You are on page 1of 4

10000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Sybil Nostra
Faction Agent Neutral Good Aji
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Tool Expertise (Thieves’ Tools). Your proficiency bonus is


STRENGTH Studded Leather 16 doubled for any Thieves’ Tools check you make.
PROFICIENCY BONUS +3
-1
SHIELD Sneak Attack. Once per turn, you can deal an extra 3d6
AC damage to one creature you hit with an attack if you have
advantage on the attack roll. The attack must use a finesse or
N
CIE C
a ranged weapon.You don’t need advantage on the attack roll
-1 Strength if another enemy of the target is within 5 feet of it, that
Y
PROFI

9 enemy isn’t incapacitated, and you don’t have disadvantage


✘ +7 Dexterity on the attack roll.
+1 Constitution ARMOR CLASS Thieves’ Cant. A secret mix of dialect, jargon, and code that
DEXTERITY allows you to hide messages in seemingly normal
✘ +5 Intelligence conversation. Only another creature that knows thieves’ cant
MAXIMUM HIT DICE TEMPORARY

+4 +2 Wisdom understands such messages. It takes four times longer to


33 5d8 convey such a message than it does to speak the same idea
+1 Charisma plainly.In addition, you understand a set of secret signs and
CONDITIONAL symbols used to convey short, simple messages, such as
18 33 whether an area is dangerous or the territory of a thieves’
guild, whether loot is nearby, or whether the people in an
area are easy marks or will provide a safe house for thieves
CURRENT HIT POINTS on the run.
CONSTITUTION DEATH SAVING THROWS
Cunning Action. You can take a bonus action on each of your
SAVING THROWS
turns in combat. This action can be used only to take the
+1 N
CIE C

+7 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Dash, Disengage, or Hide action.
Y
PROFI


Uncanny Dodge (Reaction). When an attacker that you can
RT

EXPE

+2 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION see hits you with an attack, you can halve the attack’s
12 +2 Arcana (Int)
1d8 damage against you.

Psionic Power (6d8/Long Rest). This energy is represented by


-1 Athletics (Str) Resistances. Psychic your Psionic Energy dice, which are each a d8. In addition, as
INTELLIGENCE ✘ +4 Deception (Cha)
a bonus action, you can regain one expended Psionic Energy
die, but you can’t do so again until you finish a short or long

+2 +2 History (Int) rest.

✘✘ +8 Insight (Wis) Psi-Bolstered Knack. If you fail an ability check using a skill or
tool with which you have proficiency, you can roll one Psionic
+1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Energy die and add the number rolled to the check,
15 ✘ +5 Investigation (Int)
potentially turning failure into success. You expend the die
only if the roll succeeds.
+2 Medicine (Wis)
Dual Mind. You have advantage on all Wisdom saving
throws. Psychic Whispers (Action). Choose up to 3 creatures you can
WISDOM +2 Nature (Int) see, and then roll one Psionic Energy die. For a number of
Mental Discipline. You have resistance to psychic damage. hours equal to the number rolled, the chosen creatures can

+2 ✘ +5 Perception (Wis)
+1 Performance (Cha)
Mind Link. You can speak telepathically to any creature you
can see, provided the creature is within 50 feet of you. You
speak telepathically with you, and you can speak
telepathically with them. To send or receive a message, you
and the other creature must be within 1 mile of each other. A
don’t need to share a language with the creature for it to creature can’t use this telepathy if it can’t speak any
+1 Persuasion (Cha) understand your telepathic utterances, but the creature must
15 +2 Religion (Int)
be able to understand at least one language.When you’re
languages, and a creature can end the telepathic connection
at any time. You and the creature don’t need to speak a
using this trait to speak telepathically to a creature, you can common language to understand each other.
+4 Sleight of Hand (Dex) use your action to give that creature the ability to speak The first time you use this power after each long rest, you
telepathically with you for 1 hour or until you end this effect don’t expend the Psionic Energy die. All other times you use
CHARISMA ✘ +7 Stealth (Dex) as an action. To use this ability, the creature must be able to the power, you expend the die.
see you and must be within this trait’s range. You can give

+1 +2 Survival (Wis)
SKILLS
this ability to only one creature at a time; giving it to a
creature takes it away from another creature who has it.
Psychic Blades. Whenever you take the Attack action, you can
manifest a psychic blade from your free hand and make the
attack with that blade. This magic blade is a simple melee
Severed from Dreams. You are immune to spells and other weapon with the finesse and thrown properties. It has a
13 15 PASSIVE PERCEPTION magical effects that require you to dream, like dream, but
not to spells and other magical effects that put you to sleep,
normal range of 60 feet and no long range, and on a hit, it
deals psychic damage equal to 1d6 plus the ability modifier
like sleep.
you used for the attack roll. The blade vanishes immediately
after it hits or misses its target, and it leaves no mark on its
ADVANTAGE
target if it deals damage.
After you attack with the blade, you can make a melee or
INITIATIVE +4 1 Attack / Attack Action RACIAL TRAITS ranged attack with a second psychic blade as a bonus action
on the same turn, provided your other hand is free to create
it. The damage die of this bonus attack is 1d4, instead of 1d6.
NAME RANGE ATTACK DAMAGE / TYPE
Shortsword 5 ft +7 vs AC 1d6+4 piercing
Finesse, Light
FEATURES & TRAITS
Shortbow 80/320 +7 vs AC 1d6+4 piercing
Ammunition, Two-Handed

Dagger 20/60 +7 vs AC 1d4+4 piercing Armor Proficiencies. Light Armor


Finesse, Light, Thrown
Weapon Proficiencies. Simple Weapons, Crossbow,
Psionic Blade 20/60 +7 vs AC 1d6+4 psychic Hand, Longsword, Rapier, Shortsword
Finesse, Thrown, off-hand attack 1d4+4
Tool Proficiencies. Thieves’ tools

Languages. Common, Quori, Elvish, Draconic,


Undercommon, Thieves’ Cant

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 23 176 67
GENDER AGE HEIGHT WEIGHT
Sybil Nostra Purple Blond
CHARACTER NAME EYES SKIN HAIR

Dengan perkembangan pesat dari pengaruh


Cult of The Dragon, organisasi The Harpers dan NAME
The Order of the Gauntlet memutuskan untuk
mengesampingkan perselisihan diantara The Harpers
mereka dan bekerja sama dalam upaya
memerangi Cult of The Dragon yang memiliki
potensi membahayakan Faerun. Sesuai dengan
spesialisasi masing-masing organisasi, The
Order of The Gauntlet membantu perlawanan
pada garis depan. Mereka bergerak aktif dalam
misi-misi penyerangan, penyergapan, dan
penumpasan markas-markas Cult of the
Dragon. Sedangkan The Harpers bekerja di
balik layar mengumpulkan informasi melalui
misi-misi pengintaian dan penyusupan.
Allies: SYMBOL
CHARACTER PORTRAIT Arhakam Nostra : Father;
ALLIES Ranger; Upper
& ORGANIZATIONS
echelon agent of The Harpers; currently MIA
Ayahku dan aku bukan berasal dari Faerun...
Kami merupakan bagian dari kaum Kalashtar yang berasal dari sebuah benua bernama Sarlona. Kaum kami adalah kaum
yang diburu. Demi menyelamatkan keluarganya, Ayahku membawa kami melarikan diri ke Faerun. Saat itu, aku masih
I can find common ground between the fiercest sangat kecil, aku tidak ingat banyak tentang kejadian itu. Satu hal yang kutahu hanyalah Ibuku yang berkorban demi
enemies, empathizing with them and always working keberhasilan upaya pelarian kami.
toward peace.
Nothing can shake my optimistic attitude.
Setelah perjalanan yang panjang, kami tiba di Sword Coast dan menetap di bagian Outer City dari Baldur's Gate. Aku
menghabiskan masa kecilku di gang sempit dan jalanan berlumpur Outer City. Aku ingat Outer City adalah tempat yang
tidak teratur. Preman, pencopet, penjual barang gelap, tukang tipu sudah bukan hal yang aneh dilihat di sana. Aku
PERSONALITY TRAITS
sendiripun dulu sering berbuat ulah. Mencopet, mencuri, dan menipu sudah menjadi permainan sehari-hari. Yaaah,
memang tempat ini bukan tempat yang baik untuk membesarkan seorang anak, tapi untung saja Ayah mendidikku
Charity. I always try to help those in need, no matter dengan baik di tengah kesibukkannya. Aku tidak pernah tahu apa yang Ayah kerjakan untuk mencari uang. Tapi sejak
what the personal cost. (Good) dulu aku ingat kalau Ayah sangat handal dalam memanah. Di waktu senggangnya Ayah banyak mengajariku cara
bertarung, memanah, dan membantuku mempelajari hal-hal penting lainnya tentang dunia ini. Ayah juga memberi
tahu tentang kaum kami, siapa kami, mengapa kami diburu, dan kekuatan apa yang kami miliki sebagai seorang
IDEAL Kalashtar. Kami menetap di Outer City sampai umurku beranjak 10 tahun, dan setelah itu berkat kerja keras Ayah, kami
berhasil mendapatkan tempat tinggal di Lower City.

My father went MIA in the middle of an important Pada saat umurku 14 tahun, Ayah mulai mengajak aku membantu pekerjaannya. Sejak saat itu juga, Ayah mulai
espionage mission into the Cult of Dragon. I'm mengajariku pengetahuan dan kemampuan yang penting untuk misi penyusupan dan espionase. Intensitas dan
constantly trying to gather informations about the
whereabout of my father while doing my own kesulitan latihan fisik dan bela diriku juga semakin meningkat pesat, Ayah mulai menjadi lebih tegas dalam mendidikku.
missions. Selama mengikuti Ayah dalam pekerjaannya, aku dikenalkan pada beberapa orang. Beberapa dari mereka adalah
BOND mercenary dan adventurer yang sering menceritakan petualangan mereka padaku, sebagian lagi adalah para bard dan
performer jalanan yang aneh dan menyenangkan, dan juga beberapa pemilik tavern yang ramah dan baik hati. Ayah
bersahabat baik dengan orang-orang ini dan sebagian besar dari mereka merupakan rekan kerja Ayah yang penting.
My optimistic nature sometimes make me overlook
dangers that come from my actions or decisions Selama 2 tahun aku berlatih dan belajar dari mengamati pekerjaan Ayah. Kesulitan dan resiko pekerjaan pun sedikit
demi sedikit meningkat, sampai akhirnya aku bisa beroperasi sendiri tanpa bimbingan Ayah. Aku sering membantu
mengumpulkan informasi, mengirimkan berkas penting ke salah satu rekan Ayah, mempelajari bahasa para pencuri di
FLAW
Undercity, mengintai, menipu, dan menjebak target. Selama itu, sejujurnya aku mulai mencurigai pekerjaan Ayah. Tapi,
BACKGROUND STORY
melihat Ayah dan rekan-rekannya yang tidak memiliki niat ataupun tujuan buruk, aku percaya Ayah tidak mengerjakan
pekerjaan yang jahat. Dan juga.... aku mulai menyukai pekerjaan ini.

Cult of the Dragon Infiltrator Pada saat aku


Proficiency withberumur
Disguise18
Kittahun,
(from Ayah akhirnya
Harpers memberi tahuku tentang kenyataan pekerjaannya. Ayah adalah agen
training)
dari organisasi
Caravan The Harpers.
guard: wage: Bahkan, karena kemampuannya yang menonjol, Ayah berhasil menjadi salah satu anggota
8g/10 days
You have infiltrated the ranks of the Cult of the berposisi tinggi dalam organisasi. Misi-misi yang selama ini kukerjakan ternyata adalah misi-misi yang diterbitkan oleh
Dragon. Having spied on the organization for quite
sometime, you are familiar with its inner workings The Harper untuk para agennya. Walaupun memang misi-misi yang kukerjakan selama ini hanyalah misi level rendah
and customs. You have a second identity as an yang sengaja Ayah ambil khusus untuk melatihku. Sejak saat itupun aku resmi direkrut menjadi anggota muda The
initiate of the cult, enough of a facade to blend in as Harpers.
a simple grunt or servant. Second Identity: Ron
Mistveil 5 tahun telah berlalu sejak aku menjadi bagian dari The Harpers. Kemampuanku sebagai seorang rogue dan petarung
pun meningkat pesat. Misi-misi yang kuambil juga semakin hari semakin berbahaya. Seiring berjalannya waktu,
kekuatan Kalashtarku semakin termanifestasi. Aku dapat menciptakan Psionic Dagger di tanganku, dan kemampuan
lainnya yang sangat memudahkan misi-misiku. Aku pun dikenal sebagai salah seorang anggota muda yang berbakat
BACKGROUND FEATURE dalam organisasi ini.

Beberapa bulan terakhir ini, kami mendapatkan informasi tentang keberadaan perkumpulan sekte baru yang mulai
mengganggu kedamaian secara menyeluruh di tanah Faerun. Cult of The Dragon. Mereka berkembang pesat dengan
jumlah pengikut yang terus bertambah secara drastis setiap harinya. Tidak hanya The Harpers saja yang mulai resah,
pemerintah dan organisasi besar lainnya seperti The Order of The Gauntlet dan Lord's Alliance pun mulai bertindak
untuk meredakan kekacauan dan kerusakan yang terjadi. Pada akhirnya, pemerintah kerajaan dan organisasi-organisasi
TRINKET besar sepakat untuk bekerja sama menangani kemunculan sekte baru ini. Sebagian besar tenaga kami pun dikerahkan
untuk mengumpulkan informasi, menginfiltrasi, ADDITIONAL dan melakukan FEATURES
espionase ke dalam Cult of The Dragon. Sekitar 2 bulan
yang lalu, ayahku, Arhakam Nostra, sebagai salah satu upper echelon dalam organisasi kami, ditugaskan untuk
melakukan
This character sheet misibyespionase
was generated beresiko
Aurora, a character tinggi
builder ke dalam
for Dungeons Cult of5thThe
& Dragons Dragon. Namun, setelah hampir satu bulan bertugas,
edition.
agen kami kehilangan kontak dengannya. Keberadaannya tidak diketahui dan nasib hidup atau matinya pun belum
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Backpack 1 5 Potion of Healing 4 2
Ball Bearings (bag of 1,000) 1 2
String (10 feet) 1 —
Bell 1 —
Candle 5 —
Crowbar 1 5
Hammer 1 3
Piton 10 2.5
Lantern, Hooded 1 2
Oil (flask) 2 2
Rations (1 day) 5 10
Tinderbox 1 1
Waterskin 1 5
Rope, Hempen (50 feet) 1 10
Thieves’ Tools 1 1
[Studded Leather] 1 13
Shortbow 1 2
Shortsword 1 2
Dagger 2 2
Disguise Kit 1 3

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 390 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

80.3 lb / 135 lb 270 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.
Thieves’ Tools Disguise Kit Potion of Healing
Tools Tools Potions

Perhaps the most common tools used by adventurers, thieves’ The perfect tool for anyone who wants to engage in trickery, a disguise You regain 2d4 + 2 hit points when you drink this potion.
tools are designed for picking locks and foiling traps. kit enables its owner to adopt a false identity. Whatever its potency, the potion’s red liquid glimmers
Proficiency with the tools also grants you a general knowledge Components. A disguise kit includes cosmetics, hair dye, small props,
and a few pieces of clothing. when agitated.
of traps and locks. Deception. In certain cases, a disguise can improve your ability to
Components. Thieves’ tools include a small file, a set Of lock weave convincing lies.
picks, a small mirror mounted on a metal handle, a set of Intimidation. The right disguise can make you look more fearsome,
narrow—bladed scissors, and a pair of pliers. whether you want to scare someone away by posing as a plague victim
History. Your knowledge of traps grants you insight when or intimidate a gang of thugs by taking the appearance of a bully.
answering questions about locations that are renowned for Performance. A cunning disguise can enhance an audience’s
enjoyment of a performance, provided the disguise is properly designed
their traps. to evoke the desired reaction.
Investigation and Perception. You gain additional insight Persuasion. Folk tend to trust a person in uniform. If you disguise
when looking for traps, because you have learned a variety of yourself as an authority figure, your efforts to persuade others are often
common signs that betray their presence. more effective.
Set a Trap. Just as you can disable traps, you can also set Create Disguise. As part of a long rest, you can create a disguise. It
them. As part of a short rest, you can create a trap using items takes you 1 minute to don such a disguise once you have created it. You
you have on hand. The total of your check becomes the DC for can carry only one such disguise on you at a time without drawing undue
attention, unless you have a bag of holding or a similar method to keep
someone else’s attempt to discover or disable the trap. The them hidden. Each disguise weighs 1 pound.
trap deals damage appropriate to the materials used in At other times, it takes 10 minutes to craft a disguise that involves
crafting it (such as poison or a weapon) or damage equal to moderate changes to your appearance, and 30 minutes for one that
half the total of your check, whichever the DM deems requires more extensive changes.
appropriate. DISGUISE KIT
THIEVES’ TOOLS Activity DC
Cover injuries or distinguishing marks 10
Activity DC Spot a disguise being used by someone else 15
Pick a lock Varies Copy a humanoid’s appearance 20
Disable a trap Varies

1 lbs. Player’s Handbook 3 lbs. Player’s Handbook ½ lb. Dungeon Master’s Guide

You might also like