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Vitiate

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0% found this document useful (0 votes)
30 views7 pages

Vitiate

Uploaded by

yohony
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 3 Half-Elf (Drow) Sorcerer, Divine Soul (1) / Warlock, The Hexblade (2) 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Vitiate
Urban Bounty Hunter Neutral Lev
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

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


STRENGTH Unarmored (14) 14 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
10
SHIELD
AC
Divine Soul. Sometimes the spark of magic that
N
CIE C
fuels a sorcerer comes from a divine source that
+0 Strength glimmers within the soul.
Y
PROFI

+0
+4 Dexterity
Favored by the Gods (1/Short Rest). If you fail a
✘ +5 Constitution ARMOR CLASS saving throw or miss with an attack roll, you can roll
DEXTERITY
+1 Intelligence
2d4 and add it to the total, possibly changing the
MAXIMUM HIT DICE TEMPORARY outcome.
18 ✘
+3 Wisdom

+7 Charisma
21 1d6/2d8
Eldritch Invocations.
CONDITIONAL
Agonizing Blast. When you cast eldritch blast, add
5 to the damage it deals on a hit.
+4 Devil’s Sight. You can see normally in darkness,
both magical and nonmagical, to a distance of 120
CURRENT HIT POINTS feet.
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS
Hexblade’s Curse (Bonus Action—1/Short Rest).
16 N
CIE C

+4 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Choose one creature you can see within 30ft. The
target is cursed for 1 minute. Until the curse ends,
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION you gain the following benefits:You gain a +2 bonus
+3 Animal Handling (Wis)
to damage rolls against the cursed target and any
+3 +1 Arcana (Int) Darkvision attack roll you make against the cursed target is a
critical hit on a roll of 19 or 20 on the d20.If the
+0 Athletics (Str)
cursed target dies, you regain 7 hp.
INTELLIGENCE ✘ +7 Deception (Cha)
Hex Warrior. Whenever you finish a long rest, you
12 +1 History (Int)
+3 Insight (Wis)
can touch one weapon that you are proficient with
and that lacks the two-handed property. When you
attack with that weapon, you can use +7 for the
✘ +7 Intimidation (Cha) SPEED, SENSES, & CONDITIONS attack and +5 damage.
+1 +1 Investigation (Int)
+3 Medicine (Wis) Fey Ancestry. You have advantage on saving
WISDOM
throws against being charmed, and magic can’t
+1 Nature (Int) put you to sleep.

16 +3 Perception (Wis)
+5 Performance (Cha)
Drow Magic. You know the dancing lights cantrip.
You can cast Faerie Fire 1/long rest. (Charisma)
✘ +7 Persuasion (Cha)
+3 +1 Religion (Int)
+4 Sleight of Hand (Dex)
CHARISMA ✘ +6 Stealth (Dex)

20 +3 Survival (Wis)
SKILLS

+5 13 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +4 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Crystal 5 ft +0 vs AC +0

FEATURES & TRAITS


Quarterstaff 5 ft +2 vs AC 1d6+0 bludgeoning
Versatile
Armor Proficiencies. Light Armor, Medium Armor,
Shields
Weapon Proficiencies. Dagger, Dart, Sling,
Quarterstaff, Crossbow, Light, Simple Melee Weapons,
Martial Weapons
Tool Proficiencies. Dragonchess set, Playing card set
Languages. Common, Elvish, Deep Speech

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 25 6'1" 211 lbs.
GENDER AGE HEIGHT WEIGHT
Vitiate Black Obsidian White
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Vitiate grew up in a reletively poor, but comfortable home , in a small, and unremarkable rural villiage . However he grew
up in a constant state of fear, and worry, as his innate magicical abilities had manifisted in him nearly at birth, and every
day his parents struggled ho help him conrol it.
I am incredibly slow to trust. Those who seem the While having magic was not in-and-of-it'self a tabbo in this villiage or region. The fact that he had been the source of
fairest often have the most to hide. many magical mishaps and colamities while he was still very young, and the fact that he was often dangerous without
I am always calm, no matter what the situation. I realizing or intending it, forced his parents to tirelessly work to keep all evidence of it hidden.
never raise my voice or let my emotions control me.
His parents had to send his brother and sister to live with relatives in a neighboring town, both to protect them, and
ensure Vitiate's secret.
PERSONALITY TRAITS
Growing up this was was torturous for him, hiding and always on guard to suppress a fundemental part of himself. He
isolated himself socially, as well as phisically from everyone he knew, with the every-growing fear and hate of his own
Freedom. Chains are meant to be broken, as are power, without anyone or anything to teach him how to tame it.
those who would forge them. (Chaotic)
Despite all his efforts, his worst fears were realized when he was in his earlly teens, and burst of anger towards the one
friend he'd ever known, manifested into an uncontrolled burst of flame. His only companion was immediatly
IDEAL emmolated, in a horrific visage that would remain scarred on his memory forever.

In a combination of devestation over what he'd done, and sheer terror over other's learning the same, he tried
Someone I loved died because of I mistake I made. despaately to cover up the event, a process which incurred even more horrific membories he'd see every night in his
That will never happen again. sleep. His efforts were clumsy and as about as well thought out as you'd expect from such a young man suffering such
terrible shock, sorrow, and fear.

BOND When the father of the girl Vitiate killed began to suspect him, and press him for answers, Vititate was very nearly
prepared to just sacrifice himself out of guiilt, and shame, and wanting the entire thing to be over. Howerver , upon
overhearing the girl's father rant to villiage leaders about wanting Vitiate's entire family punished violently and going
An innocent person is in prison for a crime that I
committed. I’m okay with that. into brutal detail about his intentions, Vitiate found resolve he'd never known and channeled all his arcane energy in the
first time, reaching out for "help" .

FLAW
His call was answered by a demigod who agreed to help him learn, hone, and grow his power, in exchange for allowng
BACKGROUND STORY
the demigod to "hide out" on the mortal plane, from greater gods who he had "mildly upset"

Together they used magic to frame the girl's father for his own daughters murder, because he could not let his own
Usually cloaked with a deep heavy hood.
Underdark Experience actions bring his family to harm. And to that same end, he left his family villiage and the region far behind .
You are no casual visitor to the Underdark, but Before you became an adventurer, your life was already full of conflict and excitement, because you made a living
instead have spent considerable time there learning
its ways. You are familiar with the various races, tracking down people for pay. Unlike some people who collect bounties, though, you aren’t a savage who follows quarry
civilizations, and settlements of the Underdark, as into or through the wilderness. You’re involved in a lucrative trade, in the place where you live, that routinely tests your
well as its major routes for travel. If you fail an skills and survival instincts. What’s more, you aren’t alone, as a bounty hunter in the wild would be: you routinely
Intelligence check to recall some piece of Underdark interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you
lore, you know a source you can consult for the succeed.
answer unless the DM rules that the lore is
unknown.
You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you
are someone who has your ear to the street, aware of the doings of thieves’ guilds and street gangs. You might be a
BACKGROUND FEATURE "velvet mask" bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that
prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of
Faerûn’s great metropolises, such as Waterdeep or Baldur’s Gate, or a less populous location, perhaps Luskan or Yartar-
A brass ring that never tarnishes any place that’s large enough to have a steady supply of potential quarries.

As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn’t fit with
the group’s objectives- but on the other hand, you can take down much more formidable targets with the help of your
TRINKET companions.
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Crystal 1 1
[Quarterstaff] 1 4
Explorer’s Pack 1 10
Dagger 2 2

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 20 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

17.4 lb / 150 lb 300 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 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Sorcerer, Divine Soul

CANTRIPS Fire Bolt Mage Hand


Message Minor Illusion

1ST LEVEL 2 SPELL SLOTS Absorb Elements Cure Wounds


Shield

Charisma +7 15 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Warlock, The Hexblade

CANTRIPS Eldritch Blast Friends

1ST LEVEL 2 SPELL SLOTS Armor of Agathys Hex


Puppet

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Dancing Lights (Drow Descent)

1ST LEVEL Faerie Fire (Drow Descent)


Dancing Lights Eldritch Blast Fire Bolt
Evocation Cantrip Evocation Cantrip Evocation Cantrip

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


RANGE 120 feet RANGE 120 feet RANGE 120 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S, M (a bit of phosphorous or wychwood, or a glowworm) COMPONENTS V, S COMPONENTS V, S

You create up to four torch-sized lights within range, making them A beam of crackling energy streaks toward a creature within range. You hurl a mote of fire at a creature or object within range. Make a
appear as torches, lanterns, or glowing orbs that hover in the air for Make a ranged spell attack against the target. On a hit, the target ranged spell attack against the target. On a hit, the target takes 1d10
the duration. You can also combine the four lights into one glowing takes 1d10 force damage. fire damage. A flammable object hit by this spell ignites if it isn’t
vaguely humanoid form of Medium size. Whichever form you choose, The spell creates more than one beam when you reach higher being worn or carried.
each light sheds dim light in a 10-foot radius. As a bonus action on levels: two beams at 5th level, three beams at 11th level, and four This spell’s damage increases by 1d10 when you reach 5th level
your turn, you can move the lights up to 60 feet to a new spot within beams at 17th level. you can direct the beams at the same target or (2d10), 11th level (3d10), and 17th level (4d10).
range. A light must be within 20 feet of another light created by this at different ones. Make a separate attack roll for each beam.
spell, and a light winks out if it exceeds the spell’s range.

Drow Magic (Drow Descent) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook

Friends Mage Hand Message


Enchantment Cantrip Conjuration Cantrip Transmutation Cantrip

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


RANGE Self RANGE 30 feet RANGE 120 feet
DURATION Concentration, up to 1 minute DURATION 1 minute DURATION 1 round
COMPONENTS S, M (a small amount of makeup applied to the face as this spell is COMPONENTS V, S COMPONENTS V, S, M (a short piece of copper wire)
cast)

For the duration, you have advantage on all Charisma checks directed A spectral, floating hand appears at a point you choose within range. You point your finger toward a creature within range and whisper a
at one creature of your choice that isn’t hostile toward you. When The hand lasts for the duration or until you dismiss it as an action. message. The target (and only the target) hears the message and can
the spell ends, the creature realizes that you used magic to influence The hand vanishes if it is ever more than 30 feet away from you or if reply in a whisper that only you can hear. You can cast this spell
its mood and becomes hostile toward you. A creature prone to you cast this spell again. through solid objects if you are familiar with the target and know it is
violence might attack you. Another creature might seek retribution in You can use your action to control the hand. You can use the hand beyond the barrier. Magical silence, 1 foot of stone, 1 inch of
other ways (at the DM’s discretion), depending on the nature of your to manipulate an object, open an unlocked door or container, stow or common metal, a thin sheet of lead, or 3 feet of wood blocks the
interaction with it. retrieve an item from an open container, or pour the contents out of spell. The spell doesn’t have to follow a straight line and can travel
a vial. You can move the hand up to 30 feet each time you use it. The freely around corners or through openings.
hand can’t attack, activate magic items, or carry more than 10
pounds.

Pact Magic (Warlock) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook

Minor Illusion Absorb Elements Armor of Agathys


Illusion Cantrip 1st-level abjuration 1st-level abjuration

CASTING TIME 1 action CASTING TIME 1 reaction, which you take when you take acid, cold, fire, lightning, or CASTING TIME 1 action
thunder damage
RANGE 30 feet RANGE Self RANGE Self
DURATION 1 minute DURATION 1 round DURATION 1 hour
COMPONENTS S, M (a bit of fleece) COMPONENTS S COMPONENTS V, S, M (a cup of water)

You create a sound or an image of an object within range that lasts The spell captures some of the incoming energy, lessening its effect A protective magical force surrounds you, manifesting as a spectral
for the duration. The illusion also ends if you dismiss it as an action or on you and storing it for your next melee attack. You have resistance frost that covers you and your gear. You gain 5 temporary hit points
cast this spell again. If you create a sound, its volume can range from to the triggering damage type until the start of your next turn. Also, for the duration. If a creature hits you with a melee attack while you
a whisper to a scream. It can be your voice, someone else’s voice, a the first time you hit with a melee attack on your next turn, the have these hit points, the creature takes 5 cold damage.
lion’s roar, a beating of drums, or any other sound you choose. The target takes an extra 1d6 damage of the triggering type, and the spell At Higher Levels. When you cast this spell using a spell slot of 2nd
sound continues unabated throughout the duration, or you can make ends. level or higher, both the temporary hit points and the cold damage
discrete sounds at different times before the spell ends. If you create At Higher Levels. When you cast this spell using a spell slot of 2nd increase by 5 for each slot above 1st.
an image of an object—such as a chair, muddy footprints, or a small level or higher, the extra damage increases by 1d6 for each slot level
chest—it must be no larger than a 5-foot cube. The image can’t above 1st.
create sound, light, smell, or any other sensory effect. Physical
interaction with the image reveals it to be an illusion, because things
can pass through it. If a creature uses its action to examine the sound
or image, the creature can determine that it is an illusion with a
successful Intelligence (Investigation) check against your spell save
DC. If a creature discerns the illusion for what it is, the illusion
becomes faint to the creature.

Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Xanathar’s Guide to Everything Pact Magic (Warlock) Player’s Handbook
Cure Wounds Faerie Fire Hex
1st-level evocation 1st-level evocation 1st-level enchantment

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

A creature you touch regains a number of hit points equal to 1d8 + Each object in a 20-foot cube within range is outlined in blue, green, You place a curse on a creature that you can see within range. Until
your spellcasting ability modifier. This spell has no effect on undead or violet light (your choice). Any creature in the area when the spell is the spell ends, you deal an extra 1d6 necrotic damage to the target
or constructs. cast is also outlined in light if it fails a Dexterity saving throw. For the whenever you hit it with an attack. Also, choose one ability when you
At Higher Levels. When you cast this spell using a spell slot of 2nd duration, objects and affected creatures shed dim light in a 10-foot cast the spell. The target has disadvantage on ability checks made
level or higher, the healing increases by 1d8 for each slot level above radius. with the chosen ability. If the target drops to 0 hit points before this
1st. Any attack roll against an affected creature or object has advantage spell ends, you can use a bonus action on a subsequent turn of yours
if the attacker can see it, and the affected creature or object can’t to curse a new creature. A remove curse cast on the target ends this
benefit from being invisible. 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.

Good (Sorcerer) Player’s Handbook Drow Magic (Drow Descent) Player’s Handbook Pact Magic (Warlock) Player’s Handbook

Puppet Shield
1st-level enchantment 1st-level abjuration

CASTING TIME 1 action CASTING TIME 1 reaction


RANGE 120 feet RANGE Self
DURATION Intantaneous DURATION 1 round
COMPONENTS S COMPONENTS V, S

Your gesture forces one humanoid you can see within range to make Reaction trigger: You are hit by an attack or targeted by the magic
a Constitution saving throw. On a failed save, the target must move missile spell An invisible barrier of magical force appears and protects
up to its speed in a direction you choose. In addition, you can cause you. Until the start of your next turn, you have a +5 bonus to AC,
the target to drop whatever it is holding. This spell has no effect on a including against the triggering attack, and you take no damage from
humanoid that is immune to being charmed. magic missile.

Pact Magic (Warlock) UA: Starter Spells Spellcasting (Sorcerer) Player’s Handbook
Crystal Quarterstaff Explorer’s Pack
Spellcasting Focus Weapons Equipment Packs

An arcane focus is a special item— an orb, a crystal, a rod, a Includes a backpack, a bedroll, a mess kit, a tinderbox, 10
specially constructed staff, a wand—like length of wood, or torches, 10 days of rations, and a waterskin. The pack also
some similar item designed to channel the power of arcane has 50 feet of hempen rope strapped to the side of it.
spells. A sorcerer, warlock, or wizard can use such an item
as a spellcasting focus.

1 lb. Player’s Handbook 4 lb. Player’s Handbook 10 lbs. Player’s Handbook

Dagger Dagger
Weapons Weapons

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

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