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Level 5 Goliath Swordmage Sheet

This document provides character details for a Level 5 Goliath Swordmage named Draenir2, including their abilities, proficiencies, equipment, and special features. Some key abilities include proficiency in Scale Mail and a shield, a Strength of 20 and Intelligence of 13, and magical abilities like summoning their bonded weapon and sensing magic within 60 feet.

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Draenir
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0% found this document useful (0 votes)
24 views10 pages

Level 5 Goliath Swordmage Sheet

This document provides character details for a Level 5 Goliath Swordmage named Draenir2, including their abilities, proficiencies, equipment, and special features. Some key abilities include proficiency in Scale Mail and a shield, a Strength of 20 and Intelligence of 13, and magical abilities like summoning their bonded weapon and sensing magic within 60 feet.

Uploaded by

Draenir
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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Level 5 Goliath Swordmage, Spellsword 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Draenir2
Scholar of Derlusk Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Swordmage Bond. You know a ritual that creates a magical bond
STRENGTH Scale Mail 15 between yourself and one weapon. You perform the ritual over the
course of 1 hour, which can be done during a short rest. The weapon
PROFICIENCY BONUS +3 must be within your reach throughout the ritual, at the end of which

20
SHIELD you touch the weapon and forge the bond.Once you have bonded a
AC
weapon to yourself, you can’t be disarmed of that weapon unless
you are incapacitated. If it is on the same plane of existence, you can
N
CIE C
summon that weapon as a bonus action on your turn, causing it to
+5 Strength teleport instantly to your hand. As long as it is on the same plane as
Y
PROFI

+5 you, you also know its precise location at all times.If your bonded
+1 Dexterity weapon is broken or damaged, you can spend 1 hour of meditation
to recreate the weapon from a fragment. This can be done during a
✘ +4 Constitution ARMOR CLASS short rest. This process automatically destroys any other fragments
DEXTERITY of the weapon in existence, so you can’t use it to create multiple
✘ +5 Intelligence copies of a broken weapon.If you attempt to bond with a second
MAXIMUM HIT DICE TEMPORARY weapon, you must break the bond with your existing weapon.

12 +1 Wisdom

-1 Charisma
35 5d10 Magic Sense (Action—2/Short Rest). You can feel the magical power
of objects around you. Until the end of your next turn, you can sense
CONDITIONAL
any magic items within 60 feet of you that are not behind total
cover. You can sense the presence of a magic item hidden on a
+1 person, so long as the person is not behind total cover. You cannot
sense an item contained in an extradimensional space. You also
cannot sense an object protected from divination magic. A thin sheet
CURRENT HIT POINTS of lead also blocks your magic sense.When you use this feature, you
CONSTITUTION DEATH SAVING THROWS can select one of the magic items you sense and learn its rarity and
SAVING THROWS its magic item category. Your magic sense has no effect on objects

13
which bear magic but are not magic items.
SPEED FLY CLIMB SWIM
N
CIE C

+1 Acrobatics (Dex) 30ft. 0ft. 0ft. 0ft. Fighting Style.


Y
PROFI

Arcane Warrior. Your learned cantrips count as swordmage spells


RT

EXPE

+1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION for you and Intelligence is your spellcasting ability for them.
+1 ✘ +5 Arcana (Int) Arcane Infusion (Bonus Action). While holding your bonded weapon
you can expend one spell slot, infusing your weapon for ten minutes.
✘ +8 Athletics (Str) Resistances. Cold While infused, your weapon deals additional force damage equal to
1 + the level of the spell slot you expended, to a maximum of 4. If
INTELLIGENCE -1 Deception (Cha) your weapon is not already magical, it becomes magical for the
duration.Instead of force damage, when you apply your arcane

15 ✘ +5 History (Int) infusion you can choose to have it deal another type of damage. The
damage must be one which you can deal using a swordmage spell
✘ +4 Insight (Wis) that you know but cannot be bludgeoning, piercing, or slashing
damage.This effect ends early if your bonded weapon is more than 5
-1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS feet away from you for 1 minute or more, if you fall unconscious, or
+2 +2 Investigation (Int)
if you choose to end it.

Spell Strike (Action—2/Long Rest). You can on your turn to attempt


+1 Medicine (Wis) Stone's Endurance (1/Short Rest). When you take a spell strike, concentrating a spell into your weapon and using the
damage, you can use your reaction to roll a d12+1 strike to cast it onto a target. Choose a spell you know of 1st level or
WISDOM +2 Nature (Int) higher with a casting time of one action, and spend a spell slot as if
and reduce the damage by that total. you were casting it as normal. The spell must be capable of targeting

12 +4 Perception (Wis)
✘ a hostile creature or have an area of effect in the shape of a cone,
Powerful Build. You count as one size larger when cube, cylinder, line, or sphere.As part of the action, you then make a
-1 Performance (Cha) determining your carrying capacity and the weight single weapon attack with your bonded weapon. If the attack hits,
the target suffers the attack's normal effects and the effects of the
-1 Persuasion (Cha) you can push, drag, or lift. spell. The target has disadvantage on all saves made against the spell
+1 +2 Religion (Int)
(if any), and automatically fails Dexterity saves. If the spell has an
area of effect, it instead only affects the target. Whether the weapon
Mountain Born. You’re acclimated to high attack hits or misses, the spell slot is expended and the magic fades
+1 Sleight of Hand (Dex) altitude, including elevations above 20,000 feet. from your weapon.You expend a use of this feature when you
successfully hit your target.
CHARISMA +1 Stealth (Dex)
Extra Attack. You can attack twice, instead of once, whenever you

9 +1 Survival (Wis)
SKILLS
take the Attack action on your turn.

Infusion Surge. Once per turn when you hit with an attack using your
bonded weapon and you have an active Arcane Infusion, you can
double the damage dealt by the infusion.
-1 14 PASSIVE PERCEPTION
Arcane Counter (Reaction). When a creature within 30 feet of you
hits an ally with a melee attack, you can teleport and appear in an
unoccupied space within 5 feet of the attacking creature. As part of
ADVANTAGE the reaction, you can make a single melee weapon attack against the
creature. The triggering creature must be beyond your reach when it
INITIATIVE +1 2 Attacks / Attack Action RACIAL TRAITS
hits your ally for you to be able to use this feature.

NAME RANGE ATTACK DAMAGE / TYPE


Greataxe 5 ft +8 vs AC 1d12+5 slashing
Heavy, Two-Handed
FEATURES & TRAITS
Javelin 30/120 +8 vs AC 1d6+5 piercing
Thrown
Armor Proficiencies. Light Armor, Medium Armor

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. –

Languages. Common, Giant, Deep Speech, Elvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 7'0" 280 lb.
GENDER AGE HEIGHT WEIGHT
Draenir2
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You have lived in, or visited, the city of Derlusk often enough to have learned something of all of the varied skills, tasks,
and knowledge that go into making and interpreting written records. You value books, scrolls, ledgers, heraldry, glyphs,
and the need to keep records, and have kept current on changing fashions and habits in written communications within
the Border Kingdoms.

les pretres ozibus : culte

PERSONALITY TRAITS Strhad : plusieurs centenaire et seigneur de barovie

mission conduire irena : valaki ou abbay sainte Markovia a Krezk

prophétie : neveu du vendeur en barovie

le corbeau (vigneron) : le magicien des vins, passé krezk a l'ouest.


IDEAL
mission : urwin et danika (taverne) : aller chez le corbeau pour acheminement de vin

BOND

FLAW BACKGROUND STORY

Lore Investigator boite partout, un plan spécial pour une ville spéciale, un lord : feu feu feu !

Derlusk contains some of the greatest libraries in the


Realms. As a professional researcher, if you do not
immediately recall the information surrounding a
piece of lore, you know where you can likely find it.
After years of study in Derlusk, you have established
a network of contacts in the libraries, scriptoriums,
and universities of Derlusk. If you are researching a
piece of lore that is specific to the Border Kingdoms,
with the guidance of your DM, you likely will know
where to find the answer to your question within
one of the many athenaeums in Derlusk.
BACKGROUND FEATURE

A mummified goblin hand

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Greataxe] 1 7
Javelin 2 4
[Scale Mail] 1 45
Backpack 1 5
Bedroll 1 7
Mess Kit 1 1
Tinderbox 1 1
Torch 10 10
Rations (1 day) 10 20
Waterskin 1 5
Rope, Hempen (50 feet) 1 10
épée d'argent
hache en argent
acte de propriété du moulin
1 livre ancien

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 243 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

117.2 lb / 600 lb 1200 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 +5 13 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Swordmage, Spellsword

CANTRIPS Mending Seek Phrase

1ST LEVEL 4 SPELL SLOTS ● Chromatic Orb Feather Fall


Longstrider Shield

2ND LEVEL 2 SPELL SLOTS ● Blur Enlarge/Reduce


Mending Seek Phrase Chromatic Orb
Transmutation Cantrip Divination Cantrip 1st-level evocation

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


RANGE Touch RANGE Touch RANGE 90 feet
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S, M (two lodestones) COMPONENTS V, S COMPONENTS V, S, M (a diamond worth at least 50 gp)

This spell repairs a single break or tear in an object you touch, such as Finding quickly is as good as knowing, in the eyes of the You hurl a 4-inch-diameter sphere of energy at a creature that you
broken chain link, two halves of a broken key, a torn cloak, or a inexperienced. can see within range. You choose acid, cold, fire, lightning, poison, or
leaking wineskin. As long as the break or tear is no larger than 1 foot You speak a word or phrase aloud and touch a book, scroll, or thunder for the type of orb you create, and then make a ranged spell
in any dimension, you mend it, leaving no trace of the former other object covered in writing. Each instance of that word or phrase attack against the target. If the attack hits, the creature takes 3d8
damage. This spell can physically repair a magic item or construct, present becomes highlighted in glowing script for the duration. If damage of the type you choose.
but the spell can’t restore magic to such an object. used on a book, it will flip to the first page containing the subject of At Higher Levels. When you cast this spell using a spell slot of 2nd
your search. level or higher, the damage increases by 1d8 for each slot level above
1st.

Arcane Warrior (Swordmage) Player’s Handbook Arcane Warrior (Swordmage) The Compendium of Forgotten Secrets Spellcasting (Swordmage) Player’s Handbook

Feather Fall Longstrider Shield


1st-level transmutation 1st-level transmutation 1st-level abjuration

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


RANGE 60 feet RANGE Touch RANGE Self
DURATION 1 minute DURATION 1 hour DURATION 1 round
COMPONENTS V, M (a small feather or piece of down) COMPONENTS V, S, M (a pinch of dirt) COMPONENTS V, S

Reaction: When you or a creature within 60 feet of you falls Choose You touch a creature. The target’s speed increases by 10 feet until Reaction trigger: You are hit by an attack or targeted by the magic
up to five falling creatures within range. A falling creature’s rate of the spell ends. missile spell An invisible barrier of magical force appears and protects
descent slows to 60 feet per round until the spell ends. If the creature At Higher Levels. When you cast this spell using a spell slot of 2nd you. Until the start of your next turn, you have a +5 bonus to AC,
lands before the spell ends, it takes no falling damage and can land level or higher, you can target one additional creature for each slot including against the triggering attack, and you take no damage from
on its feet, and the spell ends for that creature. level above 1st. magic missile.

Spellcasting (Swordmage) Player’s Handbook Spellsword Magic (Swordmage) Player’s Handbook Spellcasting (Swordmage) Player’s Handbook

Blur Enlarge/Reduce
2nd-level illusion 2nd-level transmutation

CASTING TIME 1 action CASTING TIME 1 action


RANGE Self RANGE 30 feet
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute
COMPONENTS V COMPONENTS V, S, M (a pinch of powdered iron)

Your body becomes blurred, shifting and wavering to all who can see You cause a creature or an object you can see within range to grow
you. For the duration, any creature has disadvantage on attack rolls larger or smaller for the duration. Choose either a creature or an object
against you. An attacker is immune to this effect if it doesn’t rely on that is neither worn nor carried. If the target is unwilling, it can make a
sight, as with blindsight, or can see through illusions, as with Constitution saving throw. On a success, the spell has no effect.
truesight. If the target is a creature, everything it is wearing and carrying
changes size with it. Any item dropped by an affected creature returns
to normal size at once.
Enlarge. The target’s size doubles in all dimensions, and its weight is
multiplied by eight. This growth increases its size by one category -
from Medium to Large, for example. If there isn’t enough room for the
target to double its size, the creature or object attains the maximum
possible size in the space available. Until the spell ends, the target also
has advantage on Strength checks and Strength saving throws. The
target’s weapons also grow to match its new size. While these weapons
are enlarged, the target’s attack with them deal 1d4 extra damage.
Reduce. The target’s size is halved in all dimensions, and its weight is
reduced to one-eighth of normal. This reduction decreases its size by
one category - from Medium to Small, for example. Until the spell ends,
the target also has disadvantage on Strength checks and Strength
saving throws. The target’s weapons also shrink to match its new size.
While these weapons are reduced, the target’s attacks with them deal
1d4 less damage (this can’t reduce the damage below 1).

Spellsword Magic (Swordmage) Player’s Handbook Spellcasting (Swordmage) Player’s Handbook


Greataxe Javelin
Martial Melee Weapon Simple Melee Weapon

RANGE 5 ft RANGE 30/120


ATTACK +8 vs AC ATTACK +8 vs AC
DAMAGE 1d12+5 slashing DAMAGE 1d6+5 piercing
Heavy, Two-Handed Thrown
Greataxe Javelin Javelin
Weapons Weapons Weapons

7 lb. Player’s Handbook 2 lb. Player’s Handbook 2 lb. Player’s Handbook

Scale Mail Backpack Bedroll


Armor Adventuring Gear Adventuring Gear

This armor consists of a coat and leggings (and perhaps a A backpack is a leather pack carried on the back, typically
separate skirt) of leather covered with overlapping pieces with straps to secure it. A backpack can hold 1 cubic foot/
of metal, much like the scales of a fish. The suit includes 30 pounds of gear.
gauntlets. You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.

45 lb. Player’s Handbook 5 lb. Player’s Handbook 7 lb. Player’s Handbook

Mess Kit Tinderbox Torch


Adventuring Gear Adventuring Gear Adventuring Gear

This tin box contains a cup and simple cutlery. The box This small container holds flint, fire steel, and tinder A torch burns for 1 hour, providing bright light in a 20-foot
clamps together, and one side can be used as a cooking pan (usually dry cloth soaked in light oil) used to kindle a fire. radius and dim light for an additional 20 feet. If you make a
and the other as a plate or shallow bowl. Using it to light a torch—or anything else with abundant, melee attack with a burning torch and hit, it deals 1 fire
exposed fuel—takes an action. Lighting any other fire takes damage.
1 minute.

1 lb. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook


Rations (1 day) Waterskin Rope, Hempen (50 feet)
Adventuring Gear Adventuring Gear Adventuring Gear

Rations consist of dry foods suitable for extended travel, Rope, whether made of hemp or silk, has 2 hit points and
including jerky, dried fruit, hardtack, and nuts. can be burst with a DC 17 Strength check.

2 lb. Player’s Handbook 5 lb. (full) Player’s Handbook 10 lb. Player’s Handbook
Stone's Endurance Powerful Build Mountain Born
Racial Trait Racial Trait Racial Trait

You can focus yourself to occasionally shrug off injury. You count as one size larger when determining your You have resistance to cold damage. You’re also acclimated
When you take damage, you can use your reaction to roll a carrying capacity and the weight you can push, drag, or lift. to high altitude, including elevations above 20,000 feet.
d12. Add your Constitution modifier to the number rolled,
and reduce the damage by that total. After you use this
trait, you can't use it again until you finish a short or long
rest.

Goliath Volo’s Guide to Monsters Goliath Volo’s Guide to Monsters Goliath Volo’s Guide to Monsters

Swordmage Bond Magic Sense Fighting Style


Class Feature Class Feature Class Feature

You know a ritual that creates a magical bond between As an action, you can open yourself to the Weave, allowing At 2nd level, you adopt a particular style of fighting as your
yourself and one weapon. You perform the ritual over the you to feel the magical power of objects around you. Until specialty. Choose one of the following options. You can’t take
course of 1 hour, which can be done during a short rest. the end of your next turn, you can sense any magic items a Fighting Style option more than once, even if you later get
The weapon must be within your reach throughout the within 60 feet of you that are not behind total cover. You to choose again.
ritual, at the end of which you touch the weapon and forge can sense the presence of a magic item hidden on a person, ARCANE WARRIOR
the bond. such as in a pocket or tucked into a boot, so long as the Arcane Warrior You learn two cantrips of your choice from
Once you have bonded a weapon to yourself, you can’t person is not behind total cover. You cannot sense an item the wizard spell list. They count as swordmage spells for you,
be disarmed of that weapon unless you are incapacitated. contained in an extradimensional space, such as in a bag of and Intelligence is your spellcasting ability for them.
If it is on the same plane of existence, you can summon holding. You also cannot sense an object protected from Whenever you gain a level in this class, you can replace one
that weapon as a bonus action on your turn, causing it to divination magic, such as through the spell nondetection, of these cantrips with another cantrip from the wizard spell
teleport instantly to your hand. As long as it is on the same or one affected by a spell such as Nystul's magic aura which list.
plane as you, you also know its precise location at all times. hides its magical nature. A thin sheet of lead also blocks ARCHERY
If your bonded weapon is broken or damaged, you can your magic sense. You gain a +2 bonus to attack rolls you make with ranged
spend 1 hour of meditation to recreate the weapon from a When you use this feature, you can select one of the weapons.
fragment. This can be done during a short rest. This process magic items you sense and learn its rarity (common, DEFENSE
While you are wearing armor, you gain a +1 bonus to AC.
automatically destroys any other fragments of the weapon uncommon, rare, very rare, legendary, or artifact) and its DUELING
in existence, so you can’t use it to create multiple copies of magic item category (whether it is armor, a potion, a ring, a When you are wielding a melee weapon in one hand and
a broken weapon. rod, a scroll, a staff, a wand, a weapon, or a wondrous no other weapons, you gain a +2 bonus to damage rolls with
If you attempt to bond with a second weapon, you must item). Your magic sense has no effect on objects which that weapon.
break the bond with your existing weapon. bear magic but are not magic items. GREAT WEAPON FIGHTING
You can use this feature a number of times equal to 1 + When you roll a 1 or 2 on a damage die for an attack you
your Intelligence modifier (minimum of 1). You regain all make with a melee weapon that you are wielding with two
expended uses when you finish a long rest. hands, you can reroll the die and must use the new roll, even
if the new roll is a 1 or a 2. The weapon must have the
twohanded or versatile property for you to gain this benefit.
PROTECTION
When a creature you can see attacks a target other than
Swordmage The Swordmage Swordmage The Swordmage Swordmage The Swordmage

Arcane Warrior Arcane Infusion Spell Strike


Class Feature Class Feature Class Feature

You learn two cantrips of your choice from the wizard spell Beginning at 2nd level, you gain the ability to infuse your Starting at 3rd level, you can use an action on your turn to
list. They count as swordmage spells for you, and bonded weapon with arcane energy. As a bonus action, attempt a spell strike, concentrating a spell into your
Intelligence is your spellcasting ability for them. Whenever while holding your bonded weapon you can expend one weapon and using the strike to cast it onto a target. Choose
you gain a level in this class, you can replace one of these spell slot, infusing your weapon for ten minutes. While a spell you know of 1st level or higher with a casting time of
cantrips with another cantrip from the wizard spell list. infused, your weapon deals additional force damage equal one action, and spend a spell slot as if you were casting it
to 1 + the level of the spell slot you expended, to a as normal. The spell must be capable of targeting a hostile
maximum of 4. If your weapon is not already magical, it creature or have an area of effect in the shape of a cone,
becomes magical for the duration. cube, cylinder, line, or sphere.
Instead of force damage, when you apply your arcane As part of the action, you then make a single weapon
infusion you can choose to have it deal another type of attack with your bonded weapon. If the attack hits, the
damage. The damage must be one which you can deal target suffers the attack's normal effects and the effects of
using a swordmage spell that you know (for example, if you the spell. The target has disadvantage on all saving throws
know the spell burning hands, your infusion can deal fire made against the spell (if any), and automatically fails
damage) but cannot be bludgeoning, piercing, or slashing Dexterity saving throws. If the spell has an area of effect, it
damage. instead only affects the target. Whether the weapon attack
This effect ends early if your bonded weapon is more hits or misses, the spell slot is expended and the magic
than 5 feet away from you for 1 minute or more, if you fall fades from your weapon.
unconscious, or if you choose to end it (no action required). You can use this feature a number of times equal to your
Intelligence modifier (minimum of 1), expending a use
when you successfully hit your target. You regain expended
uses of this feature when you finish a long rest.

Fighting Style The Swordmage Swordmage The Swordmage Swordmage The Swordmage
Extra Attack Infusion Surge Arcane Counter
Class Feature Archetype Feature Archetype Feature

Beginning at 5th level, you can attack twice, instead of Starting when you choose this discipline at 3rd level, once When you choose this discipline at 3rd level, you gain the
once, whenever you take the Attack action on your turn. per turn when you hit with an attack using your bonded ability to teleport short distances and take advantage of
weapon and you have an active Arcane Infusion, you can openings your opponents make. When a creature within 30
double the damage dealt by the infusion. feet of you hits an ally with a melee attack, you can use
your reaction to teleport and appear in an unoccupied
space within five feet of the attacking creature. As part of
the reaction, you can make a single melee weapon attack
against the creature. The triggering creature must be
beyond your reach when it hits your ally for you to be able
to use this feature.

Swordmage The Swordmage Spellsword The Swordmage Spellsword The Swordmage

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