Baste Red
Baste Red
22 Chaotic Neutral
Skills
Abilities
+4 Acrobatics (DEX)
ABILITY MODIFIER SAVING THROW PROF.
+2 Animal Handling (WIS)
+3
BONUS
9
STR -1 -1
PROFICIENCY
BONUS +
+1 Arcana (INT)
STRENGTH
8+
Cha 15 0 Athletics (STR)
17
DEX +3 +6
+10 Deception (CHA)
DEXTERITY +1 History (INT)
12
+2 Insight (WIS)
12 CON +1 +1
CONSTITUTION Darkvision 60 ft +5 Intimidation (CHA)
+1 Investigation (INT)
11 INT 0 0
INTELLIGENCE +2 Medicine (WIS)
+1 Nature (INT)
12
WIS +1 +1
WISDOM Bardic Inspiration (d8) 4 SR +2 Perception (WIS)
Spirit Session 1 LR +7 Performance (CHA)
19 CHA +4 +7 Luck Points 3 LR +10 Persuasion (CHA)
CHARISMA
Disguise Self 1 LR +1 Religion (INT)
Invisibility 1 LR +6 Sleight of Hand (DEX)
+6 Stealth (DEX)
+2 Survival (WIS)
+6 Thieves' tools (DEX)
Combat +2 3 -2
30 ft, 20 ft,
swim 60 ft swim 50 ft
12 Studded Leather
15 CURRENT
3
2
Fire
HP 40
Cloak of the Manta Ray
MAX HIT POINTS 6 × d8 + 1 I DC10
× + II
HIT × +
III
DICE
1
LEVEL DIE CON USED
PROF ABILITY
Unarmed Strike Str Melee +2 Bludgeoning Attack / Cast a Spell
Dash / Disengage / Dodge
Dagger Dex Melee, 20/60 +6 1d4+3 Piercing Escape Grapple / Help / Hide
Finesse, Light, Thrown; Nick Ready / Search / Use Object
Overrun / Tumble (or as bonus action)
Rapier Dex Melee, 5ft +6 1d8+3 Piercing
As 1 attack: Disarm / Grapple / Shove
Finesse; Vex
Tales from Beyond (use effect)
Shortbow Dex 80/320 +6 1d6+3 Piercing
BONUS ACTIONS REACTIONS
Ammunition (Arrow), Two-Handed; Vex
Bardic Inspiration Opportunity Attack
Tales from Beyond (roll on table)
TOTAL TOTAL
Arrows Arrows
Features Background
I would rather make a new friend than a new enemy. I don't pay
Glasya Tiefling (+1 Dexterity, +2 Charisma)
attention to the risks in a situation. Never tell me the odds.
Legacy of Malbolge:
I know the Minor Illusion cantrip.
At 3rd level, I can cast Disguise Self once per long rest. Charity: I steal from the wealthy so that I can help people in need. (Good)
At 5th level, I can also cast Invisibility once per long rest.
Charisma is my spellcasting ability for these spells.
Criminal Contact
I have a reliable and trustworthy contact who acts as my liaison to a network of other criminals. I
know how to get messages to and from my contact, even over great distances; specifically, I know
the local messengers, corrupt caravan masters, and seedy sailors who can deliver my messages. ATTUNED MAGICAL ITEMS (MAX 3)
Cloak of the Manta Ray 1
46 - 5 STR × 15 10 136 - 15 - 30
90 lb 135 lb
-10 FT SPEED -20 FT SPEED
270 lb
5 FT 39.6 lb
ARMOR:
WEAPONS:
Modest
655 1 gp
Common Thieves' Tools Musical Instrument (3/3)
Status Possessions
F
1 Disadvantage on Ability Checks
While wearing this cloak, I can breathe
2 Speed halved
underwater, and I have a Swim Speed of 60 feet.
3 Disadvantage on Attack Rolls and Saving Throws
4 Hit Point maximum halved MAGIC ITEM: ATTUNED
.
5 Speed reduced to 0
1,
6 Death
Blinded Petrified
Fail checks involving sight. Attacks have Incapacitated. Can’t move or speak. Unaware
disadvantage. Enemy attacks have advantage. of surroundings. Resistance to all damage.
Immune to poison/disease. Fail Str and Dex
Charmed saving throws. Enemy attacks have advantage.
Can’t harm/attack charmer. Charmer has Stop aging. Weight increases by factor 10.
advantage on ability checks to interact socially. MAGIC ITEM: ATTUNED
Poisoned
Deafened Disadvantage on attack rolls and ability checks.
Fail checks involving hearing.
Prone
Frightened Crawl (at ½ speed) or stand up (costs ½ speed).
Disadvantage to checks/attacks while source Attacks have disadvantage. Enemy attacks
of fear is in sight. Can’t willingly move closer have advantage within 5 ft and disadvantage if
to the source of fear. further away.
MAGIC ITEM: ATTUNED
Grappled Restrained
Speed drops to 0, regardless of any bonus. Speed 0, regardless of bonus. Disadvantage on
Dex saving throws. Attacks have disadvantage.
Enemy attacks have advantage.
Incapacitated
Can’t take actions or reactions.
Stunned
Incapacitated. Can’t move. Can speak only
Invisible falteringly. Fail Str and Dex saving throws.
Can’t be seen, but noise and tracks. Attacks Enemy attacks have advantage.
have advantage, enemy attacks disadvantage. MAGIC ITEM: ATTUNED
Unconscious
Paralyzed Incapacitated. Can’t move or speak. Unaware
Incapacitated. Can’t move or speak. Fail Str of surroundings. Drop everything. Fail Str
and Dex saving throws. Enemy attacks have and Dex saving throws. Enemy attacks have
advantage. Enemy attacks within 5 ft are advantage. Enemy attacks within 5 ft are
critical hits. critical hits.
Other Holdings
Roll Tale
Spirit Tales Table (College of Spirits 3, 1 Tale of the Clever Animal: For the next 10 minutes, whenever
mind until I bestow the tale's effect or finish When the target teleports, it can choose a number of creatures it
can see within 30 ft of it up to my Charisma modifier (minimum of
a short or long rest. 0) to immediately use the same reaction.
I can retain only one of these tales in 5 Tale of the Avenger: For 1 minute, any creature that hits the
target with a melee attack takes force damage equal to a roll of my
mind at a time, and rolling on the table Bardic Inspiration die.
6 Tale of the Traveler: The target gains temporary hit points
immediately ends the effect of the previous
equal to a roll of my Bardic Inspiration die + my bard level. While it
tale. has these temporary hit points, the target's walking speed increases
by 10 ft and it gains a +1 bonus to its AC.
As an action, I can choose myself or one 7 Tale of the Beguiler: The target must succeed on a Wisdom
creature I can see within 30 ft to be the saving throw or take psychic damage equal to two rolls of my Bardic
Inspiration die, and the target is incapacitated until the end of its
target of the tale's effect. If the tale requires next turn.
a saving throw, the DC equals my spell save 8 Tale of the Phantom: The target becomes invisible until the
end of its next turn or until it hits a creature with an attack. If the
DC. target hits a creature with an attack during this invisibility, the
creature it hits takes necrotic damage equal to a roll of my Bardic
Inspiration die and is frightened of the target until the end of the
frightened creature's next turn.
9 Tale of the Brute: Each creature of the target's choice it can
see within 30 ft of it must make a Strength saving throw. On a
failed save, a creature takes thunder damage equal to three rolls of
my Bardic Inspiration die and is knocked prone. A creature that
succeeds on its saving throw takes half as much damage and isn't
knocked prone.
10 Tale of the Dragon: The target spews fire from the mouth in a
30-ft cone. Each creature in that area must make a Dexterity
saving throw, taking fire damage equal to four rolls of my Bardic
Inspiration die on a failed save, or half as much damage on a
successful one.
11 Tale of the Angel: The target regains hit points equal to two
rolls of my Bardic Inspiration die + my Charisma modifier, and I end
one condition from the following list affecting the target: blinded,
deafened, paralyzed, petrified, or poisoned.
12 Tale of the Mind-Bender: I evoke an incomprehensible fable
from an otherworldly being. The target must succeed on an
Intelligence saving throw or take psychic damage equal to three rolls
of my Bardic Inspiration die and be stunned until the end of its next
turn.
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.2.1 (Colorful - Letter) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
Notes
Backstory Characters
• Parents
General Knowledge
§ Poor Tailors
§ Deceased
• Seren “Wraith” Ashwind
General Knowledge
§ Rogue Half-Elf
§ Long silver hair in a ponytail, pale skin
§ Two mismatched eyes blue and green
§ Orphaned
§ Dark clothes and cloaks
§ Met during a heist impressed by Baste talents
§ Mentor to Baste
§ There for Baste during his parents death
§ Heisted with Baste many times
§ Very well connected in the underground
§ More of the planner of the two
§ Voice of reason for Baste
• Gang Members and Roles
Spy/Informants
§ Elara
§ Thorne(dead)
Distraction
§ Garrick
§ Lyra (dead)
§ Rurik
Infiltrator(+Baste and Wraith)
§ Kael (dead)
Lookout
§ Mira
§ Talia
Support/Backup
§ Fenwick(dead)
§ Bronn(dead)
§ Dorian(dead)
• Grumsh-
Orc God
Met in college and he stole my amulet
Knows Klarg and told him he loathes me
• Klarg
Deceased
Taunted his spirit
Has attempted to kill me multiple times
Knows Grumsh hates me
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.2.1 (Colorful - Letter) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
Basteus Dlusker (Baste)
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
Spell
Slots
Cantrips (0 Level)
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
AT
WILL Guidance Touch willing creature and choose skill; target adds 1d4 to ability chks with chosen skill for duration — Div 1a 60 ft V,S Conc, 1 min P4 282
Message 1 crea I point toward hears whispered message and can reply with a whisper; nobody can overhear — Trans 1a 120 ft S,M 1 round P4 298
Prestidigitation Harmless sensory effect, snuff/light fire, clean/soil, chill/warm/flavor, small mark, illusion/trinket; up — Trans 1a 10 ft V,S 1h P4 307
Vicious Mockery 1 visible/audible creature save or 2d6 Psychic dmg and disadv. on next attack roll Wis Ench 1a 60 ft V Instantaneous P4 337
1st Level
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Disguise Self Alter appearance with illusion; Int (Investigation) check vs. spell DC to determine disguise — Illus 1a Self V,S 1h P4 262
Healing Word* 1 crea heals 2d4+1d6+2d4/SL+4 HP — Abjur 1 bns 60 ft V Instantaneous P4 284
T's Hideous Laughter* 1+1/SL crea save or Prone, Incapacitated, can't stand; save at EoT & on dmg; adv if dmg Wis Ench 1a 30 ft V,S,M Conc, 1 min P4 331
2nd Level
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Invisibility 1+1/SL creatures become Invisible; attacking, casting, or dealing damage ends the spell — Illus 1a Touch V,S,M Conc, 1 h P4 289
Irenicus' Spirit Binding Bind a spirit to a vessel for 24 hrs (or more w/ higher slots). Unwilling spirit makes Cha save (DC +5 if Cha Necromancy
1 hr Touch V, S, M 24 hrs (see below)
I 69
Phantasmal Force* 1 crea save or see 10ft cu illusion; if harmful & in 5ft 2d8 Psychic/rnd; Int(Invest.) vs spell DC ends Int Illus 1a 60 ft V,S,M Conc, 1 min P4 304
SS Wither and Bloom 10-ft rad any crea 3d6+1d6/SL Necrotic dmg, save half; 1 crea can heal using 1+1/SL HD; see B Con Necro 1a 60 ft V,S,M Instantaneous SC 38
3rd Level
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Dispel Magic Dispel all spells on crea, obj, or magical effect; if above casting SL, DC 10+SL spellcasting ability chk — Abjur 1a 120 ft V,S Instantaneous P4 264
Glyph of Warding Create glyph that triggers on set condition; Wis(Perception) vs spell DC to notice; see B (200gp cons.) — Abjur 1h Touch V,S,M† Till triggered P4 279
Major Image* 20-ft cube illusion includes sight, sounds, smells, temperature; 1 a move; SL4+: no conc; see book — Illus 1a 120 ft V,S,M Conc, 10 min P4 295
Sending Send 25 words to familiar crea; it recognizes me and can respond with 25 words and/or block for 8 hrs — Div 1a Unlimited V,S,M Instantaneous P4 314
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.2.1 (Colorful - Letter); Spell Sheet 1/1 Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast