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Rogue, 5 / Warlock, 3 Far Traveler Nick

CLASS & LEVEL BACKGROUND PLAYER NAME


Lock Nut
Warforged CN
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH Absolute uninterest, boredom
16 4 30 and perhaps a little bit of
-4 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
contempt about anything that
pertains only to organics.
3 PERSONALITY TRAITS

Hit Point Maximum 58


-4 Strength
DEXTERITY
Inquiry, curiosity and experience are
● 7 Dexterity the means to unlocking his full
4 ●
1

6
Constitution
Intelligence
CURRENT HIT POINTS
potential.
IDEALS

19 1 Wisdom
Friends made through struggle are
-1 Charisma true friends. Specially fey, fiend and
CONSTITUTION SAVING THROWS aberrations.
TEMPORARY HIT POINTS BONDS

1
Acrobatics (Dex) Total 8d8
● +7 SUCCESSES Have a very strong flight or
13 Animal Handling (Wis)
+1
FAILURES flight instinct.
● +6 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE -4 Athletics (Str)

3 ● +2

+3
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
CONSTRUCTED RESILIENCE
Hand Crossbow +7 1d6 / Piercing - No need to sleep, eat, drink, or breathe,
16 ● +4 Insight (Wis) immunity to disease, drown, necrotic
-1 Intimidation (Cha) Dagger +7 1d4 / Piercing damage, poison, stun by normal means,
suffocate and sleep magic, nor can become
WISDOM +3 Investigation (Int) exhausted in any case.
Diss. Whispers +6 4d6 / Psychic - Has vulnerability to fire and has a chance
+1 Medicine (Wis)
1 ● +10 Nature (Int) - Hand Crossbow 30ft/120ft
to become stunned by electric currents;

● +7 Perception (Wis) light, loading; INTEGRATED PROTECTION


12 - You can don only armor with which you
-1 Performance (Cha) have proficiency. It takes 1 hour to don or
-1 Persuasion (Cha) - Dissonant Whispers 60ft wis doff. You can rest while donning or doffing;
CHARISMA - Your armor can't be removed from your
+3 Religion (Int) save / half dmg; body against your will;
-1 ● +7 Sleight of Hand (Dex)
RESTING CHARGE
● +10 Stealth (Dex) - On a short or long rest, you spend 1 to 8
9 ● +7 Survival (Wis) hours recharging in a motionless state. still
conscious, with normal vision and hearing;
SKILLS ATTACKS & SPELLCASTING - Battery Charge System. - 5hrs charge
for 1hr rest, 20hrs charge for a 4hrs rest and
40hrs charge for 8hrs rest;
22 PASSIVE WISDOM (PERCEPTION) Bronze Pocket Watch; - Your full charge lasts 48 hours, more
CP than that long without a charge turns you off,
Dagger; unconscious. Fully recharge takes 10 hours
Hand Crossbow; before getting you back counscious;
Light Armor, Simple Weapons, SP Pouch Of Packing (4ft³ or
Hand Crossbows, Longswords, 50lbs); SELF REPAIR
You can repair superficial damage using your
Rapiers, Shortswords, Thieves EP Leather Armor; tinker's tools and the mending cantrip, on any
Tools, Tinker's Tools; Thieve's Tools; two hours interval of your long rests;
Tinker's Tools;
GP FEAT - Obsevant:
Common, Gnome, Sylvan, Infernal,
+1 Wis, you can read lips,+5 passive Wis
Abyssal, Undercommon, Deep Warlock Psionic Book; (Perception) and passive Int (Investigation.);
Speech,Thieves Cant; PP Familiars and Minor
Evocations Book; LIGHT LEGGED - Can walk normally on
Mysterious Third Book; walls and ceillings. 1 action to turn on/off,
disadv. on stealth;

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
444 99cm - 3'3" 66kg - 145.5lbs
AGE HEIGHT WEIGHT
Lock Nut
N/A N/A N/A
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Expertise (Stealth, Perception);


Originally an old and gentle Sneak Attack (3d6);
gnome scientist, turned into a
Thieves' Cant;
curious warforged wanderer.
Delved into the world in Cunning Action (can take Dash, Disengage, or Hide as a bonus action);
search of his own AWAKENED MIND - Can telepathically speak to any creature you can see, able to understand any
experiences and memories language, within 30 ft;
and met many creatures. CANTRIPS - Suffers 1 psychic damage on casting (except for Mending);
Got abducted by a beholder 1st LEVEL SPELLS - Suffers 1d4 psychic damage on casting. Reroll 4's;
2nd LEVEL SPELLS - Suffers 1d6 psychic damage on casting. Reroll 6's;
and turned into a collection
item. ELDRITCH INVOCATIONS - Mask Of Many Faces, Voice Of The Chain Master;
Met more creatures. Roguish Archetype: SCOUT
Took part on an escape plan. - SKIRMISHER - Can move up to 1/2 speed as a reaction when an enemy ends its turn within
5ft of you. doesn't provoke opportunity attacks;
Almost didn't escape.
Drifted through space. Uncanny Dodge - 1/2 dmg if you can see the attacker;
Strucked a deal with an old ADDITIONAL FEATURES & TRAITS
alien entity.
Bronze Pocket Watch (woundrous magic item, uncommon)
Got a third chance to start
over. Small, seemingly simple, pocket watch made of bronze. It was
made by the Good Old Tinker Gnome with a built-in chronometer
function, it has a fourth arm for that and it marks the hours. It
doesn't need charge for it works on magic. It is attached to Lock's
body.

CHARACTER BACKSTORY TREASURE

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

0 CANTRIPS 3 6
Blade Ward
Mending (racial)
Minor Illusion

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

Dissonant Whispers

Find Familiar (ritual)


4
SPELLS KNOWN

2 2
Detect Thoughts

Invisibility

Phantasmal Force
5

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Imp Lock Nut 44cm - Tiny
Karrabash LN 1,5kg Fiend

✔ 20 -2

✔ 40 -2 3 1 0 1 2 3

1
6 17 13 11 12 14
0

+3 2


13 ✔

15 ✔ ✔

11

✔ +3

✔ +4

✔ 120

✔ +4 ✔ +5

1d4+3 / Piercing
- Shapechanger: can use 1
Sting +5
15lbs - 6,8kg act to polymorph into a rat (20
ft.), a raven (20 ft., fly 60 ft.),
or a spider (20 ft., climb 20 ft.);
- Devil's Sight: Darkvision
Sting (Bite in Beast Form): works on magical darkness;
Melee 5 ft. - Magic Resistance: adv on
saves against spells and
Target must make on a DC magical effects;
11 Constitution saving throw, - Invisibility: Magically turns
taking 3d6 poison damage on invisible with carried equip;
a failed save, or half as much
damage on a successful one.

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