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Eldritch Knight (3) Criminal

Annatar Shadowsong CLASS & LEVEL BACKGROUND PLAYER NAME

Shadar Kai Neutral M: 2; PV: 1


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
I am always calm, no matter what
STRENGTH
17 +4 30 the situation. I never raise my
+0 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
voice or let my emotions control
me.
10 PERSONALITY TRAITS

Hit Point Maximum 35


● +2 Strength
People. I'm loyal to my friends, not to

35
DEXTERITY +4 Dexterity any ideals, and everyone else can take

+4 ● +5

+3
Constitution
Intelligence
CURRENT HIT POINTS
a trip down the Styx for all I care.
IDEALS

18 +2 Wisdom
I'm trying to pay off an old debt I
+0 Charisma
owe to a generous benefactor.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS

+3
BONDS

+6 Acrobatics (Dex) Total (1d10+3)x3 An innocent person is in prison for a


● SUCCESSES
16 crime that I committed. I'm okay with
+2 Animal Handling (Wis)
3 FAILURES
that.
+3 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +0 Athletics (Str)

+3 ● +2

+3
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
- Blessing of the Raven Queen (2/Day). As a bonus action,
Rapier +6 1d8+6/Piercing you can magically teleport up to 30 feet to an
16 +2 Insight (Wis) unoccupied space you can see. You also gain resistance
to all damage when you teleport using this trait. The
● +2 Intimidation (Cha) Longbow +6 1d8+3/Piercing resistance lasts until the start of your next turn.

WISDOM +3 Investigation (Int) - Fey Ancestry. You have advantage on saving throws
Dagger (4) +6 1d4+6/Piercing you make to avoid or end the charmed condition on

+2
+2 Medicine (Wis) yourself.
+3 Nature (Int) - Second Wind: 1d10+3/Healing - Trance. You don't need to sleep, and magic can't put
● +4 Perception (Wis) you to sleep. You can finish a long rest in 4 hours if you
14 spend those hours in a trance like meditation, during
+0 Performance (Cha) - Booming Blade: 1d8/Thunder which you retain consciousness. Whenever you finish
this trance, you can gain two proficiencies that you don't
+0 Persuasion (Cha) have, each one with a weapon or a tool of your choice.
CHARISMA
+3 Religion (Int) - Green-Flame Blade: 3/Fire
+0
- Fighting Style (Duelist). When you are wielding a melee
+4 Sleight of Hand (Dex) weapon in one hand and no other weapons, you gain a

+6
- Absorb Elements: 1d6/Elemental +2 bonus to damage rolls with that weapon.
● Stealth (Dex)
11 - Second Wind (1/Rest). You have a limited well of
+2 Survival (Wis) stamina that you can draw on to protect yourself from
harm. On your turn, you can use a bonus action to regain
SKILLS ATTACKS & SPELLCASTING hit points equal to 1d10 + your fighter level.

- Action Surge (1/Rest).On your turn, you can take one


additional action.
14 PASSIVE WISDOM (PERCEPTION) - Leather Armor
CP - Shield - Weapon Bond. You can perform the ritual over the
course of 1 hour, which can be done during a short rest.
- Backpack Once you have bonded a weapon to yourself, you can't
- Crowbar (2) be disarmed of that weapon unless you are
- Armor: light, medium, SP
- Hammer incapacitated. If it is on the same plane of existence,
you can summon that weapon as a bonus action on your
heavy armor, shields - Pitons (10) turn, causing it to teleport instantly to your hand. You
EP - Torches (10) can have up to two bonded weapons, and can summon
- Weapons: simple, martial - Tinderbox both at a time with your bonus action.

- Tools: card playing set, GP 55


- Rations (14)
- Waterskin(12)
thieves' tools - Hempen rope (50 ft)
- Languages: Common, Elvish PP - Dark common clothes
including a hood
- Dmg. Resistance: Necrotic - Belt pouch
- Senses: darkvision 60 ft - Brass brazier

OTHER PROFICIENCIES & LANGUAGES ATTUNEMENT EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
150 6'2" ft 176 lbs
Annatar
AGE HEIGHT WEIGHT

Grey Pale Black


CHARACTER NAME EYES SKIN HAIR

- Criminal Contact: You have


NAME
a reliable and trustworthy
contact who acts as your
liaison to a network of other
criminals. You know how to
get messages to and from
your contact, even over great
distances; specifically, you
know the local messengers,
corrupt caravan masters, and
seedy sailors who can deliver
SYMBOL
messages for you.

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
INT 13 +5
Eldritch Knight
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Booming Blade
Green-Flame Blade
Minor Illusion

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

● Absorb Elements
Find Familiar

4
● Shield
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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