Percival Wright - LVL 7
Percival Wright - LVL 7
                                  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.
    14                  0    Wisdom
                   ●
                       +7 Charisma                                                                                                              I protect those who cannot
CONSTITUTION                SAVING THROWS
                                                                                                                                                protect themselves.
                                                                                    TEMPORARY HIT POINTS                                                            BONDS
    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
                                              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.
                         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.
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.
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
         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.
         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.
         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
         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
         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.
         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)
         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.
         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.