Pelaois of Brindol

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Level 7 Tiefling (Zariel) Paladin (2) / Warlock, The Fiend (5) 23000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Pelaois of Brindol
Mercenary Veteran Harrison
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of you as if it
STRENGTH Splint 18 were bright light, and in darkness as if it were dim light.

PROFICIENCY BONUS +3 Fey Touched (1/Long Rest). You can cast your chosen spells

18
SHIELD
AC without expending a spell slot or using any spell slots you have of
the appropriate level.
N
CIE C
Defense (Fighting Style) (1) Divine Sense (Action—5/Long Rest). You can open your awareness
+4 Strength
Y
PROFI

to detect presence of strong evil. Until the end of your next turn,
+4 you know the location of any celestial, fiend, or undead within 60
+0 Dexterity feet of you that is not behind total cover. You know the type of any
being whose presence you sense, but not its identity. Within the
+3 Constitution ARMOR CLASS same radius, you also detect the presence of any place or object
DEXTERITY that has been consecrated or desecrated.
+2 Intelligence
MAXIMUM HIT DICE TEMPORARY

10
Lay on Hands (Action—10/Long Rest). You can touch a creature
✘ +2 Wisdom
65 2d10/5d8 and draw power from the pool to restore a number of hp to that
✘ +7 Charisma
creature, up to the maximum amount remaining in your pool. You
can expend 5 hp from your pool of healing to cure the target of
CONDITIONAL
one disease or neutralize one poison affecting it.This feature has
+0 no effect on undead and constructs.

Fighting Style.
CURRENT HIT POINTS Defense. While you are wearing armor, you gain a +1 bonus to
CONSTITUTION DEATH SAVING THROWS AC.
SAVING THROWS
Divine Smite. When you hit a creature with a melee weapon

16 N
CIE C

+0 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
attack, you can expend one spell slot to deal radiant damage to
the target, in addition to the weapon’s damage. The extra damage
Y
PROFI

is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher
RT

EXPE

-1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION than 1st, to a maximum of 6d8. The damage increases by 1d8 if the
+3 +2 Arcana (Int) Darkvision
target is an undead or a fiend.

Eldritch Invocations.
✘ +7 Athletics (Str) Resistances. Fire Maddening Hex. As a bonus action, you cause a psychic
disturbance around the target cursed by your hex spell or by a
INTELLIGENCE ✘ +7 Deception (Cha) warlock feature of yours, such as Hexblade’s Curse or Sign of Ill
Omen. When you do so, you deal psychic damage to the cursed

14 +2 History (Int) target and each creature of your choice that you can see within 5
feet of it. The psychic damage equals 4. To use this invocation, you
-1 Insight (Wis) must be able to see the cursed target, and it must be within 30
feet of you.
✘ +7 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Improved Pact Weapon. Any weapon you create using your Pact
+2 +2 Investigation (Int)
of the Blade feature is a +1 weapon. This invocation doesn’t affect
a magic weapon you transformed into your pact weapon.
Thirsting Blade. You can attack with your pact weapon twice,
-1 Medicine (Wis) Hellish Resistance. You have resistance to fire instead of once, whenever you take the Attack action on your turn.
WISDOM
damage.
+2 Nature (Int) Pact of the Blade (Action). Create a pact weapon in your empty
hand. This weapon counts as magical for the purpose of

9 -1 Perception (Wis) Legacy of Avernus. You know the thaumaturgy overcoming resistance and immunity to nonmagical attacks and
cantrip. When you reach 3rd level, you can cast damage.Your pact weapon disappears if it is more than 5 feet
+4 Performance (Cha) the searing smite spell as a 2nd-level spell once away from you for 1 minute or more. It also disappears if you use
✘ +7 Persuasion (Cha) with this trait and regain the ability to do so when this feature again, if you dismiss the weapon (no action required),
-1 +2 Religion (Int)
you finish a long rest. When you reach 5th level, or if you die.You can transform one magic weapon into your pact
weapon by performing a special ritual while you hold the weapon.
you can cast the branding smite spell once with You perform the ritual over the course of 1 hour, which can be
+0 Sleight of Hand (Dex) this trait and regain the ability to do so when you done during a short rest. You can then dismiss the weapon,
finish a long rest. Charisma is your spellcasting shunting it into an extradimensional space, and it appears
CHARISMA +0 Stealth (Dex) whenever you create your pact weapon thereafter. You can’t
ability for these spells. affect an artifact or a sentient weapon in this way. The weapon

18 -1 Survival (Wis) ceases being your pact weapon if you die, if you perform the 1-
hour ritual on a different weapon, or if you use a 1-hour ritual to
SKILLS break your bond to it. The weapon appears at your feet if it is in
the extradimensional space when the bond breaks.

+4 9 PASSIVE PERCEPTION Dark One’s Blessing. When you reduce a hostile creature to 0 hit
points, you gain 9 temporary hp.

ADVANTAGE

INITIATIVE +0 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Vicious Greatsword 5 ft +8 vs AC 2d6+5 slashing
Heavy, Two-Handed
FEATURES & TRAITS
Blade of Lies 5 ft +8 vs AC 1d8+5 slashing
Versatile
Armor Proficiencies. Light Armor, Medium Armor,
Heavy Armor, Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Vehicles land, Three-Dragon


Ante set

Languages. Common, Infernal

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'9" 110 lb.
GENDER AGE HEIGHT WEIGHT
Pelaois of Brindol
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

As a sell-sword who fought battles for coin, you're well acquainted with risking life and limb for a chance at a share of
treasure. Now, you look forward to fighting foes and reaping even greater rewards as an adventurer. Your experience
makes you familiar with the ins and outs of mercenary life, and you likely have harrowing stories of events on the
battlefield. You might have served with a large outfit such as the Zhentarim or the soldiers of Mintarn, or a smaller band
of sell-swords, maybe even more than one. (See the "Mercenaries of the North" sidebar for a collection of possibilities.)

Now you're looking for something else, perhaps greater reward for the risks you take, or the freedom to choose your
own activities. For whatever reason, you're leaving behind the life of a soldier for hire, but your skills are undeniably
suited for battle, so now you fight on in a different way.
PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Feature: Mercenary Life


You know the mercenary life as only someone who
has experienced it can. You are able to identify
mercenary companies by their emblems, and you
know a little about any such company, including the
names and reputations of its commanders and
leaders, and who has hired them recently. You can
find the taverns and festhalls where mercenaries
abide in any area, as long as you speak the language.
You can find mercenary work between adventures
sufficient to maintain a comfortable lifestyle (see
"Practicing a Profession" under "Downtime
Activities" in chapter 8 of the Player's Handbook).
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 Vicious Greatsword. When you roll a 20 on your attack
[Splint] 1 60 Vicious Longsword 1 3 roll with this magic weapon, your critical hit deals an
Mace of Terror 1 4 extra 2d6 damage of the weapon's type.
[Vicious Greatsword] 1 6

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 / 270 lb 540 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 +7 15 5

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Paladin

1ST LEVEL 2 SPELL SLOTS ● Command ● Compelled Duel


● Searing Smite ● Shield of Faith ● Thunderous Smite
Bless Ceremony Cure Wounds
Detect Evil and Good Detect Magic Detect Poison and Disease
Divine Favor Heroism Protection from Evil and Good
Purify Food and Drink Wrathful Smite

Charisma +7 15 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Warlock, The Fiend

CANTRIPS Create Bonfire Eldritch Blast


Prestidigitation

1ST LEVEL Armor of Agathys Hellish Rebuke

2ND LEVEL Shadow Blade

3RD LEVEL 2 SPELL SLOTS Fear Fireball


Hunger of Hadar

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Thaumaturgy (Tiefling (Zariel))


SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE
Other Spells

1ST LEVEL Hex (Fey Touched)

2ND LEVEL Branding Smite (Tiefling (Zariel)) Misty Step (Fey Touched)
Create Bonfire Eldritch Blast Prestidigitation
Conjuration Cantrip Evocation Cantrip Transmutation Cantrip

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


RANGE 60 feet RANGE 120 feet RANGE 10 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Up to 1 hour
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

You create a bonfire on ground that you can see within range. Until A beam of crackling energy streaks toward a creature within range. This spell is a minor magical trick that novice spellcasters use for
the spells ends, the bonfire fills a 5-foot cube. Any creature in the Make a ranged spell attack against the target. On a hit, the target practice. You create one of the following magical effects within
bonfire’s space when you cast the spell must succeed on a Dexterity takes 1d10 force damage. range:
saving throw or take 1d8 fire damage. A creature must also make the The spell creates more than one beam when you reach higher • You create an instantaneous, harmless sensory effect, such as a
saving throw when it enters the bonfire’s space for the first time on a levels: two beams at 5th level, three beams at 11th level, and four shower of sparks, a puff of wind, faint musical notes, or an odd odor.
turn or ends its turn there. beams at 17th level. you can direct the beams at the same target or • You instantaneously light or snuff out a candle, a torch, or a
The bonfire ignites flammable objects in its area that aren’t being at different ones. Make a separate attack roll for each beam. small campfire.
worn or carried. • You instantaneously clean or soil an object no larger than 1 cubic
The spell’s damage increases by 1d8 when you reach 5th level foot.
(2d8), 11th level (3d8), and 17th level (4d8). • You chill, warm, or flavor up to 1 cubic foot of nonliving material
for 1 hour.
• You make a color, a small mark, or a symbol appear on an object
or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit
in your hand and that lasts until the end of your next turn.

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.

Pact Magic (Warlock) Xanathar’s Guide to Everything Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook

Thaumaturgy Armor of Agathys Command


Transmutation Cantrip 1st-level abjuration 1st-level enchantment

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


RANGE 30 feet RANGE Self RANGE 60 feet
DURATION Up to 1 minute DURATION 1 hour DURATION 1 round
COMPONENTS V COMPONENTS V, S, M (a cup of water) COMPONENTS V

You manifest a minor wonder, a sign of supernatural power, within A protective magical force surrounds you, manifesting as a spectral You speak a one-word command to a creature you can see within
range. You create one of the following magical effects within range: frost that covers you and your gear. You gain 5 temporary hit points range. The target must succeed on a Wisdom saving throw or follow
• Your voice booms up to three times as loud as normal for 1 for the duration. If a creature hits you with a melee attack while you the command on its next turn. The spell has no effect if the target is
minute. have these hit points, the creature takes 5 cold damage. undead, if it doesn’t understand your language, or if your command
• You cause flames to flicker, brighten, dim, or change color for 1 At Higher Levels. When you cast this spell using a spell slot of 2nd is directly harmful to it. Some typical commands and their effects
minute. level or higher, both the temporary hit points and the cold damage follow. You might issue a command other than one described here. If
• You cause harmless tremors in the ground for 1 minute. increase by 5 for each slot above 1st. you do so, the DM determines how the target behaves. If the target
• You create an instantaneous sound that originates from a point can’t follow your command, the spell ends.
of your choice within range, such as a rumble of thunder, the cry of a Approach. The target moves toward you by the shortest and most
raven, or ominous whispers. direct route, ending its turn if it moves within 5 feet of you.
• You instantaneously cause an unlocked door or window to fly Drop. The target drops whatever it is holding and then ends its
open or slam shut. turn.
• You alter the appearance of your eyes for 1 minute. If you cast Flee. The target spends its turn moving away from you by the
this spell multiple times, you can have up to three of its 1-minute fastest available means.
effects active at a time, and you can dismiss such an effect as an Grovel. The target falls prone and then ends its turn.
action. Halt. The target doesn’t move and takes no actions. A flying
creature stays aloft, provided that it is able to do so. If it must move
to stay aloft, it flies the minimum distance needed to remain in the
air.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, you can affect one additional creature for each slot
level above 1st. The creatures must be within 30 feet of each other
when you target them.

Legacy of Avernus (Tiefling (Zariel)) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Prepared (Paladin) Player’s Handbook

Compelled Duel Hellish Rebuke Hex


1st-level enchantment 1st-level evocation 1st-level enchantment

CASTING TIME 1 bonus action CASTING TIME 1 reaction CASTING TIME 1 bonus action
RANGE 30 feet RANGE 60 feet RANGE 90 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Concentration, up to 1 hour
COMPONENTS V COMPONENTS V, S COMPONENTS V, S, M (the petrified eye of a newt)

You attempt to compel a creature into a duel. One creature that you Reaction: you are being damaged by a creature within 60 feet of you You place a curse on a creature that you can see within range. Until
can see within range must make a Wisdom saving throw. On a failed that you can see You point your finger, and the creature that the spell ends, you deal an extra 1d6 necrotic damage to the target
save, the creature is drawn to you, compelled by your divine demand. damaged you is momentarily surrounded by hellish flames. The whenever you hit it with an attack. Also, choose one ability when you
For the duration, it has disadvantage on attack rolls against creatures creature must make a Dexterity saving throw. It takes 2d10 fire cast the spell. The target has disadvantage on ability checks made
other than you, and must make a Wisdom saving throw each time it damage on a failed save, or half as much damage on a successful one. with the chosen ability. If the target drops to 0 hit points before this
attempts to move to a space that is more than 30 feet away from you At Higher Levels. When you cast this spell using a spell slot of 2nd spell ends, you can use a bonus action on a subsequent turn of yours
level or higher, the damage increases by 1d10 for each slot level to curse a new creature. A remove curse cast on the target ends this
above 1st. spell early.
At Higher Levels. When you cast this spell using a spell slot of 3rd
or 4th level, you can maintain your concentration on the spell for up
to 8 hours. When you use a spell slot of 5th level or higher, you can
maintain your concentration on the spell for up to 24 hours.

Prepared (Paladin) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Fey Touched Player’s Handbook
Searing Smite Shield of Faith Thunderous Smite
1st-level evocation 1st-level abjuration 1st-level evocation

CASTING TIME 1 bonus action CASTING TIME 1 bonus action CASTING TIME 1 bonus action
RANGE Self RANGE 60 feet RANGE Self
DURATION Concentration, up to 1 minute DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 minute
COMPONENTS V COMPONENTS V, S, M (a small parchment with a bit of holy text written on it) COMPONENTS V

The next time you hit a creature with a melee weapon attack during A shimmering field appears and surrounds a creature of your choice The first time you hit with a melee weapon attack during this spell’s
the spell’s duration, your weapon flares with white-hot intensity, and within range, granting it a +2 bonus to AC for the duration. duration, your weapon rings with thunder that is audible within 300
the attack deals an extra 1d6 fire damage to the target and causes feet of you, and the attack deals an extra 2d6 thunder damage to the
the target to ignite in flames. At the start of each of its turns until the target. Additionally, if the target is a creature, it must succeed on a
spell ends, the target must make a Constitution saving throw. On a Strength saving throw or be pushed 10 feet away from you and
failed save, it takes 1d6 fire damage. On a successful save, the spells knocked prone.
ends. If the target or a creature within 5 feet of it uses an action to
put out the flames, or if some other effect douses the flames (such as
the target being submerged in water), the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the initial extra damage dealt by the attack increases
by 1d6 for each slot level above 1st.

Legacy of Avernus (Tiefling (Zariel)) Player’s Handbook Prepared (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook

Branding Smite Misty Step Shadow Blade


2nd-level evocation 2nd-level conjuration 2nd-level illusion

CASTING TIME 1 bonus action CASTING TIME 1 bonus action CASTING TIME 1 bonus action
RANGE Self RANGE Self RANGE Self
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V COMPONENTS V COMPONENTS V, S

The next time you hit a creature with a weapon attack before this Briefly surrounded by silvery mist, you teleport up to 30 feet to an You weave together threads of shadow to create a sword of solidified
spell ends, the weapon gleams with astral radiance as you strike. The unoccupied space that you can see. gloom in your hand. This magic sword lasts until the spell ends. It
attack deals an extra 2d6 radiant damage to the target, which counts as a simple melee weapon with which you are proficient. It
becomes visible if it is invisible, and the target sheds dim light in a 5- deals 2d8 psychic damage on a hit and has the finesse, light, and
foot radius and can’t become invisible until the spell ends. thrown properties (range 20/60). In addition, when you use the
At Higher Levels. When you cast this spell using a spell slot of 3rd sword to attack a target that is in dim light or darkness, you make the
level or higher, the extra damage increases by 1d6 for each slot level attack roll with advantage.
above 2nd. If you drop the weapon or throw it, it dissipates at the end of the
turn. Thereafter, while the spell persists, you can use a bonus action
to cause the sword to reappear in your hand.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level
spell slot, the damage increases to 3d8. When you cast it using a 5th-
or 6th-level spell slot, the damage increases to 4d8. When you cast it
using a spell slot of 7th level or higher, the damage increases to 5d8.

Legacy of Avernus (Tiefling (Zariel)) Player’s Handbook Fey Touched Player’s Handbook Pact Magic (Warlock) Xanathar’s Guide to Everything

Fear Fireball Hunger of Hadar


3rd-level illusion 3rd-level evocation 3rd-level conjuration

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


RANGE Self (30-foot cone) RANGE 150 feet RANGE 150 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a white feather or the heart of a hen) COMPONENTS V, S, M (a tiny ball of bat guano and sulfur) COMPONENTS V, S, M (a pickled octopus tentacle)

You project a phantasmal image of a creature’s worst fears. Each A bright streak flashes from your pointing finger to a point you You open a gateway to the dark between the stars, a region infested
creature in a 30-foot cone must succeed on a Wisdom saving throw choose within range and then blossoms with a low roar into an with unknown horrors. A 20-foot-radius sphere of blackness and
or drop whatever it is holding and become frightened for the explosion of flame. Each creature in a 20-foot-radius sphere centered bitter cold appears, centered on a point with range and lasting for
duration. on that point must make a Dexterity saving throw. A target takes 8d6 the duration. This void is filled with a cacophony of soft whispers and
While frightened by this spell, a creature must take the Dash action fire damage on a failed save, or half as much damage on a successful slurping noises that can be heard up to 30 feet away. No light,
and move away from you by the safest available route on each of its one. magical or otherwise, can illuminate the area, and creatures fully
turns, unless there is nowhere to move. If the creature ends its turn The fire spreads around corners. It ignites flammable objects in the within the area are blinded.
in a location where it doesn’t have line of sight to you, the creature area that aren’t being worn or carried. The void creates a warp in the fabric of space, and the area is
can make a Wisdom saving throw. On a successful save, the spell At Higher Levels. When you cast this spell using a spell slot of 4th difficult terrain. Any creature that starts its turn in the area takes 2d6
ends for that creature. level or higher, the damage increases by 1d6 for each slot level above cold damage. Any creature that ends its turn in the area must
3rd. succeed on a Dexterity saving throw or take 2d6 acid damage as
milky, otherworldly tentacles rub against it.

Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
Vicious Greatsword Blade of Lies
Martial Melee Weapon Martial Melee Weapon

RANGE 5 ft RANGE 5 ft
ATTACK +8 vs AC ATTACK +8 vs AC
DAMAGE 2d6+5 slashing DAMAGE 1d8+5 slashing
Heavy, Two-Handed Versatile

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