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Paladin / 1st Investigator Mark

CLASS & LEVEL BACKGROUND PLAYER NAME


Valentina "Sasha" Balakinova
Reborn (Human / Elf) NG 0 / 300
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

1 INSPIRATION
STRENGTH
18 +4 30 Nothing is more important
17 ARMOR than life, and I never leave
CLASS
+2 PROFICIENCY BONUS INITIATIVE SPEED anyone in danger.
+3 PERSONALITY TRAITS

Hit Point Maximum 13


+3 Strength
DEXTERITY OBSESSION: I've lived this way for so long

18
+4

+3
Dexterity
Constitution
/ 13 that I am starting to be unable to imagine
another way.
CURRENT HIT POINTS IDEALS
+4 Intelligence
+4 ● +6 Wisdom
I'm desperately seeking a way to restore my
● +7 Charisma soul to my own body, and give Valentina her
CONSTITUTION life back.
SAVING THROWS
TEMPORARY HIT POINTS BONDS
17 1
+4 Acrobatics (Dex) Total SUCCESSES I'm exceptionally cautious, planning laboriously and
devising countless contingencies. I am drawn to beautiful
+3 Animal Handling (Wis)
● +6
d10 FAILURES women, but what will that mean for Valentina?

+4 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE ● +5 Athletics (Str)

18 ●
+5

+6
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
DARKVISION: 60'
REBORN ORIGINS:
MAUL +5 2d6+3(B), hvy, 2H My soul was captured during a ritual to keep her from turning into a
+4 ● +6 Insight (Wis) vampire. I broke free of her bonds, hunted down, and I ended the beast, her
curse broken, be now WE share her body.
+5 Intimidation (Cha) LOST MEMORIES: The memory of being a care free little girl brings tears
to your eyes. It is both a bitter and cheerful memory.
DEATHLESS NATURE: You have escaped death, a fact represented by the
WISDOM ● +6 Investigation (Int) following benefits:
karambit +6 1d4+4(P), f,l, 20/60' • You have ADV on saving throws against disease and being poisoned, and
+4 Medicine (Wis) you have resistance to poison damage.

18 +4 Nature (Int) WHILE you are wearing heavy armor:


• You have ADV on death saving throws.
• You don't need to eat, drink, or breathe.
• You don't need to sleep, and magic can't put you to sleep. You can finish
a long rest in 4 hours if you spend those hours in an inactive, motionless
● +6 Perception (Wis) bludgeoning, piercing, and slashing damage state, during which you retain consciousness.
+4 that you take from nonmagical weapons is KNOWLEDGE FROM A PAST LIFE: You temporarily remember glimpses
+5 Performance (Cha) reduced by 3.
of the past, perhaps faded memories from HIS life. When you make an
ability check that uses a skill, you can roll a d6 immediately after seeing the
number on the d20 and add the number on the d6 to the check. You can
● +7 Persuasion (Cha) use this feature a number of times equal to your proficiency bonus, and you
CHARISMA regain all expended uses when you finish a long rest.
● +6 Religion (Int) OF TWO MINDS: You have ADV on all WIS Saves and Saves vs Psychic
Control / Influence.

20 +4 Sleight of Hand (Dex)


ECHOING SOUL: Your soul isn't just your own or anymore. His soul was
placed into your body, and you have a link connecting you to him,
something believed impossible. You experience echoes from his life. These
+4 Stealth (Dex) echoes grant you knowledge, talents, or even languages you can't always
explain, but they also intrude on your perceptions and beliefs unexpectedly.
+5 CHANNELED PROWESS: You gain proficiency in two skills of your choice.
+4 Survival (Wis) INHERENT TONGUE: You can speak, read, and write Undercommon
INTRUSIVE ECHOES: Immediately after you make an attack roll, an ability
check, or a saving throw and roll a 1 on the d20, your soul's memories
SKILLS ATTACKS & SPELLCASTING emerge and overtake your perceptions and experiences. You might see
people around you as someone other than who they are, or you become
disoriented by a double-experience of the world around you. Roll on the
Intrusive Echoes table to determine the effect of these vivid memories and

16 PASSIVE WISDOM (PERCEPTION) • Maul


perceptions. Once one of effects occur, these intrusive echoes can't
manifest again until you finish a short or long rest.
CP • Plate mail FEATURE (OFFICIAL INQUIRY): You're experienced at gaining access to
• karambit (dagger) people and places to get the information you need. Through a combination
• Priest's pack of fast-talking, determination, and official-looking documentation, you can
gain access to a place or an individual related to a crime you're
• Holy Symbol investigating. Those who aren't involved in your investigation avoid
CELESTIAL SP 1 • Monster Hunter's Pack: impeding you or pass along your requests. Additionally, local law
enforcement has firm opinions about you, viewing you as either a nuisance
chest, crowbar, hammer, holy symbol
COMMON wooden stakes (3), flask of holy water, set or one of their own.
FEAT (HEAVY ARMOR MASTER)
UNDERCOMMON EP of manacles, steel mirror, flask of oil, DIVINE SENSE: Action; Until the end of your next turn, you know the
tinderbox, torches (3) location of any celestial, fiend, or undead within 60 feet of you that is not
Deep Speech • thieves' tools behind total cover.
LAY ON HANDS (Healing Pool): [ 15 ] You can restore a total number of
Draconic • magnifying glass HP equal to your paladin leveI x 5. Alternatively, you can expend 5 hit

Dwarvish
GP 10 • Evidence from a past case:
(nails from the coffin of a murderer)
points from your pool of healing to cure the target of one disease or
neutralize one poison affecting it. You can cure multiple diseases and
neutralize multiple poisons with a single use of Lay on Hands, expending hit
Elvish • Trinket of special significance: points separately for each one.
(A key to the family crypt)
PP • set of common clothes
• dresses (3) / heels (3) / boots (2)
ARMOR: ALL armor, shields • lingerie
WEAPONS: ALL weapons • makeup / perfume
• belt pouch
TOOLS: Disguise kit, thieves' tools
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Valentina "Sasha" Balakinova
CHARACTER NAME EYES SKIN HAIR

TENETS OF VENGEANCE:
NAME
FIGHT THE GREATER EVIL: Faced with a choice
of fighting my sworn foes or combating a lesser evil,
I choose the greater evil.

NO MERCY FOR THE WICKED: Ordinary foes


might win my mercy, but my sworn enemies do not.

BY ANY MEANS NECESSARY. My qualms can't


get in the way of exterminating my foes.

RESTITUTION: If my foes wreak ruin on the world,


it is because I failed to stop them. I must help those
harmed by their misdeeds.

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

INTRUSIVE ECHOES:
d6 Effect

1) You are charmed by a creature you can see (of the DM 's choice) for 1 minute or
until the creature damages you.
2) You are frightened by a creature you can see (of the DM 's choice) for 1 minute,
or until the creature damages you.
3) You perceive another time or place around you until the end of your next turn.
During this time, you are blinded to your actual surroundings .
4) You perceive a different time or place overlapping your surroundings. Your speed
is halved until the end of your next turn.
5) Memories and sensation s overwhelm you. You are incapacitated until the start
of your next turn.
6) You r memory is one of triumph . You can re-roll the ability check, attack roll, or
saving throw that you just made. You must use the new roll.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Paladin CHA 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR


4


SPELLS KNOWN

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

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