lvl 1 warlock charlatan stormy
CLASS & LEVEL BACKGROUND PLAYER NAME
Tzeech
Drow chaotic good 0
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH -insecure about identity as a drow.
13 +3 30ft -rambles incoherently to themself from
+1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
time to time.
-quick to turn to less than legal means to
solve a problem.
11 PERSONALITY TRAITS
Hit Point Maximum 10
Strength -ready to sacrifice their wants for others, especially "
DEXTERITY
10
family"
● +5 Dexterity - wants to please their "family"
+3 Constitution
Intelligence
CURRENT HIT POINTS
-always ready to lend an extra coin
IDEALS
14 Wisdom
-their "family," they wish to please and satiate them.
● +4 Charisma - an elven silver earring given by her mother
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+2
Acrobatics (Dex) Total 1 SUCCESSES -compulsive liar
- difficulties in telling the difference between reality and
12 Animal Handling (Wis) fiction.
D8 FAILURES - mild memory loss
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)
+1 ● +2 Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Ability Score Increase: Your Dexterity score increases by 2
and your Charisma score increases by 1.
scimitar +4 1d8 slashing
11 Insight (Wis) Superior Darkvision: Accustomed to twilit forests and the
night sky, you have superior vision in dark and dim
Intimidation (Cha) conditions. You can see in dim light within 120 feet of you as
if it were bright light, and in darkness as if it were dim light.
WISDOM Investigation (Int) You can't discern color in darkness, only shades of gray.
Medicine (Wis)
-2 Nature (Int)
Keen Senses: You have proficiency in the Perception skill.
Fey Ancestry: You have advantage on saving throws against
being charmed, and magic can't put you to sleep.
+2 Perception (Wis)
7 Trance: Elves don't need to sleep. Instead, they meditate
Performance (Cha) deeply, remaining semiconscious, for 4 hours a day. (The
Common word for such meditation is "trance.") While
Persuasion (Cha) meditating, you can dream after a fashion; such dreams are
CHARISMA
actually mental exercises that have become reflexive
Religion (Int) through years of practice. After resting in this way, you gain
+2 ● +2 Sleight of Hand (Dex)
the same benefit that a human does from 8 hours of sleep.
Sunlight Sensitivity: You have disadvantage on attack rolls
Stealth (Dex) and on Wisdom (Perception) checks that rely on sight when
13 Survival (Wis)
you, the target of your attack, or whatever you are trying to
perceive is in direct sunlight.
SKILLS ATTACKS & SPELLCASTING Drow Magic: You know the dancing lights cantrip. When you
reach 3rd level, you can cast the faerie fire spell once with
this trait and regain the ability to do so when you finish a
long rest. When you reach 5th level, you can cast the
10 PASSIVE WISDOM (PERCEPTION)
scimitar, set of rough darkness spell once with this trait and regain the ability to do
so when you finish a long rest. Charisma is your spellcasting
CP
ability for these spells.
clothes, disguise kit,
cult marshal training: proficency with martial meleeand
small razor ranged weapons
-can speak/read/write: SP
Feature: False Identity
common, elfish You have created a second identity (moraii, the wanderer)
EP that includes documentation, established acquaintances,
- skills: deception, sleight of and disguises that allow you to assume that persona.
Additionally, you can forge documents including official
hand papers and personal letters, as long as you have seen an
- tool: forgery kit, disguise kit GP 15 example of the kind of document or the handwriting you are
trying to copy.
PP
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
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102 6' 120lbs
AGE HEIGHT WEIGHT
Tzeech bluish white (right) and green with black sclera (left)
ash grey curly black
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
note the following are suggestions to fit the theme of the patron*
Tzeech coronacht is a drow
warlock bound to the services - 1st level ft. <virulent blessing> half of all melee damage is converted into acid
damage
of the elder god Nur' Gulokh,
the writhing swarm. - 6th lvel ft. <writhing ones assimilation> upon killing a target heal for
1d6+spellcasting modifier
Born on and raised on the
surface by Arakis and Medea -10th lvl ft. <true gaze of Nur' Gulokh> once per long rest u can turn the gaze
of Nur' Gulokh onto everything within 20ft in front of u. targets get
coronacht, both of whom are disadvantage and have to pass a constitution saving role or take 1d8 psychic
exilees from the underdark. and 1d8 necrotic damage.
Tzeech was raised in a
stronghold of a warlock coven -14th lvl ft. <writhing ones desperation> once per long rest, if u r killed, dont
called "the gurlicht sect." it be, instead drop hp to 1 and gain 1d6+ spellcasting mod per hit.
was here that after years of
martial training, that Tzeech
reached the age of initiation, ADDITIONAL FEATURES & TRAITS
and became a gazer, a
warlock who gets inducted
into the grand multiplicity of
Nur to feed the voracious
swarm the sensation of
perception it craves.
CHARACTER BACKSTORY TREASURE
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Warlock
charisma 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Eldritch blast
chill touch
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 2 7
EPAR
SPELL NAME
ED
PR
● armour of agathys
● arms of hadar
4
SPELLS KNOWN
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