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Pelaios

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11 views6 pages

Pelaios

Uploaded by

altenseeharry
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Level 5 Tiefling (Asmodeus) Fighter (1) / Warlock, The Fiend (4) 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Pelaios
Archaeologist Harrison
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

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


STRENGTH Splint 17 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +3
18
SHIELD
AC
Flames of Phlegethos. When you roll fire damage
N
CIE C
for a spell you cast, you can reroll any roll of 1 on
+7 Strength the fire damage dice, but you must use the new roll,
Y
PROFI


+4 even if it is another 1. Whenever you cast a spell
-1 Dexterity
that deals fire damage, you can cause flames to
✘ +5 Constitution ARMOR CLASS wreathe you until the end of your next turn. The
DEXTERITY
+1 Intelligence
flames don’t harm you or your possessions, and
MAXIMUM HIT DICE TEMPORARY they shed bright light out to 30 feet and dim light
9 +0 Wisdom

+4 Charisma
44 1d10/4d8 for an additional 30 feet. While the flames are
present, any creature within 5 feet of you that hits
CONDITIONAL
you with a melee attack takes 1d4 fire damage.
-1 Fighting Style.
Two-Weapon Fighting. When you engage in two-
CURRENT HIT POINTS weapon fighting, you can add your ability modifier
CONSTITUTION DEATH SAVING THROWS
to the damage of the second attack.
SAVING THROWS

14 N
CIE C

-1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Second Wind (Bonus Action—1/Short Rest). You
regain 1d10+1 hp.
Y
PROFI

RT

EXPE

+0 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


Eldritch Invocations.
+2 +1 Arcana (Int) Darkvision Fiendish Vigor. You can cast false life on yourself
Resistances. Fire at will, without expending a spell slot or material
✘ +7 Athletics (Str)
components.
INTELLIGENCE ✘ +7 Deception (Cha)
Pact of the Blade (Action). Create a pact weapon in
13 ✘ +4 History (Int)
+0 Insight (Wis)
your empty hand. This weapon counts as magical
for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.Your
+4 Intimidation (Cha) SPEED, SENSES, & CONDITIONS pact weapon disappears if it is more than 5 feet
+1 +1 Investigation (Int) away from you for 1 minute or more. It also
Hellish Resistance. You have resistance to fire disappears if you use this feature again, if you
+0 Medicine (Wis)
damage. dismiss the weapon (no action required), or if you
WISDOM +1 Nature (Int) die.You can transform one magic weapon into your
pact weapon by performing a special ritual while
11 ✘ +3 Perception (Wis) Infernal Legacy. You know the thaumaturgy
cantrip. You can cast the hellish rebuke spell as a you hold the weapon. You perform the ritual over
+4 Performance (Cha) 2nd-level spell and the darkness spell (1/long rest). the course of 1 hour, which can be done during a
(Charisma) short rest. You can then dismiss the weapon,
✘ +7 Persuasion (Cha)
+0 shunting it into an extradimensional space, and it
+1 Religion (Int) appears whenever you create your pact weapon
thereafter. You can’t affect an artifact or a sentient
-1 Sleight of Hand (Dex)
weapon in this way. The weapon ceases being your
CHARISMA -1 Stealth (Dex) pact weapon if you die, if you perform the 1-hour
ritual on a different weapon, or if you use a 1-hour
18 ✘ +3 Survival (Wis)
SKILLS
ritual to break your bond to it. The weapon appears
at your feet if it is in the extradimensional space
when the bond breaks.
+4 13 PASSIVE PERCEPTION
Dark One’s Blessing. When you reduce a hostile
creature to 0 hit points, you gain 8 temporary hp.
ADVANTAGE

INITIATIVE -1 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Blade of Lies 5 ft +8 vs AC 1d8+5 slashing
Deals 2d6 extra damage on a critical hit.
FEATURES & TRAITS
Dagger 20/60 +7 vs AC 1d4+4 piercing
Finesse, Light, Thrown

Shortsword 5 ft +7 vs AC 1d6+4 piercing Armor Proficiencies. Light Armor, Medium Armor,


Finesse, Light
Heavy Armor, Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Cartographer’s tools

Languages. Common, Infernal, Dwarvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 31 6'1" 200 lb.
GENDER AGE HEIGHT WEIGHT
Pelaios
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains -their bones, their
ruins, their surviving masterworks, and their tombs. Those who practice archaeology travel to the far corners of the
world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of
I have no qualms about stealing from the dead. monarchs and high priests, wars and cataclysms.
You might think I am a scholar, but I love a good
brawl. These fists were made for punching.

PERSONALITY TRAITS

I won't risk my life for nothing. I expect some kind of


payment.

IDEAL

Ever since I was a child, I've heard stories about a


lost city. I aim to find it, learn its secrets, and earn
my place in the history books.

BOND

I am easily distracted by the promise of information.

FLAW BACKGROUND STORY

Historical Knowledge
When you enter a ruin or dungeon, you can correctly
ascertain its original purpose and determine its
builders, whether those were dwarves, elves,
humans, yuan-ti, or some other known race. In
addition, you can determine the monetary value of
art objects more than a century old.

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Longsword +1. Deals 2d6 extra damage on a critical hit.
Shortsword 1 2 [Longsword +1] 1 3
Explorer’s Pack 1 10
[Dagger] 1 1
[Splint] 1 60

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

76 lb / 270 lb 540 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +7 15 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Warlock, The Fiend

CANTRIPS Create Bonfire Eldritch Blast


Prestidigitation

1ST LEVEL Armor of Agathys Burning Hands


Command Hex

2ND LEVEL 2 SPELL SLOTS Scorching Ray

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Thaumaturgy (Tiefling)

1ST LEVEL Hellish Rebuke (Tiefling) False Life (Fiendish Vigor)

2ND LEVEL Darkness (Tiefling)


Create Bonfire Eldritch Blast Prestidigitation
Conjuration Cantrip Evocation Cantrip Transmutation Cantrip

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


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

You create a bonfire on ground that you can see within range. Until A beam of crackling energy streaks toward a creature within range. This spell is a minor magical trick that novice spellcasters use for
the spells ends, the bonfire fills a 5-foot cube. Any creature in the Make a ranged spell attack against the target. On a hit, the target practice. You create one of the following magical effects within
bonfire’s space when you cast the spell must succeed on a Dexterity takes 1d10 force damage. range:
saving throw or take 1d8 fire damage. A creature must also make the The spell creates more than one beam when you reach higher • You create an instantaneous, harmless sensory effect, such as a
saving throw when it enters the bonfire’s space for the first time on a levels: two beams at 5th level, three beams at 11th level, and four shower of sparks, a puff of wind, faint musical notes, or an odd odor.
turn or ends its turn there. beams at 17th level. you can direct the beams at the same target or • You instantaneously light or snuff out a candle, a torch, or a
The spell’s damage increases by 1d8 when you reach 5th level at different ones. Make a separate attack roll for each beam. small campfire.
(2d8), 11th level (3d8), and 17th level (4d8). • You 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 such
an effect as an action.

Pact Magic (Warlock) Princes of the Apocalypse Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook

Thaumaturgy Armor of Agathys Burning Hands


Transmutation Cantrip 1st-level abjuration 1st-level evocation

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


RANGE 30 feet RANGE Self RANGE Self (15-foot cone)
DURATION Up to 1 minute DURATION 1 hour DURATION Instantaneous
COMPONENTS V COMPONENTS V, S, M (a cup of water) COMPONENTS V, S

You manifest a minor wonder, a sign of supernatural power, within A protective magical force surrounds you, manifesting as a spectral As you hold your hands with thumbs touching and fingers spread, a
range. You create one of the following magical effects within range: frost that covers you and your gear. You gain 5 temporary hit points thin sheet of flames shoots forth from your outstretched fingertips.
• Your voice booms up to three times as loud as normal for 1 for the duration. If a creature hits you with a melee attack while you Each creature in a 15-foot cone must make a Dexterity saving throw.
minute. have these hit points, the creature takes 5 cold damage. A creature takes 3d6 fire damage on a failed save, or half as much
• You cause flames to flicker, brighten, dim, or change color for 1 At Higher Levels. When you cast this spell using a spell slot of 2nd damage on a successful one. The fire ignites any flammable objects in
minute. level or higher, both the temporary hit points and the cold damage the area that aren’t being worn or carried.
• You cause harmless tremors in the ground for 1 minute. increase by 5 for each slot above 1st. At Higher Levels. When you cast this spell using a spell slot of 2nd
• You create an instantaneous sound that originates from a point level or higher, the damage increases by 1d6 for each slot level above
of your choice within range, such as a rumble of thunder, the cry of a 1st.
raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly
open or slam shut.
• You alter the appearance of your eyes for 1 minute. If you cast
this spell multiple times, you can have up to three of its 1-minute
effects active at a time, and you can dismiss such an effect as an
action.

Infernal Legacy (Tiefling) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook

Command False Life Hellish Rebuke


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

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


RANGE 60 feet RANGE Self RANGE 60 feet
DURATION 1 round DURATION 1 hour DURATION Instantaneous
COMPONENTS V COMPONENTS V, S, M (a small amount of alcohol or distilled spirits) COMPONENTS V, S

You speak a one-word command to a creature you can see within Bolstering yourself with a necromantic facsimile of life, you gain 1d4 Reaction: you are being damaged by a creature within 60 feet of you
range. The target must succeed on a Wisdom saving throw or follow + 4 temporary hit points for the duration. that you can see You point your finger, and the creature that
the command on its next turn. The spell has no effect if the target is At Higher Levels. When you cast this spell using a spell slot of 2nd damaged you is momentarily surrounded by hellish flames. The
undead, if it doesn’t understand your language, or if your command level or higher, you gain 5 additional temporary hit points for each creature must make a Dexterity saving throw. It takes 2d10 fire
is directly harmful to it. Some typical commands and their effects slot level above 1st. damage on a failed save, or half as much damage on a successful one.
follow. You might issue a command other than one described here. If At Higher Levels. When you cast this spell using a spell slot of 2nd
you do so, the DM determines how the target behaves. If the target level or higher, the damage increases by 1d10 for each slot level
can’t follow your command, the spell ends. above 1st.
Approach. The target moves toward you by the shortest and most
direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its
turn.
Flee. The target spends its turn moving away from you by the
fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn’t move and takes no actions. A flying
creature stays aloft, provided that it is able to do so. If it must move
to stay aloft, it flies the minimum distance needed to remain in the
air.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, you can affect one additional creature for each slot
level above 1st. The creatures must be within 30 feet of each other
when you target them.

Pact Magic (Warlock) Player’s Handbook Fiendish Vigor (Warlock) Player’s Handbook Infernal Legacy (Tiefling) Player’s Handbook
Hex Darkness Scorching Ray
1st-level enchantment 2nd-level evocation 2nd-level evocation

CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE 90 feet RANGE 60 feet RANGE 120 feet
DURATION Concentration, up to 1 hour DURATION Concentration, up to 10 minutes DURATION Instantaneous
COMPONENTS V, S, M (the petrified eye of a newt) COMPONENTS V, M (bat fur and a drop of pitch or piece of coal) COMPONENTS V, S

You place a curse on a creature that you can see within range. Until Magical darkness spreads from a point you choose within range to fill You create three rays of fire and hurl them at targets within range.
the spell ends, you deal an extra 1d6 necrotic damage to the target a 15-foot radius sphere for the duration. The darkness spreads You can hurl them at one target or several. Make a ranged spell
whenever you hit it with an attack. Also, choose one ability when you around corners. A creature with darkvision can’t see through this attack for each ray. On a hit, the target takes 2d6 fire damage.
cast the spell. The target has disadvantage on ability checks made darkness, and nonmagical light can’t illuminate it. At Higher Levels. When you cast this spell using a spell slot of 3rd
with the chosen ability. If the target drops to 0 hit points before this If the point you choose is on an object you are holding or one that level or higher, you create one additional ray for each slot level above
spell ends, you can use a bonus action on a subsequent turn of yours isn’t being worn or carried, the darkness emanates from the object 2nd.
to curse a new creature. A remove curse cast on the target ends this and moves with it. Completely covering the source of the darkness
spell early. with an opaque object, such as a bowl or a helm, blocks the darkness.
At Higher Levels. When you cast this spell using a spell slot of 3rd If any of this spell’s area overlaps with an area of light created by a
or 4th level, you can maintain your concentration on the spell for up spell of 2nd level or lower, the spell that created the light is dispelled.
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.

Pact Magic (Warlock) Player’s Handbook Infernal Legacy (Tiefling) Player’s Handbook Pact Magic (Warlock) Player’s Handbook

Blade of Lies Dagger Shortsword


Martial Melee Weapon Simple Melee Weapon Martial Melee Weapon

RANGE 5 ft RANGE 20/60 RANGE 5 ft


ATTACK +8 vs AC ATTACK +7 vs AC ATTACK +7 vs AC
DAMAGE 1d8+5 slashing DAMAGE 1d4+4 piercing DAMAGE 1d6+4 piercing
Deals 2d6 extra damage on a critical hit. Finesse, Light, Thrown Finesse, Light

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