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Darkmage 3 Sage Miguel

CLASS & LEVEL BACKGROUND PLAYER NAME


Stöko
Half-Elf CN
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
13 +2 30 I am horribly, horribly
11 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
awkward in social situations.

0 PERSONALITY TRAITS

Hit Point Maximum 23


0
Strength
DEXTERITY Knowledge. The path to power and
+2
Dexterity selfimprovement is through knowledge.

14 ● +3
Constitution
CURRENT HIT POINTS
(Neutral)
IDEALS
+4
Intelligence
+2 0
Wisdom
I have an ancient text that holds terrible
+1
Charisma secrets that must not fall into the wrong
CONSTITUTION hands.
SAVING THROWS
TEMPORARY HIT POINTS BONDS

16

+2
Acrobatics (Dex) Total 3 SUCCESSES
Unlocking an ancient mystery is
+3
0
Animal Handling (Wis) d6 FAILURES worth the price of a civilization.

+6
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
0
Athletics (Str)

18 ●


+1

+6
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Corruption (lvl 1)
Dagger +4 1d4 + 2 pierc For each spell you cast, gain Corruption Points equal to the level
Insight (Wis)
of the spell slot you used to cast it. At the end of a long rest (after
+4 0
you've healed) you take damage equal to your remaining
+1
Intimidation (Cha) Handaxe +2 1d6 slash Corruption Points and your Corruption Points are reset to 0. As a
Bonus Action you can convert any number of Spell Slots into the
equivalent number of Corruption Points (1 for each level of Spell
WISDOM ●
+6
Investigation (Int) Slot converted in this way). You gain nothing from the spell slots
other than the Corruption Points.
0
Medicine (Wis)
11 ●

+6
Nature (Int)
Dagger - Thrown (20/60 ft)
Handaxe - Thrown (20/60 ft)
You can vent your Corruption to great effect, but the Corruption
is potentially harmful to your mind, body, and soul. You can
expend a number of Corruption Points safely equal to your
0

+2
Perception (Wis) Corruption Limit, as indicated on in the table on the right. If you
expend more Corruption Points than your Corruption Limit at one
+1
Performance (Cha) time, you take Necrotic damage equal to the difference between
the amount expended and your Corruption Limit. This damage is
CHARISMA +1
Persuasion (Cha) not reduced by Necrotic resistance or immunity, and cannot be
reduced in any other way. This damage also does not force you

+6
Religion (Int) to make Concentration checks. Temporary Hit Points are ignored

12 +2
Sleight of Hand (Dex)
when taking this damage. You may not use more Corruption
Points at one time than the sum of your current Hit Points and
Corruption Limit. You can expend your Corruption Points to do
+2
Stealth (Dex) the following effects:
+1
Survival (Wis)
0 Necromage (lvl 2)
Starting at 2nd level, your connection to the Negative Energy
Plane permeates your magic to a fundamental degree. You can
SKILLS ATTACKS & SPELLCASTING swap the damage of any spell you cast to Necrotic damage.

Dark Jinxes (lvl 3)


Starting at 3rd level, you gain access to quick curses that can
PASSIVE WISDOM (PERCEPTION) Leather Armor have great effects. As an Action, choose a creature you can see
CP 2 x Dagger within 30 feet and have them make a Wisdom saving throw. On
2 x Handaxes a failure, they are subjected to one of these effects
Arcane Focus You must concentrate while using a Jinx (as you would a spell).
These effects have a maximum duration of one minute. You may
Dungeoneer's Pack
Darkvision (60ft) SP use this ability a number of times equal to your Proficiency
Bonus. If you wish to use this ability again, you may do so for 5
Fey Ancestry: Adv on Saving throws against being charmed, and magic corruption points.
cannot put you to sleep.
EP Dark convenant (lvl 3) - Jinx Master
Languages: Starting at 3rd level, your connection to your dark powers
Shadow Speech, Common, Elvish, Abyssal, Deep Speech, Primordial
deepens, and you refine them to a razor’s edge. Choose from
Researcher: Corrupted Soul, Jinx Master, or Necromagus. Your choice grants
When you attempt to learn or recall a piece of lore, if you do not know
that information, you often know where and from whom you can obtain
GP 120 you features at 3rd level, and again at 6th, 10th, and 14th levels.

it. Usually, this information comes from a library, scriptorium, university, Jinx Bouncing
or a sage or other learned person or creature. Your DM might rule that Starting at 3rd level, whenever a creature subjected to one of
the knowledge you seek is secreted away in an almost inaccessible PP your Jinxes dies, you can cause another creature you can see
place, or that it simply cannot be found. Unearthing the deepest secrets within 30 feet of the dead creature to make a Wisdom saving
of the multiverse can require an adventure or even a whole campaign throw. On a failed save that creature becomes subjected to the
same Jinx as the first, following that Jinx’s rules as normal.
Weapon:
daggers, darts, slings, quarterstaffs, light crossbows

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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67 170cm 70Kg
AGE HEIGHT WEIGHT
Stöko
Black Pale Black
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Dark Tendrils (1 Cost): As an Action, choose one creature within 60 feet of you. The target must succeed on a Dexterity saving throw or take 1d10 Necrotic damage,
and you may move the target up to 5 feet in a direction of your choice. On a successful save, the creature takes half as much damage and is not moved. The
damage from this ability increases to 2d10 when you reach 5th level, 3d10 when you reach 11th level, and 4d10 when you reach 17th level.

Dark Focus (Variable Cost): As a Reaction, when you would lose Concentration on a spell, you can expend Corruption Points equal to the level of the spell slot you
used to cast that spell and make the Concentration Roll again, using the new result.

Dark Cheat (5 Cost): As a Bonus Action, you may have advantage on the next attack roll you make this turn.

Dark Minion (20 Cost): As an Action, you summon one Shadow to fight for you for one hour. In combat, the Shadow shares your initiative count, but it takes its turn
immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid
danger. The DM has the Shadow’s statistics.

 Step (Variable Cost): When moving, if you are in a dim light or darkness, you may use this ability to teleport up to your remaining speed to an unoccupied space
Dark
of dim light or darkness. This teleport deducts speed as if you were walking. This ability costs 1 Corruption Point per 5 feet you teleport.

Dark Pall (Cost 2): As a Bonus Action, you can target a point you can see within 60 feet of you. A 15-foot radius sphere from the point has the light drained out of it,
dimming any bright light in that area into dim light. This effect lasts for one minute. For 5 Points, you can instead drain any bright or dim light to darkness.

Dark Vitality (Variable Cost): As an Action, you can expend any number of Corruption Points to gain 2 Temporary Hit Points per Corruption Point spent. While you
have these Temporary Hit Points, you do not fall unconscious for hitting 0 Hit Points.

Dark Grasp (Cost 3): As an Action, choose a creature within 30 feet of you. The creature’s shadow attempts to grab the creature, and the creature must succeed on
a Strength Saving Throw or have its speed reduced to 0 for one minute. If you spend 5 Corruption Points on this ability, you can instead have the creature become
Restrained. At the end of each of its turns, the target can make another Constitution Saving Throw. On a success, the effect ends on the target.

Dark Mimicry (Cost 5): As an Action, you can cause a creature’s shadow to come under your control. Choose one creature you can see within 30 feet of you. If it is
an unwilling creature, it makes a Constitution saving throw. If the creature is willing, or on a failed save, the creature’s shadow makes one attack or uses one cantrip
(if it knows any) using the creature’s statistics, targeting a creature of your choice within range of the attack or cantrip. If the creature is controlled by a player, the
player chooses the move they would like to use and makes any rolls needed. If it is a creature, the DM has the creature’s statistics and makes any rolls needed, and
should choose whichever move would be strongest in the situation.

Dark Guile (Cost 2): As a Bonus Action when you roll Intimidation, Sleight of Hand, or Stealth you can gain Advantage on that check.

ADDITIONAL FEATURES & TRAITS

Jinx of the Darkened Eyes: the affected creature is blinded. They may repeat the initial saving throw at the end of each of their
turns, ending the effect on a success.

Jinx of the Two Left Feet: the affected creature must roll 1d8 each time they would move. Consult the result to determine the
direction they move (1 is north, 2 is northeast, 3 is east, 4 is southeast, 5 is south, 6 is southwest, 7 is west, 8 is northwest). They
may repeat the initial saving throw at the end of each of their turns, ending the effect on a success.

Jinx of the Buttered Fingers: the affected creature drops its weapon and must repeat this saving throw each time they attempt to
pick that weapon back up or draw a new one, ending the jinx on a success.

Jinx of the Tongue Twister: the affected creature must roll 1d8 each time they would attempt to speak, subtracting the result from
any Deception, Persuasion, or Intimidation checks they make. On a result of 8 the creature can only speak jibberish and are unable
to cast any spells with Verbal components.

Jinx of Bad Luck: When the affected creature makes their first attack roll, skill check, or saving throw on their turn, they have
disadvantage on the roll. Each time this happens, the creature makes another Wisdom saving throw to end this Jinx.

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Darkmage Int 14 6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Chill Touch
Spare the Dying
Infestation

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Shield

Arms of Hadar
4
Ray of Sickness

False Life
SPELLS KNOWN

2 2
Shadow Blade

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

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