Elemental Evil Pregens

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Cleric 1 Soldier (healer)

C L AS S & L E V E L BACKGROUND P L AYE R N AM E FAC T I O N

Water Genasi Neutral Good


RACE ALIGNMENT EXPERIENCE POINTS DCI NUMBER
CHARACTER NAME

INSPIRATION
STRENGTH
I've lost too many friends, and I'm slow to
18 0 30 make new ones.
I'm haunted by images of war. I can't get
+2 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED the images of violence out of my head.

14 PERSONALITY TRAITS

Hit Point Maximum 11


+2 Strength
Independence. When people follow
DEXTERITY 0 Dexterity orders blindly, they embrace a kind of
tyranny.
0 +3 Constitution
0 Intelligence CURRENT HIT POINTS IDEALS

10 ● +5 Wisdom
I'll never forget the crushing defeat my
● +1 Charisma company suffered, or the enemies (the
CONSTITUTION SAVING THROWS
Cult of the Eternal Flame) who dealt it.
TEMPORARY HIT POINTS BONDS

+3
0 Acrobatics (Dex) Total 1d8 SUCCESSES My hatred of my enemies (the Cult of the
16 +3 Animal Handling (Wis) Eternal Flame) is blind and unreasoning.
FAILURES
0 Arcana (Int)
HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +4 Athletics (Str)
-1 Deception (Cha)
0 0 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Spellcasting Ability. Wisdom is your
Mace +4 1d6+2 bludgeoning
spellcasting ability for your spells. The
10 ● +5 Insight (Wis)
saving throw DC to resist a spell you
● +1 Intimidation (Cha) Harpoon (javelin) +4 1d6+2 piercing
cast is 13. Your attack bonus when you
WISDOM 0 Investigation (Int)
Sacred Flame -- 1d8 radiant make an attack with a spell is +5. See
● +5 Medicine (Wis)
the rulebook for rules on casting your
+3 0 Nature (Int) spells.
Harpoon (javelin); thrown (range 30/120).
+3 Perception (Wis)
16 Sacred Flame: Range 60'. Target makes a DC 13 Acid Resistance. You have resistance
-1 Performance (Cha)
Dex save to avoid damage. to acid damage.
-1 Persuasion (Cha)
CHARISMA Cantrips. You know guidance, sacred flame, shape
0 Religion (Int) water, and thaumaturgy and can cast them at will. Amphibious. You can breathe air and
-1 0 Sleight of Hand (Dex)
Spell Slots. You have two spell slots you can use to
water.
0 Stealth (Dex) cast the 1st-level spells you know. See page 3 of
8 -3 Survival (Wis) this sheet. Swim: You have a swim speed of 30'

SKILLS ATTACKS & SPELLCASTING Call to the Wave. You know the shape
water cantrip. Constitution is your
13 PASSIVE WISDOM (PERCEPTION) Mace, harpoon (javelin) spellcasting ability for this spell.
CP Chain mail & shield with holy
symbol
Chaplain/healer rank insignia
Ritual Casting. You can cast a cleric
Proficiencies: All armors and SP A set of bone dice, a set of common spell as a ritual if that spell has the
clothes, a belt pouch, and a pouch ritual tag and if you have the spell
shields, all simple weapons, of ash (a trophy from a defeated fire
prepared.
dice sets, and vehicles (water). EP elemental enemy).

Priest's Pack: A backpack, a Divine Domain. Life


Languages: Common and
GP
10 blanket, 10 candles, a tinderbox, an
alms box, 2 sticks of incense, a
Disciple of Life. Whenever you use a
Primordial. censer, vestments, 2 days of
PP rations, and a waterskin. spell of 1st level or higher to restore hit
points to a creature other than you, the
Trinket: A brass ring that never target gains additional hp equal to 2
tarnishes. plus the spell level.
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
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AGE HEIGHT WEIGHT

Midnight Blue Turquoise Light Blue


EYES SKIN HAIR
CHARACTER NAME

Faction Rank FACTION

Suggested names:
Fluvian, Skaras, Musal, Aka,
Urkara, Luku, Shoal, Wave,
Poole, Fathom, Creek, Plunge,
Drench, Quench, Douse, Drizzle

Created by Fred Upton


CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Soldier Feature, You worship Eldath, goddess of


You were raised in Mulmaster by Military Rank:
your human mother, as your marid
peace. Her holy symbol is a
father wandered off during your waterfall plunging into a still
infancy. Growing up, you had trouble You can invoke your rank to exert pool.
"fitting in" due to your strange influence over other soldiers and
appearance, so you often spent time requisition simple equipment and
alone at the beach or harbor. horses for temporary use. You
can also usually gain access to
Upon reaching adulthood, you were friendly military encampments
"volunteered" to join the Mulmaster and fortresses where your rank is
Navy. You disliked the authoritarian
command structure, but found your
recognized.
calling as a ship's chaplain,
ministering to the wounds of the crew Combat Specialty: Healer
as well as counseling them regarding Insignia of Rank: Chaplain in the
the trials of battle and the sea. Mulmaster Navy
ADDITIONAL FEATURES & TRAITS
One night, your ship was set ablaze
and quickly sank in the middle of the
Moonsea. You survived only due to TOTAL NON-CONSUMABLE MAGIC ITEMS
your genasi racial abilities -- the
entire rest of his crew perished.
Investigating the wreckage, you
found that the fires had been set by
devices bearing the symbol of the
Cult of the Eternal Flame.

You have now taken to adventuring


and seek to avenge the death of your
crew.

CHARACTER BACKSTORY TREASURE


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Cleric Wis 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Guidance
Sacred Flame
Shape Water
Thaumaturgy

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

● Bless

● Command
4
● Cure Wounds

● Guiding Bolt
SPELLS KNOWN

● Sanctuary

● Shield of Faith

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Fighter 1 Acolyte (Tempus)
C L AS S & L E V E L BACKGROUND P L AYE R N AM E FAC T I O N

Goliath Neutral
RACE ALIGNMENT EXPERIENCE POINTS DCI NUMBER
CHARACTER NAME

INSPIRATION
STRENGTH I prefer to communicate with
16 +1 30 the power of silence, and a
+3 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED stern expression.
16 PERSONALITY TRAITS

Hit Point Maximum 13


● +5 Strength
I fight for the glory of Tempus, and honor
DEXTERITY +1 Dexterity those who live the life of a warrior. I obey
the rules of war without question.
+1 ● +5 Constitution
-1 Intelligence CURRENT HIT POINTS IDEALS

13 +1 Wisdom
+0 Charisma
I will gladly lay down my life to
protect those who fight beside me.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+3
+1 Acrobatics (Dex) Total 1d10 SUCCESSES I am trusting of anyone who proclaims
16 faith in Tempus, and am forgiving of their
● +3 Animal Handling (Wis) FAILURES
shortcomings.
-1 Arcana (Int)
HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +5 Athletics (Str)
+0 Deception (Cha)
-1 -1 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Stone’s Endurance. You can focus yourself
Greatsword +5 2d6+3 slashing to occasionally shrug off injury. When you
8 ● +3 Insight (Wis)
take damage, you can use your reaction to
+0 Intimidation (Cha) Greataxe +5 1d12+3 slashing roll a d12. Add your Constitution modifier to
WISDOM -1 Investigation (Int) the number rolled, and reduce the damage
+1 Medicine (Wis)
Handaxe (thrown) +3 1d6+3 slashing by that total. After you use this trait, you
+1 -1 Nature (Int)
can’t use it again until you finish a short or
long rest.
+1 Perception (Wis) Greatsword; heavy,
12 two-handed. Powerful Build. You count as one size
+0 Performance (Cha)
larger when determining your carrying
+0 Persuasion (Cha)
CHARISMA capacity and the weight you can push, drag,
● +1 Religion (Int) Greataxe; heavy, two-handed. or lift.
0 +1 Sleight of Hand (Dex)
Mountain Born. You’re acclimated to high
+1 Stealth (Dex) Handaxe; light, thrown (range altitude, including elevations above 20,000
10 ● +3 Survival (Wis) 20/60). feet. You’re also naturally adapted to cold
climates, as described in chapter 5 of the
SKILLS ATTACKS & SPELLCASTING Dungeon Master’s Guide.

Great Weapon Fighting. When you roll a 1


11 PASSIVE WISDOM (PERCEPTION)
Chain mail, greatsword, or 2 on a damage die for an attack you
CP
greataxe, 2 handaxes. make with a melee weapon that you are
wielding with two hands, you can re-roll the
Proficiencies: All armor, SP
5 A holy symbol, a prayer die and must use the new roll, even if the
shields, and simple and martial book, 5 sticks of incense, new roll is a 1 or a 2. The weapon must
vestments, a set of have the two-handed or versatile property
weapons. EP
common clothes, and a for you to gain this benefit.
beltpouch.
Languages: Common, Giant,
GP
10 Second Wind. You have a limited well of
stamina that you can draw on to protect
Dwarven, and Gnomish. Trinket: A small, weightless
yourself from harm. On your turn, you can
PP stone block. use a bonus action to regain hit points
Dungeoneer's Pack: A backpack, a crowbar, a hammer, 10 pitons, equal to 1d10 + your fighter level. Once you
10 torches, a tinderbox, 10 days of rations, and a waterskin. The use this feature, you must finish a short or
pack also has 50 feet of hempen rope strapped to the side of it.
long rest before you can use it again.
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
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AGE HEIGHT WEIGHT

Blue Gray None (male) or Black (female)


EYES SKIN HAIR
CHARACTER NAME

Faction Rank FACTION

Suggested Names:
Varak, Berris, Seljuk, Aukan,
Eglath, Gauthak, Ilikan, Gae-Al,
Kuori, Manneo, Nalla

Created by Joshua Arquitt


CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Acolyte Feature,
You hale from a small band of Shelter of the Faithful:
Goliath from the Ogolokanu tribe in As an acolyte, you command the respect of
the Earthspur mountains. They were those who share your faith, and you can
an offshoot group who were devout perform the religious ceremonies of your deity.
worshipers of Tempus. A conflict You and your adventuring companions can
expect to receive free healing and care at a
with a nearby tribe of stone giants temple, shrine, or other established presence
left only you and your brother of your faith, though you must provide any
Lo-Tam alive. Rather than seeking a material components needed for spells. Those
new home with others of your kind, who share your religion will support you (but
only you) at a modest lifestyle.
you chose to come to Mulmaster in
hopes of earning glory in battle. You have ties to the High Hall of Swords in
Mulmaster. While near it, you can call upon the
priests for assistance, provided the assistance
Once in Mulmaster, you found
you ask for is not hazardous and you remain in
respite in the High Hall of Swords, a good standing with your temple.
temple to Tempus. Several priests
suggested you join the City Watch
after pledging yourself to Tempus as ADDITIONAL FEATURES & TRAITS
an acolyte.

Your incredible strength and stature TOTAL NON-CONSUMABLE MAGIC ITEMS

helped you enter the Mulmaster City


Watch, however, you were not
trusted by the others because you
refused to take bribes and involve
yourself in the many corrupt
schemes that were rampant in the
Watch.

You resigned from the Watch, and


now hope to find glory elsewhere.
CHARACTER BACKSTORY TREASURE
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Fighter 1 Noble
C L AS S & L E V E L BACKGROUND P L AYE R N AM E FAC T I O N

Air Genasi Neutral Good


RACE ALIGNMENT EXPERIENCE POINTS DCI NUMBER
CHARACTER NAME

INSPIRATION
STRENGTH I take great pains to always look my
16 +3 30 best and follow the latest fashions.
+1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
My favor, once lost, is lost forever.

13 PERSONALITY TRAITS

Hit Point Maximum 12


● +3 Strength
Respect. Respect is due to me because of
DEXTERITY +3 Dexterity my position, but all people regardless of
station deserve to be treated with dignity.
+3 ● +4 Constitution
-1 Intelligence CURRENT HIT POINTS IDEALS

16 0 Wisdom
+2 Charisma The common folk must see
CONSTITUTION SAVING THROWS
me as a hero of the people.
TEMPORARY HIT POINTS BONDS

+2
+3 Acrobatics (Dex) Total 1d10 SUCCESSES I hide a truly scandalous secret
14 0 Animal Handling (Wis) FAILURES that could ruin my family forever.
-1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +1 Athletics (Str)
+2 Deception (Cha)
-1 +1 History (Int)
NAME ATK BONUS DAMAGE/TYPE
● Unending Breath: You can hold
Longbow +7 1d8+3 piercing
8 0 Insight (Wis) your breath indefinitely while
● +4 Intimidation (Cha) Rapier +5 1d8+3 piercing you're not incapacitated.
WISDOM -1 Investigation (Int)
Handaxe +3 1d6+1 slashing
0 Medicine (Wis) Mingle with the Wind: You can
0 -1 Nature (Int) cast the levitate spell once with
● +2 Perception (Wis) Longbow; ammo (range 150/600), this trait, requiring no material
10 two-handed.
+2 Performance (Cha) components, and you regain the
● +4 Persuasion (Cha) ability to cast it this way when
CHARISMA Rapier; finesse (usually used with
-1 Religion (Int) you finish a long rest.
shield).
+2 +3 Sleight of Hand (Dex) Constitution is your spellcasting
+3 Stealth (Dex) ability for this spell.
Handaxes; light, thrown (range
14 0 Survival (Wis) 20/60).
Fighting Style: Archery; you gain
SKILLS ATTACKS & SPELLCASTING
a +2 bonus to attack rolls you
make with ranged weapons.
12 PASSIVE WISDOM (PERCEPTION) Leather armor and shield
CP (AC w/ shield 16, without 14)
Longbow, & quiver w/ 20 arrows.
Rapier, 2 hand-axes
Second Wind: You have a limited
Languages: Common, SP well of stamina that you can draw
A set of fine clothes, a signet ring, a on to protect yourself from harm.
Primordial, Elvish. scroll of pedigree, and a purse.
EP On your turn, you can use a
Explorer's pack: Includes a
Proficiencies: All armor, backpack, a bedroll, a mess kit, a
bonus action to regain hit points
shields, simple weapons,
GP
25 tinderbox, 10 torches, 10 days of equal to 1d10+ your fighter level.
rations, and a water-skin. The pack
Once you use this feature, you
martial weapons, and also has 50 feet of hempen rope
PP strapped to the side of it. must finish a short or long rest
Dragonchess set.
before you can use it again.
Trinket: A bit of folded cloth that, when
unfolded, turns into a stylish cap.
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
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AGE HEIGHT WEIGHT

Sapphire Blue Light Blue Pearl Blue


EYES SKIN HAIR
CHARACTER NAME

Faction Rank FACTION

Suggested Names:
Jul'lea Vanchesca, Parral,
Nesa, Lorel, Maras, Shevan,
Aras, Whisper, Breeze, Gale,
Bluster, Sirroco, Foehn, Haze,
Skye, Gust

Created by Shawn Bergseng

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Noble Feature,
You are the youngest of your noble family,
Position of Privilege:
and also the most spirited of the four
siblings. You were often kept under house
arrest due to your spirited ways. At a Thanks to your noble birth, people
young age you mastered the art of archery. are inclined to think the best of you.
Your skills with the bow helped elevate You are welcome in high society,
your family among other noble houses in
Silverymoon. You won many contests of and people assume you have the
skill, but it was just not the skill with bow, right to be wherever you are. The
but your charismatic personality that would common folk make every effort to
often help win your way with the judges. accommodate you and avoid your
During a renowned tournament of skill, displeasure, and other people of
your were bested and would have taken high birth treat you as a member of
second, but if not for scheming, with which the same social sphere. You can
you were able to persuade a judge into secure an audience with a local
disqualifying your opponent. This created a
stir among the nobles and your father had noble if you need to.
to make sure the scheming ways of his
offspring did not get out to the other noble ADDITIONAL FEATURES & TRAITS
families, so he bribed the judge to remain
silent. You were afraid your father also
whispered a threat of death, because the TOTAL NON-CONSUMABLE MAGIC ITEMS
judge left Silverymoon the next day.

As you became of age you struck out on


her own; you had always enjoyed an
adventurous life, and looked to get away
from your strict family to see the world. You
knew that with your skill and personality
you could get away with most anything,
and do anything you put your mind to. You
are very polite to those you know are
beneath you, but you often try to earn their
respect by way of flattery or skill in archery.

CHARACTER BACKSTORY TREASURE


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Rogue 1 Sage
C L AS S & L E V E L BACKGROUND P L AYE R N AM E FAC T I O N

Deep Gnome Neutral


RACE ALIGNMENT EXPERIENCE POINTS DCI NUMBER
CHARACTER NAME

INSPIRATION
I don't part with my money easily and will
STRENGTH
14 +3 25
haggle tirelessly to get the best deal possible.
I always want to know how things work and
-1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
what makes people tick.

8 PERSONALITY TRAITS

Hit Point Maximum 8


-1 Strength
Self-Improvement: The goal of study and
DEXTERITY +5 Dexterity
● research is to improve one's lot in life.

+3 0 Constitution
+5 Intelligence CURRENT HIT POINTS IDEALS

16 +1 Wisdom
One day I will return to my school and
+1 Charisma prove that I am the greatest sage of them
CONSTITUTION SAVING THROWS
all.
TEMPORARY HIT POINTS BONDS

0
+3 Acrobatics (Dex) Total 1d8 SUCCESSES I am easily distracted by the promise of
information that might lead to wealth. I'm never
10 +1 Animal Handling (Wis) FAILURES satisfied with what I have, I always want more.
● +5 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE -1 Athletics (Str)
+5 Deception (Cha)
+3 ●
● +5 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Superior Darkvision. You see in dim light
+1 Insight (Wis) Rapier +5 1d8+3 piercing within a 120-foot radius of you as if it
16 were bright light, and in darkness in that
+1 Intimidation (Cha) Shortbow +5 1d6+3 piercing radius as if it were dim light. You can’t
WISDOM ● +5 Investigation (Int) discern color in darkness, only
+1 Medicine (Wis) Dagger +5 1d4+3 piercing shades of gray.
+1 +3 Nature (Int)
Dagger; finesse, light, thrown Gnome Cunning, You have advantage
● +5 Perception (Wis)
13 on all Intelligence, Wisdom, and
+1 Performance (Cha) (range 20/60) Charisma saving throws against magic.
+1 Persuasion (Cha)
CHARISMA
+1 Religion (Int) Rapier; finesse. Stone Camouflage. You have advantage
on Dexterity (stealth) checks to hide in
+1 ● +5 Sleight of Hand (Dex)
rocky terrain.
+3 Stealth (Dex) Shortbow; ammo (range
12 +1 Survival (Wis) 80/320), two-handed. Expertise. When you make a Charisma
(Deception) or a Wisdom (Perception)
SKILLS ATTACKS & SPELLCASTING check, your proficiency bonus is doubled.
This benefit is included in your Deception
13 PASSIVE WISDOM (PERCEPTION) Leather armor, rapier, 2 daggers and Perception skill bonuses.
CP Shortbow & quiver with 20 arrows
Thieves' tools
Sneak Attack. Once per turn, when you
A bottle of black ink, a quill, a small hit a creature with a Dexterity-based
Proficiencies: Light armor, imple SP
knife, a letter from a dead colleague attack (such as with your shortsword,
with a question you have not yet been
weapons, hand crossbows, able to answer, and a belt pouch. dagger, or shortbow) and you have
longswords, shortswords, and EP
Burglar's Pack: A backpack, a bag of
advantage on the attack roll, you can
thieves' tools. 1,000 ball bearings, 10 feet of string, a deal an extra 1d6 damage to your target.
You don’t need advantage if another
GP
10 bell, 5 candles, a crowbar, a hammer,
10 pitons, a hooded lantern, 2 flasks of enemy of the target is within 5 feet of it
oil, 5 days rations, a tinderbox, and a
Languages: Common, Gnomish, waterskin. The pack also has 50' of and isn’t incapacitated. You can’t deal
PP
Dwarvish, Giant, Undercommon, hempen rope strapped to the side of it. the extra damage, however, if you
and Thieves' Cant. have disadvantage on the attack roll.
Trinket: A pipe that blows bubbles.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS


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AGE HEIGHT WEIGHT

Gray Dun None (male) or Black (female)


EYES SKIN HAIR
CHARACTER NAME

Faction Rank FACTION

Suggested Names:
Diggle Stone Knuckles, Reen,
Rimmara, Sodi, Ruck, Wrat,
Wisby

Created by Shawn Bergseng

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Sage Feature,
You come from the Gemcutter Clan and Researcher:
were born and raised in Mithral Hall,
amongst the dwarves, by the small number
of clan-mates that survived the destruction When you attempt to learn or recall a
of Blindenstone many years earlier. As a piece of lore, if you do not know that
youth, you delved into books and attended information, you often know where
schools. Some bad decisions led you to and from whom you can obtain it.
falsifying research and found you expelled
Usually, this information comes from a
from the university.
You worked as a tutor in Silverymoon and library, scriptorium, university, or a
Waterdeep. It was in Waterdeep where you sage or other learned person or
also picked up thieving abilities. The City of creature. Your DM might rule that the
Splendors made you the way you are now, knowledge you seek is secreted away
greedy, a kleptomaniac, and a swindler. in an almost inaccessible place, or
Your faults lost you your position.
You traveled the Sword Coast using your
that it simply cannot be found.
skills to profit and live a modest life, but your Unearthing the deepest secrets of the
personality drove you to be better and live a multiverse can require an adventure
wealthier life at any cost. You steal, or even a whole campaign.
swindle, and con others to make that better
life you think you deserve. ADDITIONAL FEATURES & TRAITS
Your last con not only brought you to
where you live now, but also made you
change your ways for the better. Your con TOTAL NON-CONSUMABLE MAGIC ITEMS
artistry hurt the family of a local Harper, and
instead of turning you in, the Harper agent
made you feel bad, and remorseful which in
turn made you change your ways for the
better.
You still look to live a rich and fulfilling life,
but you want to try and do it legitimately.
Your education propels you, but lack of
money puts you in a position that makes you
take risks and make dangerous life choices.
You set your feet to a path of adventure to
fill your coffers with riches. Since the day
you took this path, you have felt alive.
CHARACTER BACKSTORY TREASURE
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Wizard 1 Criminal (smuggler)
C L AS S & L E V E L BACKGROUND P L AYE R N AM E FAC T I O N

Fire Genasi Chaotic Good


RACE ALIGNMENT EXPERIENCE POINTS DCI NUMBER
CHARACTER NAME

INSPIRATION
STRENGTH I don't pay attention to the risks in
11 +1 30 a situation. Never tell me the odds.
+0 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
I blow up at the slightest insult.

10 PERSONALITY TRAITS

Hit Point Maximum 6


+0 Strength
DEXTERITY +1 Dexterity
Redemption. There's a spark
+0 of good in everyone.
+1 +5
Constitution
CURRENT HIT POINTS IDEALS
● Intelligence
12 ● +3 Wisdom
+2 Charisma
I will become the greatest
CONSTITUTION SAVING THROWS
wizard that ever lived.
TEMPORARY HIT POINTS BONDS

+0
+1 Acrobatics (Dex) Total 1d6 SUCCESSES An innocent person is in prison for a
10 +1 Animal Handling (Wis) crime that I committed. I'm okay with that.
FAILURES

● +5 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE +0 Athletics (Str)
+4 Deception (Cha)
+3 ●
+3 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Spellcasting Ability. Intelligence is your
+1 Insight (Wis)
Dagger - thrown (20') +3 1d4+1 piercing spellcasting ability for your spells. The
16 saving throw DC to resist a spell you cast
+2 Intimidation (Cha) Dagger +3 1d4 piercing is 13. Your attack bonus when you make
WISDOM ● +5 Investigation (Int) an attack with a spell is +5. See the
+1 Medicine (Wis) Fire Bolt +5 1d10 fire damage
rulebook for rules on casting your spells.
+1 +3 Nature (Int)
Dagger; finesse, light, thrown (range 20/60) Arcane Recovery. You can regain some
+1 Perception (Wis)
13 Cantrips. You know cause bonfire, dancing lights, fire
of your magical energy by studying your
+2 Performance (Cha) spellbook. Once per day during a short
bolt, and produce flame, and can cast them at will.
+2 Persuasion (Cha) rest, you can choose to recover
CHARISMA Spell Slots. You have two 1st-level spell slots you can
+3 Religion (Int) expended spell slots with a combined
use to cast your prepared spells.
level equal to or less than half your
+2 +1 Sleight of Hand (Dex)
Prepared Spells. You prepare four 1st-level spells to wizard level (rounded up).
● +3 Stealth (Dex) make them available for you to cast, choosing from
14 the spells in your spellbook. See page 3 of this sheet.
+2 Survival (Wis) Ritual Casting. You can cast a cleric
spell as a ritual if that spell has the
SKILLS ATTACKS & SPELLCASTING ritual tag and if you have the spell
prepared.
13 PASSIVE WISDOM (PERCEPTION) Dagger
CP Orb Darkvision. You can see in dim light
Spellbook within 60 feet of you as if it were bright
light, and in darkness as if it were dim
Languages: Common and SP
A crowbar, set of dark common light.
Primordial clothes including a hood, and a
EP belt pouch. Fire Resistance. You have resistance to
Proficiencies: Daggers, darts, Scholar's Pack: A backpack, a
fire damage.
slings, quarterstaffs, light GP
15 book of lore, a bottle of ink, an
ink pen, 10 sheets of Reach to the Blaze. You know the
crossbows, Dragonchess, and parchment, a little bag of sand, produce flame cantrip (in the Player's
PP
thieves' tools and a small knife. Handbook). Constitution is your
spellcasting ability for this spell.
Trinket: A vest with a hundred tiny
pockets.
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
TM & © 2015 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670 B12180001
AGE HEIGHT WEIGHT

Dark - they flare red when angry Coal Black Red and writhing
EYES SKIN HAIR
CHARACTER NAME

Faction Rank FACTION

Suggested names:
Ashur Longflame, Ka, Fera,
Kree, Flame, Ember, Blaze,
Cinder, Spark, Burn, Ash

Created by Roland Volz


CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Your family came from Calimshan, cast out


Criminal (Smuggler) Feature,
generations ago by the genie rulers of those Criminal Contact:
lands for an unnamed crime. Your family has
established itself well in Mulmaster among the
aristocrats here, with their extensive trade You have a reliable and
contacts, criminal syndicate and other allies. At
first, all went well and for generations you have trustworthy contact who acts as
prospered, keeping the family's criminal your liaison to a network of
tendencies quiet, but of late the situation has
become bleak. other criminals. You know how
to get messages to and from
The secret police force (the Hawks) have
become little more than the personal enforcers of your contact, even over great
the will of the High Blade, leader of the Council of
Blades which runs the city. Corruption has
distances; specifically, you
become rampant, especially among the know the local messengers,
Brotherhood of the Cloak, the guild of arcanists
which enforce the laws which prohibit the casting
corrupt caravan masters, and
of magic within the city. With the arrival of the seedy sailors who can deliver
elemental cults, the situation is primed to
explode. messages for you.
And your people are caught in the crossfire. In ADDITIONAL FEATURES & TRAITS
this time of troubles your differences cause
others to mistrust you (some for good reason),
and your people will suffer for it; this is the lesson
TOTAL NON-CONSUMABLE MAGIC ITEMS
of history. Unless you do something about it...

Personal Goal: Acquire a Devastation Orb. You


have learned of the existence of powerful
elemental artifacts called devastation orbs, which
are reputed to have world-shaping powers.
Based on divinations you have had performed,
you are convinced that somewhere nearby, these
items are being constructed. If you can acquire
one and unlock its arcane secrets, you will have
the power to defend your people. But the
divinations revealed that they were being made
for a fell purpose; you've no doubt that whoever
is making them intends to use them as a
weapon, and soon.
CHARACTER BACKSTORY TREASURE
TM & © 2015 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670 B12180001
Wizard 1 Int 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Create bonfire
Dancing lights
Fire bolt
Produce flame

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

Absorb elements

Burning hands
4
Charm person

Comprehend languages
SPELLS KNOWN

Mage armor

Sleep

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

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