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Cleric 6 Rogue 1 Haunted Tong

CLASS & LEVEL BACKGROUND PLAYER NAME


Malverne
Half Elf Reborn Chaotic Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH - I have relied on prayer to put an end to my
18 +2 30 haunting long enough, and it has not worked.

7 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
Worshipping a deity is unnecessary.
- I like being around children. They remind me of
the lighter and brighter side of life.
-2 PERSONALITY TRAITS

Hit Point Maximum 65


-2
Strength Humble. Those I’ve saved may see me as their savior,
DEXTERITY
23
thinking they owe me their lives. Yet I was only doing what

+5
Dexterity was right.

14 +4A
Constitution
CURRENT HIT POINTS IDEALS
● +4
Intelligence
+2 +5
Wisdom
I lost my family in a horrible event. From that
+1
Charisma day forward, I’ve dedicated myself to saving
CONSTITUTION others.
SAVING THROWS
TEMPORARY HIT POINTS BONDS
18 7d8

+5
Acrobatics (Dex) Total SUCCESSES
I have an enemy looking for me
+4 related to the reason for my haunting.
+5
Animal Handling (Wis) 7d8 FAILURES

+4
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
-2
Athletics (Str)

12 ●
+4
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
+1
History (Int) - You have advantage on saving throws against
daggers +5 1d4+2 disease and being poisoned, and you have
+1 ●
+8
Insight (Wis) resistance to poison damage.
+1
Intimidation (Cha) shortswor +5 1d6+2 - You have advantage on death saving throws.
- You don't need to eat, drink, or breathe.
WISDOM ●
+4
Investigation (Int) - You don't need to sleep, and magic can't put you
to sleep. You can finish a long rest in 4 hours if
+5
Medicine (Wis)
20 +1
Nature (Int) daggers (20/60)
you spend those hours in an inactive, motionless
state, during which you retain consciousness.
- I Knowledge from a Past Life. You temporarily
+5

+8
Perception (Wis) Asteric The Forager remember glimpses of the past, perhaps faded
Sistar Alchemical memories from ages ago or a previous life. When
+1
Performance (Cha)
สมบัติ ในดินแดนตะวันบริเวณใกล้เคียง
you make an ability check that uses a skill, you
CHARISMA

+4
Persuasion (Cha) can roll a d6 immediately after seeing the number
Echo กุญแจ on the d20 and add the number on the d6 to the

+4
Religion (Int) check. You can use this feature a number of times
13 ●
+8
Sleight of Hand (Dex)
Goles Clime equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.

+8
Stealth (Dex) Startros - Self-Sacrifice Starting at 1st level, you can cast
+1 the warding bond spell without expending a spell
+5
Survival (Wis) ฝั่ งโอเลฟี เทีย มีอุปกรณ์ ที่ทําชุดเกราะของ the Seamtress อยู่
slot. In addition, starting at 5th level, you do not
require material components while casting the
SKILLS ATTACKS & SPELLCASTING
warding bond spell.
Once you cast this spell using this feature, you
must finish a long rest to do so again.
18 PASSIVE WISDOM (PERCEPTION) - a set of common clothes
- Crack Locket
- Channel Divinity: Blessing of the Virtuous
CP
- a belt pouch Starting at 2nd level, you can use your Channel
- Holy Symbol Divinity to bless your allies. You raise your holy
- 2 shortsword
- a backpack
symbol and bless up to 3 creatures of your choice
SP within 30 feet of you.
Armor: light armor, medium - a bedroll
- a mess kit Blessed creatures gain the benefits of the bless
- a tinderbox
armor, shields EP
- 10 torches spell, cast directly by your deity, which means the
spell does not require concentration.
- a waterskin
Weapons: simple weapons, - 50 feet of hempen rope
- 2 daggers
- Channel Divinity: Turn Undead
- Destroy Undead (CR 1/2)
martial weapons GP 59
- thieves' tools
- Breastplate - IHoly Might Starting at 6th level, when you deal
Language: Common, Elves, - Shield
- a book worth 25 gp
radiant damage to a creature, it must succeed on
a Wisdom saving throw or fall prone, being
- jeweled horn 100 gp
Celestial, Abyssal, Thieves' PP - a glass eye 100 gp crushed under the might of your virtues.
- marked sticks, bones 25 gp You can use this feature a number of times equal
Cant - powdered silver 100 gp
- Diamond 300 gp to your Wisdom modifier (a minimum of once).
Tools: Thieves +8 - silverback Necklace
- Teaching Rune book
You regain any expended uses when you finish a
long rest.
- Wine from Aster

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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?? 162 48
AGE HEIGHT WEIGHT

Milky White Grey Black


CHARACTER NAME EYES SKIN HAIR

Shackled in Ethereal Sight (Feat)


The realm shakes in your wake, restless souls and NAME
wandering wraiths comes and goes at a brisk pace
while you are around. Chained down under the
absolute command of death, this undeath condition
have created a certain kinship with the ethereal
beings in one way or the other, whether strange or
helpful.
- Once per day, you can summon a spirit as per the
Haunted feats (Ravenloft 5e Compendium)
- You learn the spells Unseen Servant and Catapult.
You can cast each of these spells once without
expending a spell slot or any components. You regain
the ability to cast those two spells in this way when
you finish a long rest. You also learn the Mage hand
cantrip. Your spellcasting ability for these spells is
your choice of Intelligence, Wisdom, or Charisma,
chosen when you gain this feat.
- Your haunting experience with the soul and undeath
present you with a unique sight, You gains inferior SYMBOL
10ft truesight for the purpose of seeing in normal and
magical darkness, and seeing invisible creatures and
object. Additionally, you can cast Comprehend
Language at will so long as there are spirits nearby.

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

- Feature: Curse of The Haunted Swarms of crows or vermin, shades,


- I have always stood up for nightmares... Sinister signs that is related to the thing that haunts you follow you
those who are weaker than I am. wherever you go. As a result, people notice that you are haunted and even think
- Law can be righteous while that you are cursed. They will fear that you will bring the same horrors, and
also oppressive, sometime it curse upon them.
better to make do without it
- Feat: Skill Expert
- Secret: You acknowledge the
power of the gods, but you think - Feat: Shadow Touched
that most events are dictated by You learn the invisibility spell and one 1st-level spell of your choice. The
pure chance. 1st-level spell must be from the illusion or necromancy school of magic. You can
- Childhood Home: A Ruins of cast each of these spells without expending a spell slot. Once you cast either of
the city long forgotten these spells in this way, you can't cast that spell in this way again until you finish
- Childhood Memories: I had a long rest. You can also cast these spells using spell slots you have of the
several friends, and my appropriate level. The spells' spellcasting ability is the ability increased by this
childhood was generally a happy feat.
one.
ADDITIONAL FEATURES & TRAITS

Events
- You were killed and controlled - Goggles of Night: While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have
darkvision, wearing the goggles increases its range by 60 feet.
by a necromancer for many
- (3) Skeleton Key Vault of Magic p176 - Bone (Rare). While this key is on your person, you have advantage on ability checks
years made to disarm traps or open locks. The key has 3 charges. While holding it, you can use an action to expend 1 or more of its
charges to cast one of the following spells from it: arcane lock (2 charges), detect poison and disease (1 charge), or knock (1
- You fought in a battle. You charge). When you cast these spells, they are silent. The key regains 1d3 expended charges daily at dawn. If you expend the
suffered only minor injuries, and last charge, roll a d20. On a 1, the key crumbles into dust and is destroyed.

the wounds all healed without - The Talking Skull 25 magic item p 6 - In spite of its lack of eyeballs, this old yellowed skull seems to be constantly eyeing you.
As an action you can animate this old skull, lighting up its eyes with a pale blue light. Once animated it must speak with you and
leaving scars. answer any questions to the best of its ability. The skull is well versed in most topics, and may be able to give useful advice and
insights, at the GMs discretion. The skull also has limited insights into the near future. This ability effectively works like casting
- You saw a demon and ran the augury spell, except that the skull delivers the omen of the spell and can only be used once per activation. Each time you
animate the skull roll on the table below to see its current mood. It stays animated for 10 minutes, and will keep talking even if
away before it could do anything you have no further questions. Once used, this ability can’t be used again until the next dawn.
to you. d6 Mood: 1 Wrathful 2 Sullen 3 Suspicious 4 Chatty 5 Pleasing 6 Overjoyed

- fernado - Attunement Gillderbear

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wis 16 +8
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 III 6
Light PHB p255 ● Dispel Magic PHB p234 Interpret Bone Lv1

Guidance PHB p248 ● Healing Ball COG p173 ● BLADE OF WRATH Lv3

Sacred Flame PHB p272 ● Spirit Guardians PHB p278

Thaumaturgy PHB p282 Angel Feathers COG p165

Mage Hand PHB p256 Sleep of the Sinful COG p182

TWIST THE SKEIN P Sending PHB p274 analyze blood lv 2

Hwx Lv1 (1FPer1D) Speak with Dead PHB p277 detect good and evil :lv1

Aid Lv 2 Prepare Holy Rain BD 46 Enchance ability

● Revivify PHB p272 Remove curse 3lv


SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED Aura of Vitality PHB p216

1 4 IIII Bestow Blessing Devout-Handbook p18


7
Fast Friends AI p75

EPAR Absorbing Ward Grimlores Grimoire 26


SPELL NAME ●
ED
PR

● Bless PHB p219

● Heroism PHB p250


4
● Disguise Self PHB p233 (1FPer1D) I

● Healing Word PHB p250 ● Personal heaven COG p178 ritual


SPELLS KNOWN

Bane PHB p216 ● Radiant Storm COG p179

Detect Magic PHB p231 ritual Stone Shape PHB p278

Guiding Bolt PHB p248 Death Ward PHB p230

● Delayed Healing Aura COG p170 Banishment PHB p217

● Command PHB p223 Freedom of Movement PHB p244

Cure Wounds PHB p230 Locate Creature PHB p256


8
Protection from Evil and Good PHB p270

Touch of Dawn BD 58 Control Water PHB p227

Angel Wings BD 39

Divination PHB p234


2 3 III
● Gentle Repose PHB p245

● Warding Bond PHB p287

● invisibility PHB p254 (1FPer1D) I


5
Lesser Restoration PHB p255

● Garden of Heaven COG p172 ritual Dispel Evil and Good PHB p233
9
Calm Emotions PHB p221 Hallow PHB p249

Prayer of Healing PHB p267 Holy Weapon XGE p157

● Spiritual Weapon PHB p278 Greater Restoration PHB p246

Silence PHB p275 Commune PHB p223 ritual

Hold Person PHB p251 Dawn XGE p153

Bone of the Blessed COG 167 Dispel Evil and Good PHB p233

Blindness/Deafness PHB p219 Flame Strike PHB p242

Detect Alignment COE 190 Fountain of Blessing COG p172

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

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