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Name: Ahyacuile Player: Tsip Show extra features

8 Class: Siphon Necro


Experience: 34.000 Add: Next level: 48.000
Background: Noble
LEVEL Race: Halfling, Ghostwise Size: Small Height: Weight:
Gender: Male Hair: Eyes: Skin:
Age: 35 Alignment: Neutral Good Faith:

Skills
Abilities
ADV
DIS BONUS NAME (ABILITY) PROF. EXP.
Show 2nd DC +5 Acrobatics (DEX)
Ability Save DC +5 Animal Handling (WIS)
+3
ABILITY MODIFIER SAVING THROW PROF.
BONUS
PROFICIENCY +5 Arcana (INT)
8 STR -1 -1
BONUS +
8+
16
Wis -1 Athletics (STR)
STRENGTH

Senses +1 Deception (CHA)


20 DEX +5 +5 +5 History (INT)
Proficiency
DEXTERITY
15 Passive Perception
Bonus +5 Insight (WIS)
14 CON +2 +2 +1 Intimidation (CHA)
CONSTITUTION INSPIRATION
+2 Investigation (INT)

14 INT +2 +5 Limited Features SR LR Dawn +8 Medicine (WIS)


INTELLIGENCE
FEATURE MAX. USAGES RECOVERY USED +2 Nature (INT)

20 WIS +5 +8 +5 Perception (WIS)

Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
WISDOM
+1 Performance (CHA)

12 CHA +1 +1 +4 Persuasion (CHA)


CHARISMA
+2 Religion (INT)
+5 Sleight of Hand (DEX)
Saving Throw Advantages / Disadvantages Spell Slots +5 Stealth (DEX)
Adv. on saves vs. frightened 1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
+5 Survival (WIS)
Tool
SPEED
DEX MISC. SPEED ENCUMBERED
Combat Initiative
+5 5 + 25 ft 15 ft
Defense Health
AC DURING REST Set Max HP WOUNDS
12 ARMOR
BONUS Studded Leather
+

17
SHIELD TEMPORARY HP
BONUS CURRENT
+ RESISTANCE
AC 5
+
DEXTERITY
MOD
MEDIUM ARMOR (MAX = 2)
HEAVY ARMOR (MOD = 0)
STEALTH
DISADV.
HP 67 Heal
DIE LIVE
8 × d8 + 2
MAGIC
+
MAX HIT POINTS I DC10 I
MISC
MOD 1 × + II II
+ RECOVER HALF OF YOUR MAXIMUM HIT III III
MISC HALF DAMAGE × +
MOD 2 HIT DICE AFTER A LONG REST. DICE
LEVEL DIE CON USED DEATH SAVING THROWS

Attacks ATTACKS
PER ACTION
Actions
D PROF ABILITY D D AND

Light Crossbow ✔ Dex 80/320 ft +8 1d8+5 Piercing Attack / Cast a Spell


Ammunition, loading, two-handed; 1d8 extra on a crit; Once per turn, re-roll one damage die Dash / Disengage / Dodge

Sickle ✔ Str Melee +2 1d4-1 Slashing Escape Grapple / Help / Hide


Light Ready / Search / Use Object
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Colorful - A4)

Overrun / Tumble (or as bonus action)


Hand Crossbow ✔ Dex 30/120 ft +8 1d6+5 Piercing
As 1 attack: Disarm / Grapple / Shove
Ammunition, light, loading; 1d6 extra on a crit; Once per turn, re-roll one damage die

Shortbow ✔ Dex 80/320 ft +8 1d6+5 Piercing


Ammunition, two-handed; 1d6 extra on a crit; Once per turn, re-roll one damage die
BONUS ACTIONS REACTIONS USED THIS ROUND

Opportunity Attack

TYPE TOTAL TYPE TOTAL


Bolts Arrows
Reload AMMUNITION Reload AMMUNITION
Add Features

Features Background
PERSONALITY TRAITS
Racial Traits I don't like to get my hands dirty, and I won't be caught dead in unsuitable
accommodations. The common folk love me for my kindness and generosity.
Ghostwise Halfling (+2 Dexterity, +1 Wisdom)
Lucky: When I roll a 1 on an attack roll, ability check, or saving throw, I can reroll the die IDEAL
and must use the new roll.
Respect: Respect is due to me because of my position, but all people regardless of station
Halfling Nimbleness: I can move through the space of any creature that is of a size larger
deserve to be treated with dignity. (Good)
than me.
Silent Speech: I can speak telepathically to any one creature within 30 feet of me. It only
BOND
understands me if we share a language. The common folk must see me as a hero of the people.

Class Features FLAW


I have an insatiable desire for carnal pleasures.
Spellcasting: Wisdom is your spellcasting ability for your necromancer spells, for your magic
draws upon your innate link to the essence of life that sits within all creatures. You use
your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your
Wisdom modifier when setting the saving throw DC for a necromancer spell you cast and Feats
when making an attack roll with one.
Ritual Casting: You can cast any necromancer spell as a ritual if that spell has the ritual Piercer [TCoE 80]
FEAT:
tag.
Once per turn when I deal piercing damage to a target, I can reroll one of the damage die
Spellcasting focus: You can use an arcane focus (found in PHB chapter 5) as a spellcasting
and use the new roll. If I deal piercing damage on a critical hit to a target I can roll one
focus for your necromancer spells.
additional damage die. [+1 Strength or Dexterity]
Vitality Shift: All 1st level Necromancers have a certain control over the life forces that
flow through each living being. As an action, you may touch a willing creature in order to FEAT:
either drain their vitality, or give them yours. You may take an amount of hit points of up
to four times your Necromancer level and either remove it from your target's pool and add
it to your own, or vice versa. Hit points transferred this way can not cause either pools to
go beyond their maximum amount of hit points.
You can use this feature a number of times equal to your Wisdom modifier (minimum of
FEAT:
one charge). When you finisha long rest, you regain all expended uses.
The Creed of the Siphon:
Sycophant: At 2nd level, you have obtained a greater control over the life essence all
necromancers manipulate, allowing you to steal it from others and imbue yourself with it.
FEAT:
Whenever you deal necrotic damage, you automatically regain hit points equal toone third
of the necrotic damage dealt, rounded down.
Additionally, you gain proficiency in medium armor,shields, and three weapons of your
choice.
Learned Siphoner: At 6th level, whenever you deal damage with a weapon attack or FEAT:
any necromancer spell, you can choose to change the damage dealt to be of the necrotic
type. Additionally, you gain the following feature:
Vigor Thief: While wielding a weapon, you can use an action to target up to four
creatures within 60 feet that you can see. These targets must each make a constitution
Add Equipment
saving throw against your spell save DC. You deal necrotic damage equal to three times
your necromancer level, spread out equally among all targets that fail their save. If all Equipment
targets succeed on their saving throw, no damage is dealt.
You can choose not to regain hit points from this damage through the sycophant trait. If ADVENTURING GEAR # LBS ADVENTURING GEAR # LBS
you do so, you store the life force stolen in your weapon instead: the next time you useyour Backpack, with: 5 Fine clothes 6

Vitality Shift feature before the end of your next long rest, whichever target gains hit - Blanket 3 Signet ring
points also receives additional hit points equal to the damage that was just dealt. - Candles 10 Purse (with coins) 1

Once you use this feature, you must finish a long rest before you can use it again. - Tinderbox 1 Studded Leather armor 13

- Alms box 1 Light Crossbow 1 5

- Incense, blocks of 2 Sickle 1 2

- Censer 1 Hand Crossbow 1 3

- Vestments 4 Shortbow 1 2

- Rations, days of 2 2

- Waterskin 5

- Dragonchess set 0,5

- Crystal arcane focus 1

Background Feature - Scroll of pedigree

Position of Privilege
I am welcome in high society, and people assume I have the right to be wherever I am. The
common folk make every effort to accommodate me and avoid my displeasure, and other
people of high birth treat me as a member of the same social sphere. I can secure an
audience with a local noble if I need to.
ATTUNED MAGICAL ITEMS (MAX 3)

Proficiencies
SUBTOTAL 25,5 SUBTOTAL 32

ARMOR: LIGHT MEDIUM HEAVY SHIELDS OTHER: ENCUMBERED CARRYING CAPACITY


HEAVILY ENCUMBERED PUSH/DRAG/LIFT TOTAL WEIGHT
41 - STR × 15STR × 10 121 - STR × 15 - 30
58 lb
STR × 5
WEAPONS: SIMPLE MARTIAL OTHER: Dagger, Hand crossbow, Light crossbow, Quarterstaff, Shortbow, Sickle 80 lb 120 lb
-10 FT SPEED -20 FT SPEED
240 lb SPEED = 5 FT
DISADV. STR, DEX, CON
GEAR & COINS
Languages Tools & Others PLATINUM
= 10 GP
GOLD
=10 SP
ELECTRUM
= 5 SP
SILVER
= 10 CP
COPPER LIFESTYLE:
Wealthy
Common Dragonchess 25 DAILY PRICE: 4 gp
Elven
GEMS AND OTHER VALUABLES:
Halfling

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
CHARACTER: Ahyacuile

Status Possessions

Exhaustion Magic Items


LEVEL EFFECT (CUMULATIVE) MAGIC ITEM: ATTUNED

SOME FOOD AND DRINK.


PROVIDED THAT YOU ALSO INGESTED
THE EXHAUSTION LEVEL BY 1,
FINISHING A LONG REST REDUCES
1 Disadvantage on Ability Checks
2 Speed halved
3 Disadvantage on Attack Rolls and Saving Throws
4 Hit Point maximum halved MAGIC ITEM: ATTUNED
5 Speed reduced to 0
ig
g
6 Death

Conditions MAGIC ITEM: ATTUNED

Blinded Petrified
Fail checks involving sight. Attacks have Incapacitated. Can’t move or speak. Unaware
disadvantage. Enemy attacks have advantage. of surroundings. Resistance to all damage.
Immune to poison/disease. Fail Str and Dex
Charmed saving throws. Enemy attacks have advantage.
Can’t harm/attack charmer. Charmer has Stop aging. Weight increases by factor 10.
advantage on ability checks to interact socially. MAGIC ITEM: ATTUNED
Poisoned
Deafened Disadvantage on attack rolls and ability checks.
Fail checks involving hearing.
Prone
Frightened Crawl (at ½ speed) or stand up (costs ½ speed).
Disadvantage to checks/attacks while source Attacks have disadvantage. Enemy attacks
of fear is in sight. Can’t willingly move closer have advantage within 5 ft and disadvantage if
to the source of fear. further away.
MAGIC ITEM: ATTUNED
Grappled Restrained
Speed drops to 0, regardless of any bonus. Speed 0, regardless of bonus. Disadvantage on
Dex saving throws. Attacks have disadvantage.
Enemy attacks have advantage.
Incapacitated
Can’t take actions or reactions.
Stunned
Incapacitated. Can’t move. Can speak only
Invisible falteringly. Fail Str and Dex saving throws.
Can’t be seen, but noise and tracks. Attacks Enemy attacks have advantage.
have advantage, enemy attacks disadvantage. MAGIC ITEM: ATTUNED
Unconscious
Paralyzed Incapacitated. Can’t move or speak. Unaware
Incapacitated. Can’t move or speak. Fail Str of surroundings. Drop everything. Fail Str
and Dex saving throws. Enemy attacks have and Dex saving throws. Enemy attacks have
advantage. Enemy attacks within 5 ft are advantage. Enemy attacks within 5 ft are
critical hits. critical hits.

Choose Visible Sections

Combat Rules Extra Equipment


GEAR # LBS GEAR # LBS
Dash Action Gain your speed as extra movement for this turn.

Disengage Action Your movement doesn’t provoke opportunity attacks for this turn.
Attack rolls from attackers you can see have disadvantage and you have
Dodge Action
advantage on Dex saving throws until the start of your next turn.
Escape a grapple by winning a Str (Athletics) or Dex (Acrobatics) check
Escape Action
vs. grappler’s Str (Athletics) check.
Give an ally advantage on next ability check or attack roll vs. an opponent
Help Action
within 5 ft of you, if done before the start of your next turn.
Hide from those that can’t perceive you. Your Dex (Stealth) check is the
Hide Action
DC for anybody’s Wis (Perception) check to discover you.
Action or Move through opponent’s space once by winning opposing Str (Athletics)
Overrun* Bonus Action check. Advantage if you are larger and disadvantage if you are smaller.
Choose an action that you will take in response to a set trigger. Taking
Ready Action
the action uses your reaction. Readying a spell requires concentration.

Search Action Search for something with a Wis (Perception) or Int (Investigation) check.
Action or Move through opponent’s space once this turn by winning opposing
Tumble* Bonus Action Dex (Acrobatics) check.
You can interact with an object once per turn for free. A second interaction
Use Object Action and special cases take an action to complete (e.g. draw a second weapon,
equip a shield, drink a potion, retrieve an item from a backpack).
Knock an item from grasp by winning weapon attack roll vs. opponent’s
Disarm* Attack Str (Athletics) or Dex (Acrobatics) check. Disadvantage if item is held by
two hands. A larger opponent has advantage, smaller has disadvantage. TOTAL WEIGHT TOTAL WEIGHT
With a free hand, give the grappled condition to an opponent that is
Grapple
Other Holdings
Attack within reach and up to one size larger than you by winning Str (Athletics)
check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
Melee Mark target of a melee attack. Next opportunity attack against the mark
Mark* Attack before the end of your next turn has advantage and doesn’t use a reaction.
Move opponent 5 ft or make prone by winning opposing Str (Athletics)
Shove Attack
check. Disadvantage if trying to move the opponent to a side.*
Move Bring grappled opponent along as part of your move. You move at half
Move
Grappled speed unless the opponent is two or more sizes smaller than you.
*This action is an optional rule introduced in the Dungeon Master Guide (and is therefore not eligible in Adventurer’s League play).

Half Cover Gain +2 to AC and +2 to Dex saving throws.

Three-Quarters Cover Gain +5 to AC and +5 to Dex saving throws.


Can’t be targeted directly by attack or spell.
Total Cover
Some spells can reach you by including you in its area of effect.
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
Background

Character History

Character Portrait

Appearance

Enemies

Allies & Organizations

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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
Notes Page Options

Notes

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast

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