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Percival Wright - LVL 7

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0% found this document useful (0 votes)
61 views11 pages

Percival Wright - LVL 7

Uploaded by

Yousaf Dilshad
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Sorcerer [Divine Soul] (5) / Warlock [The

Celestial] (2) Acolyte Nader Mehboob


CLASS & LEVEL BACKGROUND PLAYER NAME
Percival Wright Aasimar (DMG Variant) Neutral Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I can find common ground between the fiercest
14 +2 30 enemies, empathizing with them and

0 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
always working toward peace.

I would rather make a new friend than a new


enemy.
10 PERSONALITY TRAITS

Hit Point Maximum 46


0 Strength
DEXTERITY
+2 Dexterity Redemption. There's a
spark of good in everyone.
+2 ●
+5 Constitution
0 Intelligence
CURRENT HIT POINTS IDEALS

14 0 Wisdom

+7 Charisma I protect those who cannot
CONSTITUTION SAVING THROWS
protect themselves.
TEMPORARY HIT POINTS BONDS

+2 +2 Acrobatics (Dex) SUCCESSES Secretly, I believe that things would


14 5x(1d6+2) be better if I were a tyrant lording
0 Animal Handling (Wis) FAILURES
2x(1d8+2) over the land.

+3 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)
0

0 +4 Deception (Cha)
0 History (Int)
NAME ATK BONUS DAMAGE/TYPE

10 ●
+3 Insight (Wis)
Dagger +5 1d4+2 piercing
Amulet
+4 Intimidation (Cha) Quarterstaff +3 1d6+0 bludgeoning
Backpack
0 Investigation (Int)
WISDOM
0 Medicine (Wis)
Clothes, common
0 0 Nature (Int) Crowbar
11
0 Perception (Wis) Number of Hammer

+4 Performance (Cha)
+7 Persuasion (Cha)
Attacks: 1 Incense x5
CHARISMA

+3 Religion (Int) Piton x10
+4 +2 Sleight of Hand (Dex)
+2 Stealth (Dex)
Pouch
18 0 Survival (Wis) Prayer Book
SKILLS ATTACKS & SPELLCASTING Rations (1 day)
10 PASSIVE WISDOM (PERCEPTION)
x10
CP
Rope, hempen
Weapon Proficiencies:
SP Studded
Crossbow, light; Dagger; Dart;
EP
Tinderbox
Quarterstaff; Simple; Sling
Torch x10
Armor Proficiencies: Light GP
15 Vestements
Language Proficiencies: PP Wand
Celestial; Common;
Primordial; Sylvan
Waterskin
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
35 6'2" 200 lbs
AGE HEIGHT WEIGHT
Percival Wright Golden (almost glowing) Olive Blonde
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

A very long time ago, before history as we know it began, mortal and immortals lived side by side. The immortals guided and
protected their mortal subjects for centuries, working with them to bring peace to the planes. As may be expected, these long years
of living and working together resulted in unions between the two.

Demi-gods, born of the joining of gods and mortal were few and far between, and either lived long and blessed lives, or ascended
to full godhood. The infrequence of their birth and the power of their parent offering them privilege and protection.

Demi-angels however, being far more frequent, and to parents far lower in standing and power, faced a different fate. The enemies
of the gods and angels, primarily the unknowable Obyriths and the powerful Primordials, would often exact their revenge on the
families and descendants of the working class of heaven. In these retributory massacres, entire bloodlines were tortured and killed.

Distraught at the losses they suffered, the angels of a thousand gods gathered together and petitioned their deities to allow them to
create a refuge for their surviving mortal kith and kin.

The gods, being moved by the tears of their faithful servants, created for them a sanctuary, a city removed from the other planes,
where the children and descendants of their servants could live in peace for eternity, hidden from the eyes of their enemies. They
named this blessed city Godsown, and in it were welcome any with a drop of a divine blood in their veins.

In gratitude for this, the original league of angels that had petitioned the gods for protection, led by the mighty Archangel
Asmodeus, named themselves the First Legion, and volunteered to fight in perpetuity the never ending battle against the Obyriths,
allowing the gods to focus their fury upon the mighty Primordials.

The gods kept true to their word, as the long ages of the multiverse passed on, one iteration to the next, and all the multiverse new
war, except the blessed city of Godsown. New battle lines were drawn, the warrior angels contained the Obyriths to the lower
planes, while the gods and Primordials struggled for the remaining inner and outer planes.

So it went for ages untold, and so it might have continued, but for two things.

Firstly, that Chronos, mightiest of the Primordials, was captured and sealed. This broke the eternal stalement between the
Primordials and the gods, with the Primoridals being forced into a weaker position.

Secondly, the long ages of warfare without respite against the Obyriths had twisted and deformed the original vanguard of heavens
armies in the lower planes, both physically and spiritually, mutating the still loyal First Legion.

Thus when the Primoridials agreed to a division of the material,elemental and higher planes, in exchange for an ocean of divine
blood... the original protectors and petitioners of Godsown were unable to save their decedents. The gods could not spare their
own angelic army, and would not part with their own divine numbers. So with heavy hearts, for the sake of the peace of the
cosmos, the divinities collectively agreed to the dire bargain, by damning Godsown to the fury of the Primodials.

Within an hour the city was laid to waste, and not a single living soul was spared.

With the combined might of the gods and Primordials, the Obyriths were cast forever into the lower planes, and the planes were
shaped and divided as we know them today. This percieved betrayal by the gods, also led the now bitter angels of the First Legion,
led by the cunning Asmodeus, to enter into a contract with the gods that would forever change the destiny of the cosmos... that
however, is a story for another time.

For the purposes of our story, we must go back to an hour before the death of Godsown. To the the last of the departing angels
that protected that doomed city. Specifically, to a hidden child that was saved from the coming carnage. A child of mixed blood of a
thousand different angelic lines. A child who's survival could mean the doom of the planes as we know them.

Flash forward a few hundred thousand years, and we see a young man, raised an orphan found by priests outside a chapel. He is
fair of form and action. Though not a priest himself, he is renowned as a man of peace of diplomacy. It is this very reputation that
has resulted in this young man being summoned to this small town, where he is about to enter an inn to break up a fight between
two warring dwarven clans, before it escalates into a full blown war. He opens the door and steps through.

Asmodeus, falls, betrays the city.

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Warlock 11 +3
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 2 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 6 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

2 3

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Aasimar (DMG Variant), Sorcerer, Warlock
Charisma 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 2 6
Control Flames Counterspell
Counterspell
Eldritch Blast Daylight
Daylight
Friends Fireball
Fireball
Light
Mending
Mold Earth
Prestidigitation
Shape Water
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 6 7
EPAR
SPELL NAME
ED
PR

Comprehend Languages

Cure Wounds
4
Disguise Self (at will)

Hellish Rebuke
SPELLS KNOWN

Hex

Shield

2 3
Blur

Lesser Restoration
Mirror Image
5
Misty Step

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

Darkvision: 60 ft.
Damage Resistances: necrotic, radiant

----------Bonus Actions----------
Flexible Casting. You can convert sorcery points into spell slots (level - point cost: 1st - 2, 2nd - 3, 3rd - 5,
4th - 6, 5th - 7). You can also convert spell slots into sorcery points equal to the slot's level.

-----------Other Traits------------
Bonus Cantrips. At 1st level, you learn the light and sacred flame cantrips. They count as warlock cantrips
for you, but they don't count against your number of cantrips known.

Celestial Legacy. You know the light can trip. Once you reach 3rd level, you can cast the lesser restoration
spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th
level, you can cast the daylight spell once with this trait as a 3rd-level spell, and you regain the ability to do
so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Divine Magic. Your link to the divine allows you to learn spells normally associated with the cleric class.
When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher,
you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all
the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You
learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't
count against your number of sorcerer spells known. If you later replace this spell, you must replace it with
a spell from the cleric spell list.

Eldritch Invocation: Agonizing Blast. Add 4 to eldritch blast spell damage.

Eldritch Invocation: Mask of Many Faces. Cast disguise self at will.

Favored by the Gods. Starting at 1st level, divine power guards your destiny. If you fail a saving throw or
miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Healing Light. At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool
of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the
pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of
one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.

Quickened Spell. Spend 2 sorcery pts. to convert a casting of a spell with 1 action casting time to 1
bonus-action.

Shelter the Faithful. You and your companions can expect free healing at an establishment of your faith.

Sorcery Points. You have 5 sorcery points (use 5 times/long rest).

Twinned Spell. Spend X sorcery pts. (min 1) to target two creatures with a single target spell, where X is
the spell level.
Page 1

Daylight Lesser Restoration Light


Aasimar (DMG Variant) Level 3 Evocation DC 15 Aasimar (DMG Variant) Level 2 Abjuration DC 15 Aasimar (DMG Variant) - Evocation cantrip DC 15
Spell Mod +7 Spell Mod +7 Spell Mod +7
1 Act. 60 ft V,S 1 hr 1 Act. Touch V,S Inst 1 Act. Touch V,M 1 hr
A firefly or phosphorescent moss

A 60-foot-radius sphere of light spreads out You touch a creature and can end either one You touch one object that is no larger than 10
from a point you choose within range. The disease or one condition afflicting it. The feet in any dimension. Until the spell ends, the
sphere is bright light and sheds dim light for condition can be blinded, deafened, paralyzed, object sheds bright light in a 20-foot radius
an additional 60 feet. If you chose a point on or poisoned. and dim light for an additional 20 feet. The
an object you are holding or one that isn't light can be colored as you like. Completely
being worn or carried, the light shines from covering the object with something opaque
the object and moves with it. Completely blocks the light. The spell ends if you cast it
covering the affected object with an opaque again or dismiss it as an action. If you target
object, such as a bowl or a helm, blocks the an object held or worn by a hostile creature,
light. If any of this spell's area overlaps with that creature must succeed on a Dexterity
an area of darkness created by a spell of 3rd saving throw to avoid the spell.
level or lower, the spell that created the
darkness is dispelled.

Blur Control Flames Counterspell


Sorcerer Level 2 Illusion DC 15 Spell Mod +7 Sorcerer - Transmutation cantrip DC 15 Spell Mod Sorcerer Level 3 Abjuration DC 15 Spell Mod +7
+7
1 Act. Self V Conc, 1 min 1 Act. 60 ft S Inst 1 reAct. 60 ft S Inst

Your body becomes blurred, shifting and You choose nonmagical flame that you can see You attempt to interrupt a creature in the
wavering to all who can see you. For the within range and that fits within a 5-foot cube. process of casting a spell. If the creature is
duration, any creature has disadvantage on You affect it in one of the following ways: • casting a spell of 3rd level or lower, its spell
attack rolls against you. An attacker is You instantaneously expand the flame 5 feet fails and has no effect. If it is casting a spell of
immune to this effect if it doesn't rely on sight, in one direction, provided that wood or other 4th level or higher, make an ability check
as with blindsight, or can see through fuel is present in the new location. • You using your spellcasting ability. The DC equals
illusions, as with truesight. instantaneously extinguish the flames within 10 + the spell’s level. On a success, the
the cube. • You double or halve the area of creature’s spell fails and has no effect. At
bright light and dim light cast by the flame, Higher Levels: When you cast this spell using a
change its color, or both. The change lasts for 1 spell slot of 4th level or higher, the
hour. • You cause simple shapes—such as the interrupted spell has no effect if its level is less
vague form of a creature, an inanimate object, than or equal to the level of the spell slot you
or a location—to appear within the flames and used.
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.

Cure Wounds Fireball Friends


Sorcerer Level 1 Abjuration DC 15 Spell Mod +7 Sorcerer Level 3 Evocation DC 15 Spell Mod +7 Sorcerer - Enchantment cantrip DC 15 Spell Mod +7
1 Action Touch V,S Inst 1 Act. 150 ft V,S,M Inst 1 Act. self S,M Conc, 1 min
A tiny ball of bat guano and sulfur A small amount of makeup applied to the face as this
spell is cast

A creature you touch regains a number of hit A bright streak flashes from your pointing For the duration, you have advantage on all
points equal to 1d8 + your spellcasting ability finger to a point you choose within range and Charisma checks directed at one creature of
modifier. This spell has no effect on undead or then blossoms with a low roar into an your choice that isn't hostile toward you.
constructs. At Higher Levels: When you cast explosion of flame. Each creature in a When the spell ends, the creature realizes that
this spell using a spell slot of 2nd level or 20-foot-radius sphere centered on that point you used magic to influence its mood and
higher, the Healing increases by 1d8 for each must make a Dexterity saving throw. A target becomes hostile toward you. A creature prone
slot level above 1st. takes 8d6 fire damage on a failed save, or half to violence might attack you. Another creature
as much damage on a successful one. The fire might seek retribution in other ways (at the
spreads around corners. It ignites flammable DM's discretion), depending on the nature of
objects in the area that aren't being worn or your interaction with it.
carried. At Higher Levels. When you cast this
spell using a spell slot of 4th level or higher,
the damage increases by 1d6 for each slot level
above 3rd.
Page 1 (reverse)
Page 2

Mending Mirror Image Misty Step


Sorcerer - Transmutation cantrip DC 15 Spell Mod Sorcerer Level 2 Illusion DC 15 Spell Mod +7 Sorcerer Level 2 Conjuration DC 15 Spell Mod +7
+7
1 min Touch V,S,M Inst 1 Act. Self V,S 1 min 1 B.A. Self V Inst
Two lodestones

This spell repairs a single break or tear in an Three illusory duplicates of yourself appear in Briefly surrounded by silvery mist, you
object you touch, such as a broken chain link, your space. Until the spell ends, the duplicates teleport up to 30 feet to an unoccupied space
two halves of a broken key, a torn cloak, or a move with you and mimic your actions, that you can see.
leaking wineskin. As long as the break or tear shifting position so it's impossible to track
is no larger than 1 foot in any dimension, you which image is real. You can use your action to
mend it, leaving no trace of the former dismiss the illusory duplicates. Each time a
damage. This spell can physically repair a creature targets you with an attack during the
magic item or construct, but the spell can't spell's duration, roll a d20 to determine
restore magic to such an object. whether the attack instead targets one of your
duplicates. If you have three duplicates, you
must roll a 6 or higher to change the attack's
target to a duplicate. With two duplicates, you
must roll an 8 or higher. With one duplicate,
you must roll an 11 or higher. A duplicate's AC
equals 10 + your Dexterity modifier. If an
attack hits a duplicate, the duplicate is
destroyed. A duplicate can be destroyed only
by an attack that hits it. It ignores all other
damage and effects. The spell ends when all

Mold Earth Shape Water Shield


Sorcerer - Transmutation cantrip DC 15 Spell Mod Sorcerer - Transmutation cantrip DC 15 Spell Mod Sorcerer Level 1 Abjuration DC 15 Spell Mod +7
+7 +7
1 Act. 30 ft S Inst 1 Act. 30 ft S Inst 1 reAct. Self V,S 1 Rnd

You choose a portion of dirt or stone that you You choose an area of water that you can see An invisible barrier of magical force appears
can see within range and that fits within a within range and that fits within a 5-foot cube. and protects you. Until the start of your next
5-foot cube. You manipulate it in one of the You manipulate it in one of the following turn, you have a +5 bonus to AC, including
following ways: • If you target an area of loose ways: • You instantaneously move or against the triggering attack, and you take no
earth, you can instan-taneously excavate it, otherwise change the flow of the water as you damage from magic missile.
move it along the ground, and deposit it up to direct, up to 5 feet in any direction. This
5 feet away. This movement doesn’t have movement doesn’t have enough force to cause
enough force to cause damage. • You cause damage. • You cause the water to form into
shapes, colors, or both to appear on the dirt or simple shapes and animate at your direction.
stone, spelling out words, creating images, or This change lasts for 1 hour. • You change the
shap-ing patterns. The changes last for 1 hour. water’s color or opacity. The water must be
• If the dirt or stone you target is on the changed in the same way throughout. This
ground, you cause it to become difficult change lasts for 1 hour. • You freeze the water,
terrain. Alternatively, you can cause the provided that there are no crea-tures in it. The
ground to become normal terrain if it is water unfreezes in 1 hour. If you cast this spell
already difficult terrain. This change lasts for 1 multiple times, you can have no more than
hour. If you cast this spell multiple times, you two of its non-instantaneous effects active at a
can have no more than two of its time, and you can dismiss such an effect as an
non-instantaneous effects active at a time, and action.

Comprehend Languages (ritual) Disguise Self Eldritch Blast


Warlock Level 1 Divination DC 15 Spell Mod +7 Warlock Level 1 Illusion DC 15 Spell Mod +7 Warlock - Evocation cantrip DC 15 Spell Mod +7
1 Act. Self V,S,M 1 hr 1 Act. Self V,S 1 hr 1 Act. 120 ft V,S Inst
A pinch of soot and salt

For the duration, you understand the literal You make yourself—including your clothing, A beam of crackling energy streak toward a
meaning of any spoken language that you armor, weapons, and other belongings on creature within range. Make a ranged spell
hear. You also understand any written your person— look different until the spell attack against the target. On a hit, the target
language that you see, but you must be ends or until you use your action to dismiss it. takes 1d10 force damage. The spell creates
touching the surface on which the words are You can seem 1 foot shorter or taller and can more than one beam when you reach higher
written. It takes about 1 minute to read one appear thin, fat, or in between. You can't levels: two beams at 5th level, three beams at
page of text. This spell doesn't decode secret change your body type, so you must adopt a 11th level, and four beams at 17th level. You
messages in a text or a glyph, such as an form that has the same basic arrangement of can direct the beams at the same target or at
arcane sigil, that isn't part of a written limbs. Otherwise, the extent of the illusion is different ones. Make a separate attack roll for
language. up to you. The changes wrought by this spell each beam.
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
Page 2 (reverse)

Mirror Image (reverse)


three duplicates are destroyed. A creature is
unaffected by this spell if it can't see, if it relies
on senses other than sight, such as blindsight,
or if it can perceive illusions as false, as with
truesight.

Mold Earth (reverse)


you can dismiss such an effect as an action.

Disguise Self (reverse)


disguised, a creature can use its action to
inspect your appearance and must succeed on
an Intelligence (Investigation) check against
your spell save DC.
Page 3

Hellish Rebuke Hex Light


Warlock Level 1 Evocation DC 15 Spell Mod +7 Warlock Level 1 Enchantment DC 15 Spell Mod +7 Warlock - Evocation cantrip DC 15 Spell Mod +7
1 reAct. 60 ft V,S Inst 1 B.A. 90 ft V,S,M Conc, 1 hr 1 Act. Touch V,M 1 hr
The petrified eye of a newt A firefly or phosphorescent moss

You point your finger, and the creature that You place a curse on a creature that you can You touch one object that is no larger than 10
damaged you is momentarily surrounded by see within range. Until the spell ends, you deal feet in any dimension. Until the spell ends, the
hellish flames. The creature must make a an extra 1d6 necrotic damage to the target object sheds bright light in a 20-foot radius
Dexterity saving throw. It takes 2d10 fire whenever you hit it with an attack. Also, and dim light for an additional 20 feet. The
damage on a failed save, or half as much choose one ability when you cast the spell. The light can be colored as you like. Completely
damage on a successful one. At Higher Levels. target has disadvantage on ability checks covering the object with something opaque
When you cast this spell using a spell slot of made with the chosen ability. If the target blocks the light. The spell ends if you cast it
2nd level or higher, the damage increase by drops to 0 hit points before this spell ends, you again or dismiss it as an action. If you target
1d10 for each slot level above 1st. can use a bonus action on a turn of yours to an object held or worn by a hostile creature,
curse a new creature. A remove curse cast on that creature must succeed on a Dexterity
the target ends this spell early. At Higher saving throw to avoid the spell.
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.

Prestidigitation Sacred Flame


Warlock - Transmutation cantrip DC 15 Spell Mod Warlock - Evocation cantrip DC 15 Spell Mod +7
+7
1 Act. 10 ft V,S Up to 1 hr 1 Act. 60 ft V,S Inst

This spell is a minor magical trick that novice Flame-like radiance descends on a creature
spellcasters use for practice. You create one of that you can see within range. The target must
the following magical effects within range: • succeed on a Dexterity saving throw or take
You create an instantaneous, harmless 1d8 radiant damage. The target gains no
sensory effect, such as a shower of sparks, a benefit from cover for this saving throw. The
puff of wind, faint musical notes, or an odd spell's damage increases by 1d8 when you
odor. • You instantaneously light or snuff out a reach 5th level (2d8), 11th level (3d8), and 17th
candle, a torch, or a small campfire. • You level (4d8).
instantaneously clean or soil an object no
larger than 1 cubic foot. • 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
Page 3 (reverse)

Prestidigitation (reverse)
such an effect as an action.

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