Redemption. There`s a spark of good in everyone. I will become the
Transcription
Redemption. There`s a spark of good in everyone. I will become the
Wizard 1 Criminal (smuggler) C L AS S & L E V E L BACKGROUND Fire Genasi Chaotic Good RACE ALIGNMENT P L AYE R N AM E EXPERIENCE POINTS FAC T I O N DCI NUMBER CHARACTER NAME INSPIRATION STRENGTH +0 11 +2 ARMOR CLASS PROFICIENCY BONUS 10 12 ● ● CONSTITUTION ● Redemption. There's a spark of good in everyone. Dexterity Constitution CURRENT HIT POINTS Intelligence Wisdom ● TEMPORARY HIT POINTS Total 1d6 HIT DICE +4 Deception (Cha) +3 History (Int) NAME +5 Investigation (Int) +1 Medicine (Wis) ● ATK BONUS DAMAGE/TYPE Dagger - thrown (20') +3 1d4+1 piercing Dagger +3 1d4 piercing Fire Bolt +5 1d10 fire damage Cantrips. You know cause bonfire, dancing lights, fire bolt, and produce flame, and can cast them at will. Spell Slots. You have two 1st-level spell slots you can use to cast your prepared spells. +3 Religion (Int) +1 Sleight of Hand (Dex) +2 Prepared Spells. You prepare four 1st-level spells to make them available for you to cast, choosing from the spells in your spellbook. See page 3 of this sheet. +3 Stealth (Dex) +2 Survival (Wis) ATTACKS & SPELLCASTING SKILLS 13 Dagger Orb Spellbook PASSIVE WISDOM (PERCEPTION) CP Languages: Common and Primordial SP A crowbar, set of dark common clothes including a hood, and a belt pouch. EP Proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows, Dragonchess, and thieves' tools GP PP 15 Scholar's Pack: A backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife. Trinket: A vest with a hundred tiny pockets. OTHER PROFICIENCIES & LANGUAGES An innocent person is in prison for a crime that I committed. I'm okay with that. DEATH SAVES Dagger; finesse, light, thrown (range 20/60) +2 Performance (Cha) +2 Persuasion (Cha) CHARISMA SUCCESSES BONDS FAILURES +3 Nature (Int) +1 Perception (Wis) 13 IDEALS I will become the greatest wizard that ever lived. Charisma +1 Insight (Wis) +2 Intimidation (Cha) +1 14 SPEED Strength ● +5 Arcana (Int) +0 Athletics (Str) 16 WISDOM +0 +1 +0 +5 +3 +2 +1 Acrobatics (Dex) +1 Animal Handling (Wis) 10 +3 INITIATIVE I don't pay attention to the risks in a situation. Never tell me the odds. I blow up at the slightest insult. Hit Point Maximum 6 SAVING THROWS +0 INTELLIGENCE 30 PERSONALITY TRAITS DEXTERITY +1 +1 FLAWS Spellcasting Ability. Intelligence is your spellcasting ability for your spells. The saving throw DC to resist a spell you cast is 13. Your attack bonus when you make an attack with a spell is +5. See the rulebook for rules on casting your spells. Arcane Recovery. You can regain some of your magical energy by studying your spellbook. Once per day during a short rest, you can choose to recover expended spell slots with a combined level equal to or less than half your wizard level (rounded up). Ritual Casting. You can cast a cleric spell as a ritual if that spell has the ritual tag and if you have the spell prepared. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Fire Resistance. You have resistance to fire damage. Reach to the Blaze. You know the produce flame cantrip (in the Player's Handbook). Constitution is your spellcasting ability for this spell. EQUIPMENT TM & © 2015 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670 FEATURES & TRAITS B12180001 AGE HEIGHT Dark - they flare red when angry WEIGHT Coal Black Red and writhing SKIN EYES 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 Your family came from Calimshan, cast out generations ago by the genie rulers of those lands for an unnamed crime. Your family has established itself well in Mulmaster among the aristocrats here, with their extensive trade contacts, criminal syndicate and other allies. At first, all went well and for generations you have prospered, keeping the family's criminal tendencies quiet, but of late the situation has become bleak. The secret police force (the Hawks) have become little more than the personal enforcers of the will of the High Blade, leader of the Council of Blades which runs the city. Corruption has become rampant, especially among the Brotherhood of the Cloak, the guild of arcanists which enforce the laws which prohibit the casting of magic within the city. With the arrival of the elemental cults, the situation is primed to explode. And your people are caught in the crossfire. In 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 of history. Unless you do something about it... ALLIES & ORGANIZATIONS Criminal (Smuggler) Feature, Criminal Contact: You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. ADDITIONAL FEATURES & TRAITS TOTAL NON-CONSUMABLE MAGIC ITEMS 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 SPELLCASTING CLASS 0 CANTRIPS 3 Int 13 +5 SPELLCASTING ABILITY SPELL SAVE DC SPELL ATTACK BONUS 6 Create bonfire Dancing lights Fire bolt Produce flame SPELL LEVEL SLOTS TOTAL 1 2 ED EPAR PR SLOTS EXPENDED 7 SPELL NAME Absorb elements Burning hands 4 Charm person SPELLS KNOWN Comprehend languages Mage armor Sleep 8 2 5 9 TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.