Bertholdt - D&D 5e Character Sheet

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Level 5 Half-Elf Wizard, War Magic (4) / Fighter (1) 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Bertholdt
Sage Chaotic Good Konrad
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

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


STRENGTH Scale Mail 15 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +3
14
SHIELD
AC
War Caster. You have advantage on Constitution
N
CIE C
Defense (Fighting Style) (1) saving throws that you make to maintain your
+2 Strength concentration on a spell when you take damage.You
Y
PROFI

+2 can perform the somatic components of spells even


+0 Dexterity
when you have weapons or a shield in one or both
+2 Constitution ARMOR CLASS hands.When a hostile creature’s movement
DEXTERITY
✘ +6 Intelligence
provokes an opportunity attack from you, you can
MAXIMUM HIT DICE TEMPORARY use your reaction to cast a spell at the creature,
10 ✘ +4 Wisdom

+0 Charisma
34 4d6/1d10 rather than making an opportunity attack. The spell
must have a casting time of 1 action and must
CONDITIONAL
target only that creature.
+0 Arcane Recovery. Once per day when you finish a
short rest, you can choose expended spell slots to
CURRENT HIT POINTS recover. The spell slots can have a combined level
CONSTITUTION DEATH SAVING THROWS
that is equal to or less than 2.
SAVING THROWS

14 N
CIE C

+0 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
War Magic. War mages act fast in battle, using their
spells to seize tactical control of a situation.
Y
PROFI

RT

EXPE

+1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


Arcane Deflection. When you are hit with an attack
+2 ✘ +6 Arcana (Int) Darkvision or you fail a saving throw, you can use your reaction
to gain +2 bonus to your AC or +4 bonus to that
+2 Athletics (Str)
saving throw. If you use this feature, you can only
INTELLIGENCE ✘ +3 Deception (Cha) cast cantrips in your following turn.

16 ✘


+6 History (Int)
+4 Insight (Wis)
Tactical Wit. You gain +3 bonus to your initiative.

Fighting Style.
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Defense. While you are wearing armor, you gain a
+3 ✘ +6 Investigation (Int) +1 bonus to AC.
+1 Medicine (Wis) Fey Ancestry. You have advantage on saving
throws against being charmed, and magic can’t Second Wind (Bonus Action—1/Short Rest). You
WISDOM +3 Nature (Int) regain 1d10+1 hp.
put you to sleep.

12 ✘ +4 Perception (Wis)
+0 Performance (Cha)
+0 Persuasion (Cha)
+1 +3 Religion (Int)
+0 Sleight of Hand (Dex)
CHARISMA +0 Stealth (Dex)

10 +1 Survival (Wis)
SKILLS

+0 14 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Ruby Mace 5 ft +5 vs AC 1d6+2 bludgeoning
Spellcaster focus
FEATURES & TRAITS
Dagger 20/60 +5 vs AC 1d4+2 piercing
Finesse, Light, Thrown
Armor Proficiencies. Light Armor, Medium Armor,
Shields

Weapon Proficiencies. Dagger, Dart, Sling,


Quarterstaff, Crossbow, Light, Simple Weapons,
Zaklęcie Absorb Elements zamienia dowolną pochłonioną energię w moc ognia.
Martial Weapons

Tool Proficiencies. –

Languages. Common, Elvish, Undercommon,


Infernal, Draconic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 91 182 cm 90 kg
GENDER AGE HEIGHT WEIGHT
Bertholdt Black Pale Black
CHARACTER NAME EYES SKIN HAIR

Akademia Czerwieni jest szkołą skupiającą


sympatyków destrukcyjnej magii ognia i NAME
płomieni. Mogą do niej należeć wszyscy
uzdolnieni magicznie, jeżeli mieli pieniądze Akademia Czerwieni
oczywiście. Aby w pełni ukończyć szkolenie
trzeba było przejść przez 10 kręgów
wtajemniczenia. Akademia Czerwieni składa się
z trzech sektorów: Akademia Właściwa, Koszary
Popiołów oraz Akademik.

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Narodziny Bertholdta są wynikiem romansu żonatego szlachcica z elfią kolekcjonerką artefaktów. Ojciec wyrzekł się
syna, a matka oddała go pod opiekę starego mnicha Guncho Puncho, który nauczył Bertholdta wzorców postępowania,
a także sztuki medytacji i panowania nad własnym ciałem i umysłem. Mnich wiedział, że temperament młodzika nie
I’ve read every book in the world’s greatest pozwoli mu osiągnąć pełni możliwości swojego ducha, tak więc zaproponował mu wstąpienie do Akademii Czerwieni.
libraries— or I like to boast that I have. Owa szkoła skupiała sympatyków destrukcyjnej magii ognia i płomieni.
I’m willing to listen to every side of an argument Wpierw przez pięć lat uczył się podstaw niezbędnych do skosztowania jakiejkolwiek wiedzy. Następnie spędził 50 lat
before I make my own judgment.
studiując tajniki magii zniszczenia, a także czytając masę ksiąg z Biblioteki. W czasie szkolenia sam został tamtejszym
bibliotekarzem. Bertholdt zdecydowanie nie należał do wybitnych uczniów. Jego stopnie były raczej mizerne i ledwie
zdawał do następnych kręgów wtajemniczenia. Wolał bowiem udowadniać swoje umiejętności nie przed kimś, tylko
PERSONALITY TRAITS
przed samym sobą. Od zawsze natomiast ciągnęło go do artefaktów, miał to po matce. Był zafascynowany ich
właściwościami i marzył stworzyć własną kolekcję. Do rzeczy uwielbionych przez Bertholdta należały również
No Limits. Nothing should fetter the infinite niebezpieczne eksperymenty magiczne.
possibility inherent in all existence. (Chaotic) Wraz z kolegami z roku, planował nawiązać kontakt z innym planem egzystencji. Przygotowania trwały kilka miesięcy, a
wszystko musiało odbyć się potajemnie, bez wiedzy profesorów. Tak też pewnej nocy spotkali się w komnacie jednego z
nich i rozpoczęli rytuał. Zamierzali bowiem zamienić miejscami przedmiot leżący w okręgu z innym, pochodzącym z
IDEAL obcego planu. Podczas eksperymentu jednak coś poszło nie tak. W kulminacyjnym momencie oderwało i
zdematerializowało lewą rękę Bertholdta, a jego twarz spowił piekielny ogień. Po opatrzeniu rany wszyscy spojrzeli na
krąg. Leżała tam czaszka pełna w krwi istoty obcej wszystkim podręcznikom. Jak nie trudno się domyśleć, po całym
I work to preserve a library, university, scriptorium, zajściu Bertholdt wraz z innymi uczestnikami zostali zawieszeni w prawach adeptów. Oparzenie nigdy się nie zagoiło.
or monastery. Zakończenie szkolenia zawsze obchodzi się w uroczysty sposób. Studenci zobowiązani są do odziania formalnych
mundurków, a także odświętnych kapeluszy. Każdy otrzymuje swój własny rubin, który służy do rzucania zaklęć. Wszyscy
świętowali, wiwatowali i bawili się w najlepsze. Bertholdt natomiast miał inne plany na spędzenie tego dnia.
BOND - Widziałeś gdzieś Bertholdta? Mieliśmy iść do karczmy u podnóża góry.
- Mówił, że coś mu wypadło. Z resztą nie pierwszy raz mu się to zdarza.
- BIBLIOTEKA! WIELKA BIBLIOTEKA ZOSTAŁA SKRADZIONA!
Most people scream and run when they see a
demon. I stop and take notes on its anatomy. - ZAWOŁAJCIE MISTRZA!! SZYBKO!!!
Okoliczności, w których biblioteka zniknęła są znane tylko Bertholdtowi.

FLAW BACKGROUND STORY

Brak lewej ręki w wyniku eksperymentu magicznego.


Librarian Spalona twarz okryta bandażami.
When you attempt to learn or recall a piece of lore, if
you do not know that information, you often know
where and from whom you can obtain it. Usually,
this information comes from a library, scriptorium,
university, or a sage or other learned person or
creature. Your DM might rule that the knowledge
you seek is secreted away in an almost inaccessible
place, or that it simply cannot be found. Unearthing
the deepest secrets of the multiverse can require an
adventure or even a whole campaign

BACKGROUND FEATURE

Vial of demon's blood

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Ruby Mace. Buzdygan z zamontowanym Rubinem
[Ruby Mace] 1 4 Geladena, umożliwiający rzucanie nim czarów.
[Scale Mail] 1 45 Bertholdt ukradł rubin tuż przed opuszczeniem
Dagger 1 1 Akademii, a następnie (gdy zyskał wprawę w
Spellbook 1 3 majsterkowaniu i kowalstwie) stworzył tę broń.
Backpack 1 5
Candle 1 —
Chalk 1 —
Rope, Hempen (50 feet) 1 10
Book 1 5
Ink (1 ounce bottle) 1 —
Ink Pen 1 —
Parchment (one sheet) 10 —

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

73 lb / 210 lb 420 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.
Intelligence +6 14 7

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Wizard, War Magic

CANTRIPS Control Flames Create Bonfire


Fire Bolt Green-Flame Blade

1ST LEVEL 4 SPELL SLOTS ● Absorb Elements ● Disguise Self


● Expeditious Retreat ● Shield Detect Magic
Feather Fall Snare Unseen Servant

2ND LEVEL 3 SPELL SLOTS ● Dragon’s Breath ● Misty Step


● Pyrotechnics Scorching Ray
Control Flames Create Bonfire Fire Bolt
Transmutation Cantrip Conjuration Cantrip Evocation Cantrip

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


RANGE 60 feet RANGE 60 feet RANGE 120 feet
DURATION Instantaneous or 1 hour (see below) DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS S COMPONENTS V, S COMPONENTS V, S

You choose nonmagical flame that you can see within range and that You create a bonfire on ground that you can see within range. Until You hurl a mote of fire at a creature or object within range. Make a
fits within a 5-foot cube. You affect it in one of the following ways: the spells ends, the bonfire fills a 5-foot cube. Any creature in the ranged spell attack against the target. On a hit, the target takes 1d10
• You instantaneously expand the flame 5 feet in one direction, bonfire’s space when you cast the spell must succeed on a Dexterity fire damage. A flammable object hit by this spell ignites if it isn’t
provided that wood or other fuel is present in the new location. saving throw or take 1d8 fire damage. A creature must also make the being worn or carried.
• You instantaneously extinguish the flames within the cube. saving throw when it enters the bonfire’s space for the first time on a This spell’s damage increases by 1d10 when you reach 5th level
• You double or halve the area of bright light and dim light cast by turn or ends its turn there. (2d10), 11th level (3d10), and 17th level (4d10).
the flame, change its color, or both. The change lasts for 1 hour. The spell’s damage increases by 1d8 when you reach 5th level
• You cause simple shapes—such as the vague form of a creature, (2d8), 11th level (3d8), and 17th level (4d8).
an inanimate object, or a location—to appear within the flames and
animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three of its
non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.

Spellcasting (Wizard) Princes of the Apocalypse Spellcasting (Wizard) Princes of the Apocalypse Spellcasting (Wizard) Player’s Handbook

Green-Flame Blade Absorb Elements Detect Magic


Evocation Cantrip 1st-level abjuration 1st-level divination (ritual)

CASTING TIME 1 action CASTING TIME 1 reaction, which you take when you take acid, cold, fire, lightning, or CASTING TIME 1 action
thunder damage
RANGE 5 feet RANGE Self RANGE Self
DURATION Instantaneous DURATION 1 round DURATION Concentration, up to 10 minutes
COMPONENTS V, M (a weapon) COMPONENTS S COMPONENTS V, S

As part of the action used to cast this spell, you must make a melee The spell captures some of the incoming energy, lessening its effect For the duration, you sense the presence of magic within 30 feet of
attack with a weapon against one creature within the spell’s range, on you and storing it for your next melee attack. You have resistance you. If you sense magic in this way, you can use your action to see a
otherwise the spell fails. On a hit, the target suffers the attack’s to the triggering damage type until the start of your next turn. Also, faint aura around any visible creature or object in the area that bears
normal effects, and green fire leaps from the target to a different the first time you hit with a melee attack on your next turn, the magic, and you learn its school of magic, if any. The spell can
creature of your choice that you can see within 5 feet of it. The target takes an extra 1d6 damage of the triggering type, and the spell penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of
second creature takes fire damage equal to your spellcasting ability ends. common metal, a thin sheet of lead, or 3 feet of wood or dirt.
modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd
This spell’s damage increases when you reach higher levels. At 5th level or higher, the extra damage increases by 1d6 for each slot level
level, the melee attack deals an extra 1d8 fire damage to the target, above 1st.
and the fire damage to the second creature increases to 1d8 + your
spellcasting ability modifier. Both damage rolls increase by 1d8 at
11th level and 17th level.

Spellcasting (Wizard) Sword Coast Adventurer’s Guide Spellcasting (Wizard) Princes of the Apocalypse Spellcasting (Wizard) Player’s Handbook

Disguise Self Expeditious Retreat Feather Fall


1st-level illusion 1st-level transmutation 1st-level transmutation

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 reaction
RANGE Self RANGE Self RANGE 60 feet
DURATION 1 hour DURATION Concentration, up to 10 minutes DURATION 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, M (a small feather or piece of down)

You make yourself—including your clothing, armor, weapons, and This spell allows you to move at an incredible pace. When you cast Reaction: When you or a creature within 60 feet of you falls Choose
other belongings on your person—look different until the spell ends this spell, and then as a bonus action on each of your turns until the up to five falling creatures within range. A falling creature’s rate of
or until you use your action to dismiss it. You can seem 1 foot shorter spell ends, you can take the Dash action. descent slows to 60 feet per round until the spell ends. If the creature
or taller and can appear thin, fat, or in between. You can’t change lands before the spell ends, it takes no falling damage and can land
your body type, so you must adopt a form that has the same basic on its feet, and the spell ends for that creature.
arrangement of limbs. Otherwise, the extent of the illusion is up to
you.
The changes wrought by this spell fail to hold up to physical
inspection. For example, if you use this spell to add a hat to your
outfit, objects pass through the hat, and anyone who touches it
would feel nothing or would feel your head and hair. If you use this
spell to appear thinner than you are, the hand of someone who
reaches out to touch you would bump into you while it was
seemingly still in midair.
To discern that you are disguised, a creature can use its action to
inspect your appearance and must succeed on an Intelligence
(Investigation) check against your spell save DC.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
Shield Snare Unseen Servant
1st-level abjuration 1st-level abjuration 1st-level conjuration (ritual)

CASTING TIME 1 reaction CASTING TIME 1 minute CASTING TIME 1 action


RANGE Self RANGE Touch RANGE 60 feet
DURATION 1 round DURATION 8 hours DURATION 1 hour
COMPONENTS V, S COMPONENTS S, M (25 feet of rope, which the spell consumes) COMPONENTS V, S, M (a piece of string and a bit of wood)

Reaction trigger: You are hit by an attack or targeted by the magic As you cast this spell, you use the rope to create a circle with a 5-foot This spell creates an invisible, mindless, shapeless, Medium force that
missile spell An invisible barrier of magical force appears and protects radius on the ground or the floor. When you finish casting, the rope performs simple tasks at your command until the spell ends. The
you. Until the start of your next turn, you have a +5 bonus to AC, disappears and the circle becomes a magic trap. servant springs into existence in an unoccupied space on the ground
including against the triggering attack, and you take no damage from This trap is nearly invisible, requiring a successful Intelligence within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t
magic missile. (Investigation) check against your spell save DC to be discerned. attack. If it drops to 0 hit points, the spell ends.
The trap triggers when a Small, Medium, or Large creature moves Once on each of your turns as a bonus action, you can mentally
onto the ground or the floor in the spell’s radius. That creature must command the servant to move up to 15 feet and interact with an
succeed on a Dexterity saving throw or be magically hoisted into the object. The servant can perform simple tasks that a human servant
air, leaving it hanging upside down 3 feet above the ground or the could do, such as fetching things, cleaning, mending, folding clothes,
floor. The creature is restrained there until the spell ends. lighting fires, serving food, and pouring wine. Once you give the
A restrained creature can make a Dexterity saving throw at the end command, the servant performs the task to the best of its ability until
of each of its turns, ending the effect on itself on a success. it completes the task, then waits for your next command.
Alternatively, the creature or someone else who can reach it can use If you command the servant to perform a task that would move it
an action to make an Intelligence (Arcana) check against your spell more than 60 feet away from you, the spell ends.
save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no creature is
restrained by it.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Xanathar’s Guide to Everything Spellcasting (Wizard) Player’s Handbook

Dragon’s Breath Misty Step Pyrotechnics


2nd-level transmutation 2nd-level conjuration 2nd-level transmutation

CASTING TIME 1 bonus action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE Touch RANGE Self RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S, M (a hot pepper) COMPONENTS V COMPONENTS V, S

You touch one willing creature and imbue it with the power to spew Briefly surrounded by silvery mist, you teleport up to 30 feet to an Choose an area of nonmagical flame that you can see and that can fit
magical energy from its mouth, provided it has one. Choose acid, unoccupied space that you can see. within a 5-foot cube within range. You can extinguish the fire in that
cold, fire, lightning, or poison. Until the spell ends, the creature can area, and you create either fireworks or smoke.
use an action to exhale energy of the chosen type in a 15-foot cone. Fireworks: The target explodes with a dazzling display of colors.
Each creature in that area must make a Dexterity saving throw, taking Each creature within 10 feet of the target must succeed on a
3d6 damage of the chosen type on a failed save, or half as much Constitution saving throw or become blinded until the end of your
damage on a successful one. next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd Smoke: Thick black smoke spreads out from the target in a 20-foot
level or higher, the damage increases by 1d6 for each slot level above radius, moving around corners. The area of the smoke is heavily
2nd. obscured. The smoke persists for 1 minute or until a strong wind
disperses it.

Spellcasting (Wizard) Xanathar’s Guide to Everything Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Xanathar’s Guide to Everything

Scorching Ray
2nd-level evocation

CASTING TIME 1 action


RANGE 120 feet
DURATION Instantaneous
COMPONENTS V, S

You create three rays of fire and hurl them at targets within range.
You can hurl them at one target or several. Make a ranged spell
attack for each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, you create one additional ray for each slot level above
2nd.

Spellcasting (Wizard) Player’s Handbook

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