Giusto Busto

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Level 1 Tiefling (Baalzebub) Warlock, The Great Old One 0

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Giusto Busto
Charlatan Chaotic Neutral Tymora AA
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet


STRENGTH Leather 13 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
10
SHIELD
AC
Awakend Mind. You can communicate
N
CIE C
telepathically with any creature you can see within
+0 Strength 30 feet of you. You don’t need to share a language
Y
PROFI

+0 with the creature for it to understand your


+2 Dexterity
telepathic utterances, but the creature must be able
+1 Constitution ARMOR CLASS to understand at least one language.
DEXTERITY
+0 Intelligence
MAXIMUM HIT DICE TEMPORARY

14 ✘


+3 Wisdom

+5 Charisma
9 1d8
CONDITIONAL

+2
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS

13 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI

RT

EXPE

+1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+1 +0 Arcana (Int) Darkvision

+0 Athletics (Str) Resistances. Fire


INTELLIGENCE ✘ +5 Deception (Cha)

11 ✘ +2 History (Int)
+1 Insight (Wis)
✘ +5 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 +0 Investigation (Int)
+1 Medicine (Wis) Hellish Resistance. You have resistance to fire
WISDOM
damage.
+0 Nature (Int)

12 +1 Perception (Wis) Legacy of Maladomini. You know the


thaumaturgy cantrip. When you reach 3rd level,
+3 Performance (Cha) you can cast the ray of sickness spell as a 2nd-level
+3 Persuasion (Cha) spell once with this trait and regain the ability to
+1 +0 Religion (Int)
do so when you finish a long rest. When you reach
5th level, you can cast the crown of madness spell
✘ +4 Sleight of Hand (Dex) once with this trait and regain the ability to do so
CHARISMA when you finish a long rest. Charisma is your
+2 Stealth (Dex) spellcasting ability for these spells.

16 +1 Survival (Wis)
SKILLS

+3 11 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Dagger 20/60 +4 vs AC 1d4+2 piercing
Finesse, Light, Thrown
FEATURES & TRAITS

Armor Proficiencies. Light Armor

Weapon Proficiencies. Simple Weapons

Tool Proficiencies. Disguise kit, Forgery kit

Languages. Common, Infernal

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 20 1.8 145 lb.
GENDER AGE HEIGHT WEIGHT
Giusto Busto Purple Red Long
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You have always had a way with people. You know what makes them tick, you can tease out their hearts’ desires after a
few minutes of conversation, and with a few leading questions you can read them like they were children’s books. It’s a
useful talent, and one that you’re perfectly willing to use for your advantage.

You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people
away from things that sound too good to be true, but common sense seems to be in short supply when you’re around.
The bottle of pink-colored liquid will surely cure that unseemly rash, this ointment—nothing more than a bit of fat with
a sprinkle of silver dust—can restore youth and vigor, and there’s a bridge in the city that just happens to be for sale.
These marvels sound implausible, but you make them sound like the real deal.
PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

False Identity
You have created a second identity that includes
documentation, established acquaintances, and
disguises that allow you to assume that persona.
Additionally, you can forge documents including
official papers and personal letters, as long as you
have seen an example of the kind of document or
the handwriting you are trying to copy.

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Leather] 1 10
Backpack 1 5
Clothes, Fine 1 6
Disguise Kit 1 3
Dice Set 1 —
[Dagger] 1 1

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 15 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

25.3 lb / 150 lb 300 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +5 13 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Warlock, The Great Old One

CANTRIPS Eldritch Blast True Strike

1ST LEVEL 1 SPELL SLOTS Dissonant Whispers Tasha’s Hideous Laughter

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Thaumaturgy (Tiefling (Baalzebub))


Eldritch Blast Thaumaturgy True Strike
Evocation Cantrip Transmutation Cantrip Divination Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 120 feet RANGE 30 feet RANGE 30 feet
DURATION Instantaneous DURATION Up to 1 minute DURATION Concentration, up to 1 round
COMPONENTS V, S COMPONENTS V COMPONENTS S

A beam of crackling energy streaks toward a creature within range. You manifest a minor wonder, a sign of supernatural power, within You extend your hand and point a finger at a target in range. Your
Make a ranged spell attack against the target. On a hit, the target range. You create one of the following magical effects within range: magic grants you a brief insight into the target’s defenses. On your
takes 1d10 force damage. • Your voice booms up to three times as loud as normal for 1 next turn, you gain advantage on your first attack roll against the
The spell creates more than one beam when you reach higher minute. target, provided that this spell hasn’t ended.
levels: two beams at 5th level, three beams at 11th level, and four • You cause flames to flicker, brighten, dim, or change color for 1
beams at 17th level. you can direct the beams at the same target or minute.
at different ones. Make a separate attack roll for each beam. • You cause harmless tremors in the ground for 1 minute.
• You create an instantaneous sound that originates from a point
of your choice within range, such as a rumble of thunder, the cry of a
raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly
open or slam shut.
• You alter the appearance of your eyes for 1 minute. If you cast
this spell multiple times, you can have up to three of its 1-minute
effects active at a time, and you can dismiss such an effect as an
action.

Pact Magic (Warlock) Player’s Handbook Legacy of Maladomini (Tiefling (Baalzebub)) Player’s Handbook Pact Magic (Warlock) Player’s Handbook

Dissonant Whispers Tasha’s Hideous Laughter


1st-level enchantment 1st-level enchantment

CASTING TIME 1 action CASTING TIME 1 action


RANGE 60 feet RANGE 30 feet
DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V COMPONENTS V, S, M (tiny tarts and a feather that is waved in the air)

You whisper a discordant melody that only one creature of your A creature of your choice that you can see within range perceives
choice within range can hear, wracking it with terrible pain. The everything as hilariously funny and falls into fits of laughter if this
target must make a Wisdom saving throw. On a failed save, it takes spell affects it. The target must succeed on a Wisdom saving throw or
3d6 psychic damage and must immediately use its reaction , if fall prone, becoming incapacitated and unable to stand up for the
available, to move as far as its speed allows away from you. The duration. A creature with an Intelligence score of 4 or less isn’t
creature doesn’t move into obviously dangerous ground, such as a affected.
fire or a pit. On a successful save, the target takes half as much At the end of each of its turns, and each time it takes damage, the
damage and doesn’t have to move away. A deafened creature target can make another Wisdom saving throw. The target has
automatically succeeds on the save. advantage on the saving throw if it’s triggered by damage. On a
At Higher Levels. When you cast this spell using a spell slot of 2nd success, the spell ends.
level or higher, the damage increases by 1d6 for each slot level above
1st.

Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
Leather Backpack Clothes, Fine
Armor Adventuring Gear Adventuring Gear

The breastplate and shoulder protectors of this armor are A backpack is a leather pack carried on the back, typically
made of leather that has been stiffened by being boiled in with straps to secure it. A backpack can hold 1 cubic foot/
oil. The rest of the armor is made of softer and more 30 pounds of gear.
flexible materials. You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.

10 lb. Player’s Handbook 5 lb. Player’s Handbook 6 lb. Player’s Handbook

Disguise Kit Dice Set Dagger


Tools Tools Weapons

The perfect tool for anyone who wants to engage in trickery, a disguise If you are proficient with the Dice Set, you can add your
kit enables its owner to adopt a false identity. proficiency bonus to ability checks you make to play a
Components. A disguise kit includes cosmetics, hair dye, small props,
and a few pieces of clothing. game.
Deception. In certain cases, a disguise can improve your ability to
weave convincing lies.
Intimidation. The right disguise can make you look more fearsome,
whether you want to scare someone away by posing as a plague victim
or intimidate a gang of thugs by taking the appearance of a bully.
Performance. A cunning disguise can enhance an audience’s
enjoyment of a performance, provided the disguise is properly designed
to evoke the desired reaction.
Persuasion. Folk tend to trust a person in uniform. If you disguise
yourself as an authority figure, your efforts to persuade others are often
more effective.
Create Disguise. As part of a long rest, you can create a disguise. It
takes you 1 minute to don such a disguise once you have created it. You
can carry only one such disguise on you at a time without drawing undue
attention, unless you have a bag of holding or a similar method to keep
them hidden. Each disguise weighs 1 pound.
At other times, it takes 10 minutes to craft a disguise that involves
moderate changes to your appearance, and 30 minutes for one that
requires more extensive changes.
DISGUISE KIT
Activity DC
Cover injuries or distinguishing marks 10
Spot a disguise being used by someone else 15
Copy a humanoid’s appearance 20

3 lbs. Player’s Handbook — Player’s Handbook 1 lb. Player’s Handbook


Darkvision Hellish Resistance Legacy of Maladomini
Vision Racial Trait Racial Trait

Many creatures in the worlds of D&D, especially those that You have resistance to fire damage. You know the thaumaturgy cantrip. When you reach 3rd
dwell underground, have darkvision. Within a specified level, you can cast the ray of sickness spell as a 2nd-level
range, a creature with darkvision can see in darkness as if spell once with this trait and regain the ability to do so
the darkness were dim light, so areas of darkness are only when you finish a long rest. When you reach 5th level, you
lightly obscured as far as that creature is concerned. can cast the crown of madness spell once with this trait and
However, the creature can’t discern color in darkness, only regain the ability to do so when you finish a long rest.
shades of gray. Charisma is your spellcasting ability for these spells.

Tiefling Player’s Handbook Tiefling Player’s Handbook Tiefling (Baalzebub) Mordenkainen’s Tome of Foes

Awakend Mind
Archetype Feature

Starting at 1st level, your alien knowledge gives you the


ability to touch the minds of other creatures. You can
communicate telepathically with any creature you can see
within 30 feet of you. You don’t need to share a language
with the creature for it to understand your telepathic
utterances, but the creature must be able to understand at
least one language.

The Great Old One Player’s Handbook

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