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Bard [College of Lore] (6) Acolyte James

CLASS & LEVEL BACKGROUND PLAYER NAME


Asbeel Tiefling Chaotic Evil 14000
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

STRENGTH
-- INSPIRATION

12 +3 30 Remorseless
+1 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED Domineering
13 PERSONALITY TRAITS

Hit Point Maximum 33


+1 Strength Primarily concerned with their own well-being and advancement. Their primary ideal
DEXTERITY is to do whatever it takes to protect themselves and achieve their goals, often at the

+2

+5 Dexterity
+1 Constitution
+3 Intelligence
33
CURRENT HIT POINTS
expense of others. A desire for independence and self-sufficiency is also a
prominent ideal, as it aligns with their self-centered nature. They value autonomy
and resist dependency on others.

IDEALS

15 +2 Wisdom
Asbeel may make an exception in their self-centered nature, only
for those who may help them attain souls for their Phylactery. Long

+7 Charisma ago, made a divine pact with Vecna, and the demon Orcus, and
will remain loyal to them above all others.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+1 ●
+5 Acrobatics (Dex) SUCCESSES Impulsivity, grandiosity, and great
13 +3 Animal Handling (Wis)
6x(1d8+1) entitlement. Has not a shred of sanity
FAILURES
left.

+9 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+2 Athletics (Str)

+3 ●
+7 Deception (Cha)
+4 History (Int)
NAME ATK BONUS DAMAGE/TYPE

17 ●
+5 Insight (Wis)
Longsword +4 1d8+1 slashing Alchemist's Supplies
+5 Intimidation (Cha) Backpack
WISDOM +4 Investigation (Int) Bag of Beans (Yum
+3 Medicine (Wis)
+2 +4 Nature (Int)
Yum)

+5 Perception (Wis) Number of Bedroll
14 ●
+7 Performance (Cha)
Attacks: 1 Candle x5
CHARISMA
+5 Persuasion (Cha) Chime Of Opening
+9 Religion (Int)

Clothes, common
+4 ●
+5 Sleight of Hand (Dex)
+3 Stealth (Dex) Costume x2
19 +3 Survival (Wis) Disguise Kit
SKILLS ATTACKS & SPELLCASTING Emblem
Incense x5
15 PASSIVE WISDOM (PERCEPTION)
Lyre
CP
--
Phylactery (Cloak)
SP
Tool Proficiencies: Flute; Lyre; Viol Pouch
Weapon Proficiencies: Crossbow, EP Prayer Book
hand; Longsword; Rapier;
Shortsword; Simple Ring of Three
Armor Proficiencies: Light
GP
11 Wishes(Broken)
Language Proficiencies: Abyssal;
PP Vestements
Common; Infernal; Primordial Waterskin

OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
148 6'1 (5'6 Hunched) 134lbs
AGE HEIGHT WEIGHT
Asbeel None Pale White
CHARACTER NAME EYES SKIN HAIR

-- NAME

Lich God, Vecna

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

In a serene and secluded village nestled deep within the heart of a lush forest, there
Dagger (1) lived a man named Asbeel. Asbeel was a devout and pious worshiper of Eldath, the
goddess of peace, quiet waters, and tranquility. His life was a testament to his
unwavering faith, as he tended to the village's sacred grove, nurtured injured animals,
and offered prayers for the well-being of all living beings.

One evening, Asbeel knelt by the still waters of a pond, his eyes closed in fervent
prayer to Eldath, mourning the loss of his family to a group of raiders. His soul became
weak, as one does when their patron goddess abandons them.

Orcus, the Demon Prince had been drawn to the greif that Eldath's presence had
created in the village. He longed to corrupt and desecrate this sanctuary, turning it into
a vile den of darkness. Orcus, a master of deception, decided to approach Asbeel
under the guise of a wounded traveler in need of aid.

Asbeel, ever the compassionate soul, welcomed the stranger into his humble cottage
and tended to his wounds. As the demon rested, Orcus whispered insidious lies,
sowing seeds of doubt and fear in Asbeel's heart. The demon questioned the efficacy
of Eldath's teachings, leading Asbeel to question his own faith.

Days turned into weeks, and Asbeel found himself drawn further into Orcus's web of
deceit. He began to have unsettling dreams, filled with visions of a sinister deity named
Vecna, the god of secrets and dark knowledge. In these dreams, Vecna promised
Asbeel power beyond his wildest imagination and the answers to questions that had
haunted him for years.

Driven by newfound desires and seduced by the promises of Vecna, he betrayed his
goddess Eldath. Asbeel began a ritual of Undeath, immortality.

The transformation in Asbeel was complete. They became a devout pillgrim of Vecna,
channeling dark magic and orchestrating vile rituals. Orcus reveled in his triumph, and
the once-devout worshiper of Eldath now stood as an emblem of corruption and
malevolence.

TREASURE CHARACTER BACKSTORY

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

0 CANTRIPS 3 3 6
Mage Hand ●
Animate Dead
Mending ●
Bestow Curse
Thaumaturgy Fear
Vicious Mockery Major Image

Remove Curse
Speak with Dead

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR


Cure Wounds

Hellish Rebuke
4

Sleep
SPELLS KNOWN

2 3

Blindness/Deafness

Darkness
See Invisibility
5

Silence

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

Damage Vulnerabilities: Bludgening N-m, Slashing N-m, Peircing N-m,


Acid
Damage Resistances: fire

----------Bonus Actions----------
Bardic Inspiration. Inspire another creature with a 1d8 that it can, within
the next 10 min., add to a d20 roll (use 4 times/long rest).

---------------Actions--------------
Countercharm. Performance during your turn that gives you and
friendly creatures within 30 ft. advantage on frightened or charmed
saves.

-------------Reactions-------------
Cutting Words. Expend a use of Bardic Inspiration to subtract 1d8 from
an attack, ability, or damage roll made by a creature within 60 ft.

-----------Other Traits------------
Font of Inspiration. Regain all uses of Bardic Inspiration at the end of a
rest.

Due to a hastily planned pact to lichdom, physical body has become


frail. Vulnerable to Acid, as well as Non-magic Bludgening, Slashing,
and Peircing; being further than 4ft away from Phylactry causes instant
death.

Hellish Resistance. Resistance to fire damage.

Perminantly Blinded.

Infernal Legacy. You know thaumaturgy and can cast Hellish Rebuke
and Darkness once per day. CHA is the spellcasting ability.

Jack of All Trades. +1 to ability checks that don't already include your
proficiency bonus.

Shelter the Faithful. You and your companions can expect free healing
at an establishment of your faith.

Song of Rest. With a song, you and friendly creatures gain 1d6
additional healing at the end of a short rest.
Page 1

Mage Hand Mending Vicious Mockery


Bard Cantrip Conjuration DC 15 Spell Mod +7 Bard Cantrip Transmutation DC 15 Spell Mod +7 Bard Cantrip Enchantment DC 15 Spell Mod +7
1 Act. 30 ft V,S 1 min 1 min Touch V,S,M Inst 1 Act. 60 ft V Inst
Two lodestones

A spectral, floating hand appears at a point This spell repairs a single break or tear in an Choose a creature you can see. If it can hear
you choose within range. The hand lasts for object you touch, such as a broken chain link, you, it must pass a Wisdom save or take 1d4
the duration or until you dismiss it as an two halves of a broken key, a torn cloak, or a psychic damage and have disadvantage on its
action. The hand vanishes if it is ever more leaking wineskin. As long as the break or tear next attack roll before the end of its next turn.
than 30 feet away from you or if you cast this is no larger than 1 foot in any dimension, you The damage increases by 1d4 when you
spell again. You can use your action to control mend it, leaving no trace of the former reach 5th, 11th, and 17th level.
the hand. You can use the hand to manipulate damage. This spell can physically repair a
an object, open an unlocked door or container, magic item or construct, but the spell can't
stow or retrieve an item from an open restore magic to such an object.
container, or pour the contents out of a vial.
You can move the hand up to 30 feet each time
you use it. The hand can't attack, activate
magic items, or carry more than 10 pounds.

Thaumaturgy Cure Wounds Sleep


Tiefling Cantrip Transmutation DC 15 Spell Mod +7 Bard Level 1 Evocation DC 15 Spell Mod +7 Bard Level 1 Enchantment DC 15 Spell Mod +7
1 Act. 30 ft V Up to 1 min 1 Act. Touch V,S Inst 1 Act. 90 ft V,S,M 1 min
A pinch of fine sand, rose petals, or a cricket

You manifest a minor wonder, a sign of A creature you touch regains a number of hit This spell sends creatures into a magical
supernatural power, within range. You create points equal to 1d8 + your spellcasting ability slumber. Roll 5d8; the total is how many hit
one of the following magical effects within modifier. This spell has no effect on undead or points of creatures this spell can affect.
range: • Your voice booms up to three times as constructs. At Higher Levels. When you cast Creatures within 20 feet of a point you choose
loud as normal for 1 minute. • You cause this spell using a spell slot of 2nd level or within range are affected in ascending order of
flames to flicker, brighten, dim, or change higher, the healing increases by 1d8 for each their current hit points (ignoring unconscious
color for 1 minute. • You cause harmless slot level above 1st. creatures). Starting with the creature that has
tremors in the ground for 1 minute. • You the lowest current hit points, each creature
create an instantaneous sound that originates affected by this spell falls unconscious until
from a point of your choice within range, such the spell ends, the sleeper takes damage, or
as a rumble of thunder, the cry of a raven, or someone uses an action to shake or slap the
ominous whispers. • You instantaneously sleeper awake. Subtract each creature's hit
cause an unlocked door or window to fly open points from the total before moving on to the
or slam shut. • You alter the appearance of creature with the next lowest hit points. A
your eyes for 1 minute. If you cast this spell creature's hit points must be equal to or less
multiple times, you can have up to three of its than the remaining total for that creature to be
1-minute effects active at a time, and you can affected. Undead and creatures immune to
dismiss such an effect as an action. being charmed aren't affected by this spell. At
Higher Levels. When you cast this spell using a

Hellish Rebuke Blindness/Deafness See Invisibility


Tiefling Level 1 Evocation DC 15 Spell Mod +7 Bard Level 2 Necromancy DC 15 Spell Mod +7 Bard Level 2 Divination DC 15 Spell Mod +7
1 reAct. 60 ft V,S Inst 1 Act. 30 ft V 1 min 1 Act. Self V,S,M 1 hr
A pinch of talc and a small sprinkling of powdered
silver

You point your finger, and the creature that You can blind or deafen a foe. Choose one For the duration, you see invisible creatures
damaged you is momentarily surrounded by creature that you can see within range to make and objects as if they were visible, and you can
hellish flames. The creature must make a a Constitution saving throw. If it fails, the see into the Ethereal Plane. Ethereal creatures
Dexterity saving throw. It takes 2d10 fire target is either blinded or deafened (your and objects appear ghostly and translucent.
damage on a failed save, or half as much choice) for the duration. At the end of each of
damage on a successful one. At Higher Levels. its turns, the target can make a Constitution
When you cast this spell using a spell slot of saving throw. On a success, the spell ends. At
2nd level or higher, the damage increase by Higher Levels. When you cast this spell using a
1d10 for each slot level above 1st. spell slot of 3rd level or higher, you can target
one additional creature for each slot level
above 2nd.
Page 1 (reverse)

Sleep (reverse)
spell slot of 2nd level or higher, roll an
additional 2d8 for each slot level above 1st.
Page 2

Silence (ritual) Darkness Animate Dead


Bard Level 2 Illusion DC 15 Spell Mod +7 Tiefling Level 2 Evocation DC 15 Spell Mod +7 Bard Level 3 Necromancy DC 15 Spell Mod +7
1 Act. 120 ft V,S Conc, 10 mins 1 Act. 60 ft V,M Conc, 10 mins 1 min 10 ft V,S,M Inst
Bat fur and a drop of pitch or piece of coal A drop of blood, a piece of flesh, and a pinch of bone
dust

For the duration, no sound can be created Magical darkness spreads from a point you This spell creates an undead servant. Choose a
within or pass through a 20-foot-radius choose within range to fill a 15-foot-radius pile of bones or a corpse of a Medium or Small
sphere centered on a point you choose within sphere for the duration. The darkness spreads humanoid within range. Your spell imbues the
range. Any creature or object entirely inside around corners. A creature with darkvision target with a foul mimicry of life, raising it as
the sphere is immune to thunder damage, and can't see through this darkness, and an undead creature. The target becomes a
creatures are deafened while entirely inside it. nonmagical light can't illuminate it. If the skeleton if you chose bones or a zombie if you
Casting a spell that includes a verbal point you choose is on an object you are chose a corpse (the GM has the creature's
component is impossible there. holding or one that isn't being worn or carried, game statistics). On each of your turns, you
the darkness emanates from the object and can use a bonus action to mentally command
moves with it. Completely covering the source any creature you made with this spell if the
of the darkness with an opaque object, such as creature is within 60 feet of you (if you control
a bowl or a helm, blocks the darkness. If any of multiple creatures, you can command any or
this spell's area overlaps with an area of light all of them at the same time, issuing the same
created by a spell of 2nd level or lower, the command to each one). You decide what action
spell that created the light is dispelled. the creature will take and where it will move
during its next turn, or you can issue a general
command, such as to guard a particular
chamber or corridor. If you issue no
commands, the creature only defends itself

Bestow Curse Fear Major Image


Bard Level 3 Necromancy DC 15 Spell Mod +7 Bard Level 3 Illusion DC 15 Spell Mod +7 Bard Level 3 Illusion DC 15 Spell Mod +7
1 Act. Touch V,S Conc, 1 min 1 Act. Self V,S,M Conc, 1 min 1 Act. 120 ft V,S,M Conc, 10 mins
A white feather or the heart of a hen A bit of fleece

You touch a creature, and that creature must You project a phantasmal image of a creature's You create the image of an object, a creature,
succeed on a Wisdom saving throw or become worst fears. Each creature in a 30-foot cone or some other visible phenomenon that is no
cursed for the duration of the spell. When you must succeed on a Wisdom saving throw or larger than a 20-foot cube. The image appears
cast this spell, choose the nature of the curse drop whatever it is holding and become at a spot that you can see within range and
from the following options: • Choose one frightened for the duration. While frightened lasts for the duration. It seems completely
ability score. While cursed, the target has by this spell, a creature must take the Dash real, including sounds, smells, and
disadvantage on ability checks and saving action and move away from you by the safest temperature appropriate to the thing depicted.
throws made with that ability score. • While available route on each of its turns, unless You can't create sufficient heat or cold to cause
cursed, the target has disadvantage on attack there is nowhere to move. If the creature ends damage, a sound loud enough to deal thunder
rolls against you. • While cursed, the target its turn in a location where it doesn't have line damage or deafen a creature, or a smell that
must make a Wisdom saving throw at the start of sight to you, the creature can make a might sicken a creature (like a troglodyte's
of each of its turns. If it fails, it wastes its Wisdom saving throw. On a successful save, stench). As long as you are within range of the
action that turn doing nothing. • While the the spell ends for that creature. illusion, you can use your action to cause the
target is cursed, your attacks and spells deal image to move to any other spot within range.
an extra 1d8 necrotic damage to the target. A As the image changes location, you can alter
remove curse spell ends this effect. At the its appearance so that its movements appear
GM's option, you may choose an alternative natural for the image. For example, if you
curse effect, but it should be no more powerful create an image of a creature and move it, you
than those described above. The GM has final can alter the image so that it appears to be

Remove Curse Speak with Dead


Bard Level 3 Abjuration DC 15 Spell Mod +7 Bard Level 3 Necromancy DC 15 Spell Mod +7
1 Act. Touch V,S Inst 1 Act. 10 ft V,S,M 10 mins
Burning incense

At your touch, all curses affecting one creature You grant the semblance of life and
or object end. If the object is a cursed magic intelligence to a corpse of your choice within
item, its curse remains, but the spell breaks its range, allowing it to answer the questions you
owner's attunement to the object so it can be pose. The corpse must still have a mouth and
removed or discarded. can't be undead. The spell fails if the corpse
was the target of this spell within the last 10
days. Until the spell ends, you can ask the
corpse up to five questions. The corpse knows
only what it knew in life, including the
languages it knew. Answers are usually brief,
cryptic, or repetitive, and the corpse is under
no compulsion to offer a truthful answer if you
are hostile to it or it recognizes you as an
enemy. This spell doesn't return the creature's
soul to its body, only its animating spirit.
Thus, the corpse can't learn new information,
doesn't comprehend anything that has
happened since it died, and can't speculate
about future events.
Page 2 (reverse)

Animate Dead (reverse)


against hostile creatures. Once given an order,
the creature continues to follow it until its task
is complete. The creature is under your control
for 24 hours, after which it stops obeying any
command you've given it. To maintain control
of the creature for another 24 hours, you must
cast this spell on the creature again before the
current 24-hour period ends. This use of the
spell reasserts your control over up to four
creatures you have animated with this spell,
rather than animating a new one. At Higher
Levels. When you cast this spell using a spell
slot of 4th level or higher, you animate or
reassert control over two additional undead
creatures for each slot level above 3rd. Each of
the creatures must come from a different
corpse or pile of bones.

Major Image (reverse) Bestow Curse (reverse)


walking. Similarly, you can cause the illusion say on such a curse's effect. At Higher Levels.
to make different sounds at different times, If you cast this spell using a spell slot of 4th
even making it carry on a conversation, for level or higher, the duration is concentration,
example. Physical interaction with the image up to 10 minutes. If you use a spell slot of 5th
reveals it to be an illusion, because things can level or higher, the duration is 8 hours. If you
pass through it. A creature that uses its action use a spell slot of 7th level or higher, the
to examine the image can determine that it is duration is 24 hours. If you use a 9th level
an illusion with a successful Intelligence spell slot, the spell lasts until it is dispelled.
(Investigation) check against your spell save Using a spell slot of 5th level or higher grants a
DC. If a creature discerns the illusion for what duration that doesn't require concentration.
it is, the creature can see through the image,
and its other sensory qualities become faint to
the creature. At Higher Levels. When you cast
this spell using a spell slot of 6th level or
higher, the spell lasts until dispelled, without
requiring your concentration.

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