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Małpi Król-1

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0% found this document useful (0 votes)
8 views3 pages

Małpi Król-1

Uploaded by

Akira
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Current Standard CS v1.

4
Warlock Hexblade 1 Knight Of the Ord Akira
Mareus Vanit CLASS & LEVEL BACKGROUND PLAYER NAME

Reborn
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

8 -1
-1
SAVING THROW
ATHLETICS
14 INSPIRATION
ARMOR
CLASS
-1 CONDITIONS BOONS
I face problems head-on. A simple, direct solution is the
best path to success.

+3 30ft
STRENGTH
TEMP HP

PERSONALITY TRAITS

1010
+3 INITIATIVE SPEED
17 SAVING THROW
+3 Independence. When people follow orders blindly, they
ACROBATICS Current 1d8 SUCCESSES
+3 embrace a kind of tyranny

3
SLEIGHT OF HAND
FAILURES
+3
STEALTH
CURRENT MAXIMUM
DEXTERITY HIT DICE HIT POINTS HIT POINTS DEATH SAVES
IDEALS

NAME ATK BONUS DAMAGE/TYPE Those who fight beside me are those worth dying for.
+2 SAVING THROW
14
Longsword +7 1d8/1d10+5

2 SwordBurst Dex15 1d6 Force BONDS


CONSTITUTION
Booming +7 Weapon+1d8 I'd rather eat my armor than admit when I'm wrong.

11
+0
SAVING THROW Smite On hit 1d6 psychic
+2
 ARCANA
+0 FLAWS

0
HISTORY
+2
 INVESTIGATION
+0 Booming is thunder, Longsword is slashing, smite does Wis
INTELLIGENCE NATURE Armor: Light armor, medium armor, shields,
+0
save and Fear on fail.
RELIGION Weapons: Simple weapons and martial weapons.
Saving Throws: Wisdom, Charisma
+4 Skills: Choose two from Arcana, Deception, History,
14  SAVING THROW
+2 Intimidation, Investigation, Nature, and Religion
ANIMAL HANDLING
+2 Tool Proficiencies: Dragon ante

2
INSIGHT
+2
Language: Abbysal, Common, Infernal.
MEDICINE
+4
WISDOM  PERCEPTION
+2
SURVIVAL

+7 PROFICIENCIES & LANGUAGES


20  SAVING THROW
+7
 DECEPTION
+7

5
 INTIMIDATION Knowledge from a Past Life. You temporarily remember
+5
PERFORMANCE ATTACKS & SPELLCASTING glimpses of the past, perhaps faded memories from ages ago
+7 or a previous life. When you make an ability check that uses
CHARISMA  PERSUASION
a skill, you can roll a d6 immediately after seeing the
Hex curse  number on the d20 and add the number on the d6 to the
check. You can use this feature a number of times equal to
Knowledge
2 PROFICIENCY BONUS
  your proficiency bonus, and you regain all expended uses
when you finish a long rest.

14 PASSIVE WISDOM (PERCEPTION)

CURRENT WEIGHT
120 MAX WEIGHT

CLASS RESOURCES, AMMO & CHARGES

A set of traveler's clothes, a signet, banner,


CP
or seal representing your place or rank in the
order, a backpack, a bedroll, a mess kit, a
tinderbox, 10 torches, 10 days of rations, and
a waterskin. The pack also has 50 feet of
SP
hempen rope strapped to the side of it.
Longsword, arcane focus, Leather armour

EP

GP 60

PP

EQUIPMENT EQUIPMENT CONT. FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
18 179 72
AGE HEIGHT WEIGHT

Green fair Red


CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Hexblade's Curse
WIP yet Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see
within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until
the curse ends, you gain the following benefits:
You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).You
can't use this feature again until you finish a short or long rest.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long
rest, you 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 your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts unti
you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that
feature, no matter the weapon's type.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY OTHER

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Warlock/Charisma 2 15 +7
Prepared Spells Spell Save DC Spell Attack
SPELLCASTING Total Bonus
CLASS/ABILITY

0 CANTRIPS 3 6
Booming blade
Sword Burst

SPELL
LEVEL
SLOTS TOTAL SLOTS REMAINING

1 2  
7
EPAR
SPELL NAME
ED
PR

Shield

Wrathful Smite
4
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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