a
weapon. After the ritual is completed, you can use that weapon as an arcane
focus. If it is in the same plane of existence, you can summon that weapon as a

16 bonus action on your turn, causing it to teleport instantly to your hand

-1
ARCANE STRIKE
2
0 2
You learn how to imbue your weapons with arcane power. Once per tum, when you hit a creature

-1
-1 with a weapon attack, you can expend one spell slot to add an additional effect to your attack.
Choose one of the following effects, and the target is subjected to it.
-1
D8 Dispelling Spellstrike - You cut through magic. Any spell on the target ends, if it is of a level equal to
or lower than the level of the spell slot you expended
-1 Mystic Spellstrike - Immense arcane force envelops your strike. The target takes force damage, in
addition to the weapon's damage. The extra damage is equal to twice your proficiency bonus, plus

8 ld6 per level of the spell slot.

Longsword (1H) +5 1d8 + 3 (S)


◆ +4
FIGHTING STYLE - ARCANE WARRIOR
2
You learn two can trips of your choice from the wizard spell list.
Longsword (2H) +5 1d10 + 3 (S)
+2 Iron Claw +5 1d6 (P)
They count as weaveknight spells for you, and Intelligence is your
spellcasting ability for them. Whenever you gain a level in this
class, you can replace one of these cantrips with another cantrip
from the wizard spell list.
14
FEATURE
◆ +4

+2
● +4
+2
+2

+4 12

14
+2 ●

+2

FEATURE
RESOURCE NAME RESOURCE RESOURCE
+1

+1
+1
+1
+1

12 ● +3
+1
FEATURE
0
Warp Strike (LS) 60ft 1 Action AR
0
0
● +2
0 1d8 + 3 (S) + 2d6 force damage (S,M)
10 0
Shield Self 1 Reaction -
FEATURE
Until your next turn, you have a +5 bonus to AC (V,S)

Size: Medium

Speed: 30 feet

Languages: Common +1 Extra Language

Ability Score Increase: 2 ability scores get +1

Skills: proficiency in 1 skill


FEATURE

Feat: You gain one feat of your choice.

Common, Elvish
● ● FEATURE

● ●
Dejarik - Magical Game of Skill
Vehicles (Land)

32 1.82cm 80kg Big Daddy Beard
Iron Bear AGE HEIGHT WEIGHT DISTINGUISHING MARKS

Amber White White Burn mark on lower neck


NICKNAME EYES SKIN HAIR SCARS

PERSONALITY TRAITS BACKGROUND


Origin: we lived in sundabar in a medium sized house and maintained a comfortable lifestyle.
Has a lowkey deathwish. mom ran away from the palace in Everlund to be with Adelard.
mom treated all of us kids equally and with uncoditinal love.

Can stare down the sun. Parents: Died of old age.


Mother: Gisla Wagner, Lawful Good Human. She was Everlund royalty before she married Adelard.
Our relationship was loving. She passed away at the age of 55 sleeping in her bed.
Father: Adelard Krüger, Neutral Good Human who worked as a doctor. He saw more potential in
torfinn so he treated him favorably. He died next to his Gisla in their bed, aged 58.
(They died the same night)
ID��
Siblings: Alive.
Torfinn Krüger: (Natural Good Human Bard) (29yo)

In constant search of knowledge. The wonderboy... Apart from mother, everyone liked him the most and treated him as if he was
gonna be king someday.
[ ] When he started singing the neighbourhood would come and cheer.
Does not believe in religion, thinks its Currently works as an Entertainer in the taverns of Silverymoon. We hate each other
Astrid Krüger: (True Neutral Human Rogue) (22yo)

stupid. While Me and Torfinn were doing our usual fighting over attention, Astrid was the neglected kid in
the house, she would leave the house and go to the town square to steal jewlery and coin

:::::::::====== She is now an infamous pickpocket known around all of the Sword Coast and wanted in Silverymoon.
She was my best friend, I would cover for her while she went thieving. Her hideout is known only to
her gang and to me. It's located under the Grandfather Tree in the High Forest.

Adulthood: At age 9 my mother had decided it's time for me to know and told me she was a trained

[ '°'°' ]
Occasional visions of the close
as a Spellsword Initiate during her royalty days. Although she did not finish her training, she wanted
me as the elder son to know the way of the Weaveknight so I will be able to protect the family if a
dire situation arises.

future. (~5 seconds) Around when I was 20 and already a capable Spellweaver, I met a man called Mintiper Moonsilver.
He said he was a mercanary who worked for Clan Obarskyr, which had just disbanded
ALLIES ENEMIES
and that he is starting up his own company of mercanaries and wanted me to join, I was looking for a
job and the dude seemed nice so I decided to join his group. I went on to win many battles with the

FLAWS - The 6 Moonlight Men


Moonlight Men including the defense of Turnstone Pass where I lost my right arm.
During the battle Mintiper took an peculiar orc's metal claw and connected it to my arm, he stopped
the bleeding, I owe my life to him.

Missing Right Arm. (Metal Arm) The Moonlight Men: (Rank: Class 3 Killer)
The Moonlight Men were a mercenary company for only eight years, but during that brief time, they
gained a great reputation. They usually guarded caravan roads around Sundabar, Silverymoon, and
Everlund. Detractors intimate they were smugglers as well.

CHARACTER APPEARANCE Their leader was Mintiper Moonsilver (called Mintiper Silverhand by some), a bard of some renown.
Mintiper had been a member of several other bands before he formed the Moonlight Men and led
them to fame.

The final and most famous battle of the Moonlight Men was their defense of Turnstone Pass against
orcish hordes headed toward Everlund and Silverymoon. The 200-person company slew more than
4,000 orcs in the hours-long battle. However, only six Moonlight Men survived the battle.
ADDITIONAL FEATURES & TRAITS EQUIPMENT BACKPACK/STORAGE
Attuned The whereabouts of those six survivors are unknown. Mintiper wandered in the southern lands for a
HEAD 0 while, and others are thought to now serve with Silverymoon's militia.
CAPACITY OPEN SLOTS PUSH/DRAG/LIFT
Spellcasting Ability - Intelligence Mintiper Moonsilver - Chaotic Good Half Elf Bard

AMULET Black Gem Necklace 0 16 9 480lb


Motivation: Be better then my brother and show mother she chose the right son to teach.

Secret Art - Battlemage's Shield: CLOAK Brown Cloth Split Cloak 0 NAME QTY SIZE

Rations 9/10 1
When you cast the shield spell you also ARMOUR Leather Armor, Ragged White Shirt 0
gain resistance to one of the damage HANDS/ARMS Metal Claw / Armored Glove 0
Health Flask 7/10 1
types of the triggering attack (your Torches 10/10 1
RING 0
choice) until the start of your next turn. Hempen Rope 50ft 1
RING 0
Bedroll 1 2
Secret Art - Arcane Sight: BELT Sturdy Black Belt 0
List of Local Taverns 1 1
You can cast detect magic without Metal Boots
expending a spell slot or material
components. 56 13 24
You can use this secret art a number of
times equal to your Intelligence modifier

0 r-] D
(a minimum of once). You regain all Attuned

expended uses Pantzer


of this(Fiend)
secret art when
Name 0

you finish a long rest.


Hit Points

3 10 +2 25ft

□□□□□□
Attuned
Secret Art - Coiling Viper Stance: Name 0
The reach of your melee attacks
2 14
increases by 5ft and 2 the2reach12of your 14
ranged attacks
Skills Perception is doubled.
+3 , Sleight of Hand +4 Attuned
Name 0
ln addition,
Senses while maintaining
Passive Perception 12 this
stance, add the following option to the
D
NAME ATK BONUS DAMAGE/TYPE

Bite of your Arcane


effects 0 Strike 1 (P)feature:

D
Venomous Spellstrike: You envelop your Attuned
Name 0 Longsword (Versatile) L E
strike with poison. The target takes
Iron Claw R E
poison damage, ADITIONAL inFEATURES
addition to the
& TRAITS

weapon's damage. The extra damage is POCKETS EQUIPPED


Keen Smell - Has advantage on Attuned
equal to ld6 per level of the spell slot. Name 0 Rank Insignia Tinderbox
Longsword Iron Claw
Perception checks that rely on
Furthermore, the target must succeed Dejarik Mess Kit
onsmell.
a Constitution saving throw against Fairy Dust Shark Tooth
your weaveknight spell save DC or be
poisoned until the end of its next turn.
CANTRIPS SPELLS
KNOWN PREPARED

+4 12 2 ●

Metal Claw (After Ritual)

Shield
Abjuration
1 Warp Strike
Conjuration
1 Message
Transmutation
0
Self 1 Reaction None Self (60ft radius) 1 Action AC 120ft 1 Action None
● ●

1 Round None ● Instantaneous A melee weapon you are proficient with worth at least 1 s ● 1 Round Copper wire ●

You brandish the weapon used in the spell's casting and You point your finger toward a creature within range and
An invisible barrier of magical force then slash with it, warping space. Choose a creature you whisper a message. The target (and only the target) hears the
appears and protects you. Until the can see within 60 feet of you. Make a melee attack against message and can reply in a whisper that only you can hear.
the target with the weapon used in the spell's casting. On a You can cast this spell through solid objects if you are familiar
start of your next turn, you have a +5 hit, the target suffers the weapon attack's normal effects with the target and know it is beyond the barrier. Magical
silence, 1 foot of stone, 1 inch of common metal, a thin sheet
bonus to AC, including against the and takes an additional 2d6 force damage.
of lead, or 3 feet of wood blocks the spell. The spell doesn’t
At Higher Levels, When you cast this spell using a spell slot
triggering attack, and you take no of 2nd level or higher, the damage increases by ld6 and the have to follow a straight line and can travel freely around
range increases by 10 feet for each slot level above 1st. corners or through openings.
damage from magic missile.

Minor Illusion
Illusion
0 Detect Magic (Secret Art)
Divination
0 Divination
0
30ft 1 Action None Self 1 Action None

1 Minute A bit of Fleece ●



10 Minutes Uses: 2/2 ●

You create a sound or an image of an object within range that lasts for the duration.
The illusion also ends if you dismiss it as an action or cast this spell again. For the duration, you sense the presence of magic
If you create a sound, its volume can range from a whisper to a scream. It can be your within 30 feet of you. If you sense magic in this way,
voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you
choose. The sound continues unabated throughout the duration, or you can make you can use your action to see a faint aura around
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
any visible creature or object in the area that bears
chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, magic, and you learn its school of magic, if any.
smell, or any other sensory effect. Physical interaction with the image reveals it to be
an illusion, because things can pass through it. The spell can penetrate most barriers, but it is
If a creature uses its action to examine the sound or image, the creature can blocked by 1 foot of stone, 1 inch of common metal,
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 a thin sheet of lead, or 3 feet of wood or dirt.
becomes faint to the creature.

Find Familier
Conjuration
1
10ft 1 Hour ●
None

Instantaneous 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier ●

You gain the service of a familiar,


a spirit that takes an animal form
you choose.
Appearing in an unoccupied
space within range, the familiar
has the statistics of the chosen
form, though it is a celestial, fey,
or fiend (your choice) instead of a
beast.
Your familiar acts independently
of you, but it always obeys your
commands. In combat, it rolls its
own initiative and acts on its own
turn. A familiar can’t attack, but it
can take other actions as normal.
When the familiar drops to 0 hit
points, it disappears, leaving
behind no physical form. It
reappears after you cast this spell
again

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