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Fighter 1 mariathejaded

CLASS & LEVEL PLAYER NAME


Malice
High Elf Haunted One (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

• +3 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +2 Dexterity
• +4 Constitution +2 12 12 --
+1 +0 Intelligence
CLASS
+2 Wisdom INITIATIVE HIT POINTS
13
-1 Charisma
Total 1d10 SUCCESSES
Saving Throw Modifiers
Immunities - Magical Sleep
DEXTERITY FAILURES
Advantage against
+2 being charmed DEFENSES HIT DICE DEATH SAVES

14 SAVING THROWS INSPIRATION


=== ARMOR ===
Heavy Armor, Light Armor, Medium Armor,
CONSTITUTION +2 Acrobatics DEX Shields
+2 PROFICIENCY BONUS
+2 +2

+0
Animal Handling WIS
Arcana INT
=== WEAPONS ===
Martial Weapons, Simple Weapons

14 P +3 Athletics STR === LANGUAGES ===


ABILITY SAVE DC Common, Elvish
-1 Deception CHA
+0 History INT
INTELLIGENCE
+2 Insight WIS
30 ft. (Walking)
+0 P +1 Intimidation CHA
P +2 Investigation INT
11 +2 Medicine WIS SPEED

+0 Nature INT PROFICIENCIES & LANGUAGES

WISDOM P +4 Perception WIS


-1 Performance CHA === ACTIONS ===
+2 -1 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
Help, Hide, Ready, Search, Use an Object,
+0 Religion INT
15 Opportunity Attack, Grapple, Shove, Improvise,
+2 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object

+2 Stealth DEX === BONUS ACTIONS ===


CHARISMA Second Wind • 1 / Short Rest
P +4 Survival WIS
Once per short rest, you can use a bonus action to

-1 regain 1d10 + 1 HP.

SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

14 PASSIVE WISDOM (PERCEPTION)


Unarmed Strike +3 2 Bludgeoning

12 PASSIVE WISDOM (INSIGHT)

12 PASSIVE INTELLIGENCE (INVESTIGATION)

Darkvision 60 ft.

SENSES WEAPON ATTACKS & CANTRIPS

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Fighter 1 mariathejaded
CLASS & LEVEL PLAYER NAME
Malice
High Elf Haunted One (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== FIGHTER FEATURES === * Ability Score Increase • BR 23

* Hit Points • PHB 71 * Elf Weapon Training • BR 23


You have proficiency with the longsword, shortsword,
* Proficiencies • PHB 71 shortbow, and longbow.

* Fighting Style • PHB 72 * Cantrip • BR 24


You adopt a fighting style specialty. You know one cantrip of your choice from the wizard
spell list. INT is your spellcasting ability for it.
| Two-Weapon Fighting • PHB
When you engage in two-weapon fighting, you can add * Extra Language • BR 24
your ability modifier to the damage of the second You can speak, read, and write one extra language of
attack. your choice.

* Second Wind • PHB 72


Once per short rest, you can use a bonus action to
regain 1d10 + 1 HP.

| 1 / Short Rest • 1 Bonus Action

=== HIGH ELF RACIAL TRAITS ===

* Darkvision • BR 23
You can see in darkness (shades of gray) up to 60 ft.

* Keen Senses • BR 23
You have proficiency in the Perception skill.

* Fey Ancestry • BR 23
You have advantage on saves against being charmed,
and magic can’t put you to sleep.

* Trance • BR 23
You don't need to sleep, but meditate semiconsciously
for 4 hours a day. While meditating, you can dream
after a fashion; such dreams are actually mental
exercises that have become reflexive through years of
practice. After resting in this way, you gain the same
benefit that a human does from 8 hours of sleep.

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Chain Mail 1 55 lb. Crowbar 1 5 lb.

Scimitar 1 3 lb. Hammer 1 3 lb.

SP 0 Scimitar 1 3 lb. Stake (Wooden) 9 --

Crossbow, light 1 5 lb. Holy Symbol 1 --


EP 0 Crossbow Bolts 20 1.5 lb. Holy Water (flask) 1 1 lb.

Backpack 1 5 lb. Manacles 1 6 lb.


GP 0 Crowbar 1 5 lb. Mirror, Steel 1 0.5 lb.

Hammer 1 3 lb. Oil (flask) 1 1 lb.


PP 0 Piton 10 2.5 lb. Tinderbox 1 1 lb.

Torch 10 10 lb. Torch 3 3 lb.


WEIGHT CARRIED

177.5 lb. Tinderbox 1 1 lb. Clothes, Common 1 3 lb.

ENCUMBERED Rations (1 day) 10 20 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

0 lb. Waterskin 1 5 lb.

PUSH/DRAG/LIFT Rope, Hempen (50 feet) 1 10 lb.

0 lb. Chest 1 25 lb.

EQUIPMENT

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Female 28 Medium Medium 165
GENDER AGE SIZE HEIGHT WEIGHT
Malice Neutral Evil Pale purple Red White
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

I live for the thrill of the hunt.


I don’t talk about the thing that torments me. I’d
rather not burden others with my curse.

PERSONALITY TRAITS

I’m a monster that destroys other


monsters, and anything else that
gets in my way. (Evil)
IDEALS

There’s evil in me, I can feel it. It must


never be set free.

BONDS

I feel no compassion for the dead. They’re


the lucky ones.

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

In the ancient, moonlit forests where the high


elves of Faerûn maintain their secluded realms, a
figure draped in mystery emerged from the
shadows. Her name was Malice, a high elf with a
haunted past that set her apart from her kin.
Trained as a fighter, Malice possessed
extraordinary prowess in battle, yet it was her
enigmatic background that truly shaped her path.

Malice was born into the esteemed nobility of her


people, expected to pursue the scholarly and
magical traditions of her kind. However, her life
took a tragic turn when her family was slaughtered
by a marauding band of dark sorcerers. She alone
survived, hidden beneath the bodies of her loved
ones, scarred by the horrors she witnessed and
marked by an unseen darkness that clung to her
ever since.

This brutal event awakened a fierce determination


in Malice. Swearing vengeance against the dark
forces that destroyed her family, she rejected the
typical path of elven wizardry and instead honed
her skills as a fighter, mastering swordplay and
archery to combat the evil that haunts her dreams.

Her quest for revenge led her through the darkest


corners of the world, from cursed ruins to haunted
woods, where she not only sought to punish those
responsible for her family’s death but also to
understand and control the ominous power that
seemed to grow within her. Her travels taught her
that the world was filled with malevolent forces far
beyond her worst fears, and she dedicated herself
to combating this darkness wherever it festered.

Despite her grim focus, Malice retained the grace


and poise typical of her race, though her eyes
often betrayed a deep sorrow and a haunting
weariness. Her peers viewed her with a mix of
admiration and fear, uncertain whether to embrace
her as a hero or keep their distance from the
shadow that seemed to follow her.

CHARACTER BACKSTORY ADDITIONAL NOTES

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS === (At Will)

O Dancing Lights <C> Cantrip -- 1A 120 ft. V,S,M Concentration, up to 1 minute PHB 230 D: 1m, V/S/M

SPELLS

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.

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