You are on page 1of 6

Warlock (1) Inquisitor Shimzy

CLASS & LEVEL BACKGROUND PLAYER NAME


Scribbles Kenku Chaotic Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH Loyalty to my gods, to my family, and to
13 +2 30 my friends.

13 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
Ooh, a piece of silver... Ooh a piece of
silver... Ooh a piece of silver...
+1 PERSONALITY TRAITS

Hit Point Maximum 10


+1 Strength
If I can have others see the Light of the Dragon
DEXTERITY
+2 Dexterity Aspects, then hopefully in Father T'Hree's
name humanity can be restored to the wicked

14 +2 Constitution
+4 Intelligence
CURRENT HIT POINTS
that plauge our lands and seas.
IDEALS

+2 ●
+2 Wisdom

+5 Charisma
My father, my gods, my goddess/old
one Quintara Lotus, and anyone I
CONSTITUTION SAVING THROWS hold close enough to call friends.
TEMPORARY HIT POINTS BONDS

15 +2 Acrobatics (Dex) Total 1d8 SUCCESSES I like shiny things, I can only fly using
+2 0 Animal Handling (Wis) FAILURES
my cloak, and I'm not really combat
oriented.

+6 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+1 Athletics (Str)

18 ●
+3 Deception (Cha)
+6 History (Int)
NAME ATK BONUS DAMAGE/TYPE

0 Insight (Wis)
Dagger +4 1d4 + 2 piercing
+4
+3 Intimidation (Cha) Crossbow, light +4 1d8 + 2 piercing

WISDOM ●
+6 Investigation (Int)
0 Medicine (Wis) Sickle +3 1d4 + 1 slashing

11 +4 Nature (Int)
0 Perception (Wis)
0
+3 Performance (Cha)
+3 Persuasion (Cha)
CHARISMA

+6 Religion (Int)

17 +2 Sleight of Hand (Dex)


+2 Stealth (Dex)
+3 0 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

10 PASSIVE WISDOM (PERCEPTION)


CP Holy symbol (1);
Leather (1); wings of
SP
flying (1); Knife,
Tool Proficiencies: Calligrapher's Small (1); Crossbow
Supplies; Thieves' Tools bolt (20); Book (1);
EP

Weapon Proficiencies: Simple


Ink pen (1); Bag of
Sand (1); Clothes,
Armor Proficiencies: Light
GP
15 traveler’s (1);
Parchment (10);
Language Proficiencies: PP
Backpack (1); Ink (1);
Common; Dwarvish; Elvish; Component pouch
Infernal (1)
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
18 5'5" 110
AGE HEIGHT WEIGHT
Scribbles Black Black Black
CHARACTER NAME EYES SKIN HAIR

NAME

Faith of the Dragon Aspects of Light

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

I was told by the head inquisitor that I was abandoned as a hatchling. I was found at
the steps of one of the abandoned churches meant to worship the Dragon Aspects of
Light as well as their offspring. I was wrapped in a mysterious magical cloak with the
pendant resembling Quintara's symbol. I was immediately taken in by one of the last
remaining churches open (home continent/location, Cormyr) that was still worshiping
the Aspects of Light and was taught magic from a young age.

All tho I (age 6) wasn't very adept at it (magic), my mentor and father figure, Pastor
T'Hree (tuh-hree) (Albino Grung, 40 y/o), never gave up on me. Those were the days...
Such shiny silvery trinkets were strewn across the church, just waiting for someone to
come by and snatch them up.

Eventually, I grew to be around the age of 8 and was told by Father T'Hree that he and
I were going to go on a trip around the world. At first, I thought it was because they had
caught on to where the missing trinkets were going, but I soon found out it was to learn
how to spread the teachings of the church and to hopefully take on Father T'hree's role
as pastor of our church. He was getting up there in years, and I do miss him.

At the end of our journey, we headed to the gathering of inquisitors. The building was
huge and covered in gold, silver, and all sorts of shiny gems. T'hree told me to behave
my self and he would buy me a gift once we were done. The meeting lasted
FOREVER... Not really, but it did take a very long time (7 days). I was finally anointed
as pastor of Father's and my church.

We were on our way home and I couldn't hold it in any longer, I had to know what the
gift was. Father told me to wait until we got home. After weeks of waiting, we finally
arrived back at our church and what awaited me was a huge pile of food, a feist! A
welcome home party set up by the other patrons of our church.

About a month later and Father had grown ill. On his last day with me, he said he was
ready to give me my gift. I had thought that the feist was the gift, but Father has told
me that he had something better. In his dying words, he taught me a prayer to Quintara
Lotus and whispered in my ear, "now take flight my son and take back what was lost, I
will see you in the Plane of Dreams."

With his last words and his death still fresh on my mind, I set out once more, but this
time on an adventure. I must find a way to ensure that either in life or in death and can
visit my father in the Plane of Dreams. Who knows, maybe I'll find something shiny to
add to my stash of trinkets back at home?

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Warlock Charisma 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Chill Touch
Eldritch Blast

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 1 7
EPAR
SPELL NAME
ED
PR

Comprehend Languages

Illusory Script
4
SPELLS KNOWN

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

-----------Other Traits------------
Awakened Mind. Starting at 1st level, your alien knowledge
gives you the ability to touch the minds of other creatures. You
can communicate (one-way) telepathically with any creature you
can see within 30 feet of you. You don't need to share a
language with the creature for it to understand your telepathic
utterances, but the creature must be able to understand at least
one language.

Expert Forgery. You can duplicate other creatures' handwriting


and craftwork. You have advantage on all checks made to
produce forgeries or duplicates of existing objects.

Kenku Training. You are proficient in your choice of two of the


following skills: Acrobatics, Deception, Stealth, and Sleight of
Hand.

Legal Authority. As an inquisitor of the church, you have the


authority to arrest criminals. In the absence of other authorities,
you are authorized to pass judgment and even carry out
sentencing. If you abuse this power, however, your superiors in
the church might strip it from you.

Linguist. You can ably create written ciphers. Others can’t


decipher a code you create unless you teach them, they
succeed on an Intelligence check (DC equal to your Intelligence
score + your proficiency bonus), or they use magic to decipher
it.

Mimicry. You can mimic sounds you have heard, including


voices. A creature that hears the sounds you make can tell they
are imitations with a successful Wisdom (Insight) check
opposed by your Charisma (Deception) check.
Page 1

Necromancy cantrip Level-1 divination Evocation cantrip


Chill Touch Comprehend Languages Eldritch Blast
1 act. 120 ft V,S 1 rnd 1 act. Self V,S,M 1 hr 1 act. 120 ft V,S Inst
You create a ghostly, skeletal hand in the For the duration, you understand the literal A beam of crackling energy streak toward a
space of a creature within range. Make a meaning of any spoken language that you creature within range. Make a ranged spell
ranged spell attack against the creature to hear. You also understand any written attack against the target. On a hit, the target
assail it with the chill of the grave. On a hit, language that you see, but you must be takes 1d10 force damage. The spell creates
the target takes 1d8 necrotic damage, and it touching the surface on which the words are more than one beam when you reach higher
can't regain hit points until the start of your written. It takes about 1 minute to read one levels: two beams at 5th level, three beams at
next turn. Until then, the hand clings to the page of text. This spell doesn't decode secret 11th level, and four beams at 17th level. You
target. If you hit an undead target, it also has messages in a text or a glyph, such as an can direct the beams at the same target or at
disadvantage on attack rolls against you until arcane sigil, that isn't part of a written different ones. Make a separate attack roll for
the end of your next turn. This spell's damage language. each beam.
increases by 1d8 when you reach 5th level
(2d8), 11th level (3d8), and 17th level (4d8).

Warlock DC 13 Mod +5 Warlock DC 13 Mod +5 Warlock DC 13 Mod +5

Level-1 illusion
Illusory Script
1 min Touch S,M 10 days
You write on parchment, paper, or some other
suitable writing material and imbue it with a
potent illusion that lasts for the duration. To
you and any creatures you designate when you
cast the spell, the writing appears normal,
written in your hand, and conveys whatever
meaning you intended when you wrote the
text. To all others, the writing appears as if it
were written in an unknown or magical script
that is unintelligible. Alternatively, you can
cause the writing to appear to be an entirely
different message, written in a different hand
and language, though the language must be
one you know. Should the spell be dispelled,
the original script and the illusion both
disappear. A creature with truesight can read
the hidden message.

Warlock DC 13 Mod +5
Page 1 (reverse)

You might also like