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Level 5 Half-Elf Necromancer, Undertaker 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Duran Duran
Charlatan Chaotic Neutral Rory
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

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


STRENGTH Studded Leather 15 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +3
11
SHIELD
AC
Spellcasting. You can prepare 10 spells from the
N
CIE C
your spellbook. You use an arcane focus to cast
+0 Strength spells. And can also cast Necromancer spells as a
Y
PROFI

+0 ritual.
+3 Dexterity
✘ +4 Constitution ARMOR CLASS Life Tap. 5/long rest. As an action, you can make a
DEXTERITY
+2 Intelligence
melee spell attack against a living creature, dealing
MAXIMUM HIT DICE TEMPORARY necrotic damage equal to 2d8 + your Charisma
16 ✘
-1 Wisdom

+8 Charisma
33 5d6 modifier on a hit. You gain temporary hit points
equal to the amount of necrotic damage dealt. If
CONDITIONAL
this feature kills the creature, you gain twice as
many temporary hit points from using this feature.
+3
Necromancer Occult.
CURRENT HIT POINTS Undertaker. An undertaker is from the Occult that
CONSTITUTION DEATH SAVING THROWS
specializes in raising the dead and has no fear of
SAVING THROWS
death since death itself fights for them.
12 N
CIE C

+3 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft. Soul Harvest. At the end of your turn, if you or any
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION undead under your control have killed one or more
-1 Animal Handling (Wis)
creatures, you gain 5 hit points. If doing so would
+1 ✘ +5 Arcana (Int) Darkvision grant you more hit points than you can have, you
Resistances. Necrotic gain temporary hit points equal to the amount of
+0 Athletics (Str)
excess hit points received.
INTELLIGENCE ✘ +8 Deception (Cha)
Spontaneous Unburial. You may cast the spell
15 +2 History (Int)
-1 Insight (Wis)
animate dead as an action and you do not require a
corpse or pile of bones to do so; the skeleton or
zombie will claw its way up from underground and
✘ +8 Intimidation (Cha) SPEED, SENSES, & CONDITIONS acts on your next turn.
+2 +2 Investigation (Int)
Fey Ancestry. You have advantage on saving Unholy Resistance. You have resistance to necrotic
-1 Medicine (Wis)
throws against being charmed, and magic can’t damage and your hit point maximum cannot be
WISDOM +2 Nature (Int) reduced. This feature also extends to any undead
put you to sleep.
under your control.
8 -1 Perception (Wis)
+5 Performance (Cha)
✘ +8 Persuasion (Cha)
-1 +2 Religion (Int)
✘ +6 Sleight of Hand (Dex)
CHARISMA ✘ +6 Stealth (Dex)

20 -1 Survival (Wis)
SKILLS

+5 9 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Sickle 5 ft +3 vs AC 1d4 + 0 slashing
Light
FEATURES & TRAITS
Crossbow, Light 80/320 +6 vs AC 1d8+3 piercing
Ammunition, Loading, Two-Handed
Armor Proficiencies. Light Armor

Weapon Proficiencies. Simple Weapons

Tool Proficiencies. Disguise kit, Forgery kit

Languages. Common, Elvish, Dwarvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 25 6'2" 110 lb.
GENDER AGE HEIGHT WEIGHT
Duran Duran Blue Pale White
CHARACTER NAME EYES SKIN HAIR

Big Pep
Lil Pep NAME
Lil G
The Ghost Peppers
Dain (pls come back)

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You have always had a way with people. You know what makes them tick, you can tease out their hearts’ desires after a
few minutes of conversation, and with a few leading questions you can read them like they were children’s books. It’s a
useful talent, and one that you’re perfectly willing to use for your advantage.
Flattery is my preferred trick for getting what I want.
I pocket anything I see that might have some value. You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people
away from things that sound too good to be true, but common sense seems to be in short supply when you’re around.
The bottle of pink-colored liquid will surely cure that unseemly rash, this ointment—nothing more than a bit of fat with
a sprinkle of silver dust—can restore youth and vigor, and there’s a bridge in the city that just happens to be for sale.
These marvels sound implausible, but you make them sound like the real deal.
PERSONALITY TRAITS

Fairness. I never target people who can’t afford to


lose a few coins. (Lawful)

IDEAL

I come from a noble family, and one day I’ll reclaim


my lands and title from those who stole them from
me.

BOND

I can’t resist swindling people who are more


powerful than me.

FLAW BACKGROUND STORY

False Identity
You have created a second identity that includes
documentation, established acquaintances, and
disguises that allow you to assume that persona.
Additionally, you can forge documents including
official papers and personal letters, as long as you
have seen an example of the kind of document or
the handwriting you are trying to copy.

BACKGROUND FEATURE

A nightcap that, when worn, gives you pleasant


dreams

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Sickle] 1 2 Bag of Holding 1 15
[Studded Leather] 1 13 Potion of Healing 2 1
Crossbow, Light 1 5
Crossbow Bolt 20 1
Explorer’s Pack 1 10
Disguise Kit 1 3
Crystal 1 1
Ball Bearings (bag of 1,000) 5 10
Clothes, Fine 1 6

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 325 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

73.5 lb / 165 lb 330 lb

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

1 human skull
10 stoppered bottles filled with colored liquid
1/2 purple mushroom 1/4 red mushroom 1/4 blue mushroom
Upsidedown mud and 5 flowers
16 orc hands
6 ogre hands
1 red shrine candle (used)
Harbins papers: Shipping manifests: Cattle; seasonal, Spices/Blacksmith; regular, Logging camp; numbers
dwindling. Tala Mistforge Correspondence
Book: A Druids Guide to Expanding the Mind: Herbalism. Time spent: 2h 3h 6h 8h 4h = 23h
Blank book

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

Question Mark Key: Found in Savaros Shrine


#1 #2
south of Coniberry
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.
Phandalin POI
Hopper - Prisoner Conyberry - Northwest of Phandalin. Rumours of roaming barbarians and a
Linenee - Lionshield Coster Storekeeper ruined temple to the south hiding gold.
Elmar - General Goods. Lisp. Neverwinter woods - Logging camp along river. River flows west.
Harbin Wester - Town Master. Paranoid. Dragon phobia. House was much Tibor Wester - Harbins brother. At logging camp.
smaller than I expected. Don Raskin - Neverwinter official in Phandalin. Needed escort to mine in
Adabra Wyn - Human Midwife. South of town in windmill. direction of Conyberry.
Toblin - Stonehill inn's innkeeper
Barthen - Provisioner Party
Dain: Human Warrior
History book info: Savaros: God of Divination and Fate Nemia: Tiefling Bard
Urged villagers to head to shrine Fan: Wood Elf Ranger, Staf 2 Wolf
Village and shrine were attacked however attackers could not find treasure Willow: Halfling Rogue
Koros: Dragonborn Barbarian
Fortress in mountains to south sleeping dragon white/blue hue Wancy: Archfey Warlock
Lil G: Pixie Paladin

NOTES NOTES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +8 16 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Necromancer, Undertaker

CANTRIPS Animate Skull Blood Tide


Chill Touch

1ST LEVEL 4 SPELL SLOTS Cause Fear Creeping Crawling Hand


Ray of Sickness

2ND LEVEL 3 SPELL SLOTS Grimlore’s Shadowgrasp Suffer

3RD LEVEL 2 SPELL SLOTS Animate Dead Mummify


Animate Skull Blood Tide Chill Touch
Necromancy Cantrip Necromancy Cantrip (blood) Necromancy Cantrip

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


RANGE Touch RANGE 25 ft. RANGE 120 feet
DURATION 1 hour DURATION 4 rounds DURATION 1 round
COMPONENTS V, S, M (a skull) COMPONENTS V COMPONENTS V, S

The saying “Dead men tell no tales.” isn’t always true. When you cast this spell, the targeted creature must succeed on a You create a ghostly, skeletal hand in the space of a creature within
You imbue a skull with necromantic magic, granting it an eerie Constitution saving throw or bleed from its nose, eyes, ears, and range. Make a ranged spell attack against the creature to assail it
semblance of life. When you cast this spell, you can speak a phrase of mouth. This bleeding causes no damage but imposes a –2 penalty on with the chill of the grave. On a hit, the target takes 1d8 necrotic
10 words or fewer. Whenever a creature touches the skull or enters a the creature’s Intelligence, Charisma, and Wisdom checks. Blood tide damage, and it can’t regain hit points until the start of your next turn.
space within 5 feet of it, the skull speaks the phrase. You can also has no effect on undead or constructs. Until then, the hand clings to the target. If you hit an undead target,
choose to infuse the skull with malicious energy. When you do, once A bleeding creature might also attract the attention of creatures it also has disadvantage on attack rolls against you until the end of
per turn when a creature other than you touches the skull, it will such as stirges, sharks, or giant mosquitoes, depending on the your next turn. This spell’s damage increases by 1d8 when you reach
snap at them with its teeth. The creature must make a Dexterity circumstances. 5th level (2d8), 11th level (3d8), and 17th level (4d8).
saving throw. If they fail, they take 1d4 piercing damage. An A cure wounds spell stops the bleeding before the spell’s duration
animated skull has 6 AC and 1 hit point. expires, as does a successful DC 10 Wisdom (Medicine) check.
This spell’s piercing damage increases by 1d4 when you reach 5th The duration increases to 2 minutes at 5th level, 10 minutes at
level (2d4), 11th level (3d4), and 17th level (4d4). 11th level, and 1 hour at 17th level.

Spellcasting (Necromancer) The Compendium of Forgotten Secrets Spellcasting (Necromancer) Deep Magic: Blood & Doom Spellcasting (Necromancer) Player’s Handbook

Cause Fear Creeping Crawling Hand Ray of Sickness


1st-level necromancy 1st-level necromancy (ritual) 1st-level necromancy

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


RANGE 60 feet RANGE Touch RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 hour DURATION Instantaneous
COMPONENTS V COMPONENTS V, S, M (severed hand of a creature) COMPONENTS V, S

You awaken the sense of mortality in one creature you can see within Choose the hand of a creature that has been severed from its body A ray of sickening greenish energy lashes out toward a creature
range. A construct or an undead is immune to this effect. The target for longer than 24 hours and grant it sentience. For the duration of within range. Make a ranged spell attack against the target. On a hit,
must succeed on a Wisdom saving throw or become frightened of the spell, the creeping claw (MM pg.44) is under your control and can the target takes 2d8 poison damage and must make a Constitution
you until the spell ends. The frightened target can repeat the saving be commanded using your bonus action. The claw can only saving throw. On a failed save, it is also poisoned until the end of
throw at the end of each of its turns, ending the effect on itself on a understand simple commands. The claw is under your control for 1 your next turn.
success. hour, after which it stops obeying you. To reassert control for At Higher Levels. When you cast this spell using a spell slot of 2nd
At Higher Levels. When you cast this spell using a spell slot of 2nd another hour or to assert control over an existing crawling claw, you level or higher, the damage increases by 1d8 for each slot level above
level or higher, you can target one additional creature for each slot may cast this spell again. 1st.
level above 1st. The creatures must be within 30 feet of each other If the claw is still alive when the spell ends, it will attempt seek to
when you target them. reunite itself with its rightful owner. If its original owner is dead, the
claw will wander off purposelessly.

Spellcasting (Necromancer) Xanathar’s Guide to Everything Spellcasting (Necromancer) Grimlore’s Grimoire Spellcasting (Necromancer) Player’s Handbook

Grimlore’s Shadowgrasp Suffer Animate Dead


2nd-level necromancy 2nd-level necromancy 3rd-level necromancy

CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 minute
RANGE 30 feet RANGE 30 feet RANGE 10 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)

You create a floating hand made of shadow in an unoccupied space True misery is more than pain entering the mind; it is pain entering This spell creates an undead servant. Choose a pile of bones or a corpse
that you can see within range. When you cast the spell, you can make the soul. of a Medium or Small humanoid within range. Your spell imbues the
a melee spell attack against a creature within 5 feet of the shadowy You point at a creature within range and speak a terrible word, target with a foul mimicry of life, raising it as an undead creature. The
hand. On a hit, the target takes 1d12 of necrotic damage and must commanding them to suffer. The target must make a Charisma saving target becomes a skeleton if you chose bones or a zombie if you chose a
make a Wisdom saving throw or be frightened of you until the end of throw. If they fail, they take 2d8 necrotic damage and 2d8 psychic corpse (the DM has the creature’s game statistics).
its next turn. damage and they have disadvantage on Strength and Dexterity ability On each of your turns, you can use a bonus action to mentally
As a bonus action, you can move the shadowy hand up to 20 feet checks for 1 minute. If they succeed, they take half as much damage command any creature you made with this spell if the creature is within
and repeat the attack against a creature within 5 feet of it. and do not have disadvantage. 60 feet of you (if you control multiple creatures, you can command any
At Higher Levels. When you cast this spell using a spell slot of 3rd At Higher Levels. When you cast this spell using a spell slot of 3rd or all of them at the same time, issuing the same command to each one).
level or higher, the damage dealt by the hand increases by 1d12 for level or higher, the necrotic damage or the psychic damage (your You decide what action the creature will take and where it will move
during its next turn, or you can issue a general command, such as to
every two spell slot levels above 2nd. choice) increases by 1d8 per slot level above 2nd. guard a particular chamber or corridor. If you issue no commands, the
creature only defends itself against hostile creatures. Once given an
order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops
obeying any command you’ve given it. To maintain control of the
creature for another 24 hours, you must cast this spell on the creature
again before the current 24-hour period ends. This use of the spell
reasserts your control over up to four creatures you have animated with
this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 4th level
or higher, you animate or reassert control over two additional undead
creatures for each slot level above 3rd. Each of the creatures must come
from a different corpse or pile of bones.

Spellcasting (Necromancer) Grimlore’s Grimoire Spellcasting (Necromancer) The Compendium of Forgotten Secrets Spontaneous Unburial (Necromancer) Player’s Handbook
Mummify
3rd-level necromancy

CASTING TIME 1 action


RANGE Touch
DURATION Concentration, up to 10 minutes
COMPONENTS V, S

You touch a creature and utter an ancient curse. The target must
succeed on a Strength saving throw or take 2d8 necrotic damage and
become restrained as spectral wrappings begin to tighten around its
body. Until the spell ends, as an action on each of your turns, you can
cause the target to take an additional 2d8 necrotic damage every
round after the spell was initially cast. The target can use its action to
make a Strength saving throw, breaking the spectral wrappings and
ending the spell.
A creature that dies while under the effect of this spell becomes a
mummy that is friendly to you and your companions for the
remaining duration. Roll initiative for the mummy, which has its own
turns. It obeys any verbal commands that you issue to it (no action
required by you). If you don’t issue any commands to the mummy, it
defends itself from hostile creatures but otherwise takes no actions.
Once the duration is reached, the mummy dies and turns to ash.
If your concentration is broken, the mummy doesn’t die. Instead,
you lose control of the mummy, it becomes hostile toward you and
your companions, and will attack. An uncontrolled mummy can’t be
dismissed by you, and it turns to ash 10 minutes after the spell was
initially cast. The DM has the mummy’s statistics.

Spellcasting (Necromancer) Grimlore’s Grimoire


Sickle Crossbow, Light Explorer’s Pack
Weapons Weapons Equipment Packs

Includes 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 hempen rope strapped to the side of it.

2 lb. Player’s Handbook 5 lb. Player’s Handbook 10 lbs. Player’s Handbook

Disguise Kit Potion of Healing Ball Bearings (bag of 1,000)


Tools Potions Adventuring Gear

The perfect tool for anyone who wants to engage in trickery, a disguise You regain 2d4 + 2 hit points when you drink this potion. As an action, you can spill these tiny metal balls from their
kit enables its owner to adopt a false identity. Whatever its potency, the potion’s red liquid glimmers pouch to cover a level, square area that is 10 feet on a side.
Components. A disguise kit includes cosmetics, hair dye, small props,
and a few pieces of clothing. when agitated. A creature moving across the covered area must succeed
Deception. In certain cases, a disguise can improve your ability to on a DC 10 Dexterity saving throw or fall prone. A creature
weave convincing lies. moving through the area at half speed doesn’t need to
Intimidation. The right disguise can make you look more fearsome, make the save.
whether you want to scare someone away by posing as a plague victim
or intimidate a gang of thugs by taking the appearance of a bully.
Performance. A cunning disguise can enhance an audience’s
enjoyment of a performance, provided the disguise is properly designed
to evoke the desired reaction.
Persuasion. Folk tend to trust a person in uniform. If you disguise
yourself as an authority figure, your efforts to persuade others are often
more effective.
Create Disguise. As part of a long rest, you can create a disguise. It
takes you 1 minute to don such a disguise once you have created it. You
can carry only one such disguise on you at a time without drawing undue
attention, unless you have a bag of holding or a similar method to keep
them hidden. Each disguise weighs 1 pound.
At other times, it takes 10 minutes to craft a disguise that involves
moderate changes to your appearance, and 30 minutes for one that
requires more extensive changes.
DISGUISE KIT
Activity DC
Cover injuries or distinguishing marks 10
Spot a disguise being used by someone else 15
Copy a humanoid’s appearance 20

3 lbs. Player’s Handbook ½ lb. Dungeon Master’s Guide 2 lb. Player’s Handbook

Bag of Holding
Wondrous Items

This bag has an interior space considerably larger than its


outside dimensions, roughly 2 feet in diameter at the
mouth and 4 feet deep. The bag can hold up to 500
pounds, not exceeding a volume of 64 cubic feet. The bag
weighs 15 pounds, regardless of its contents. Retrieving an
item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and
is destroyed, and its contents are scattered in the Astral
Plane. If the bag is turned inside out, its contents spill forth,
unharmed, but the bag must be put right before it can be
used again. Breathing creatures inside the bag can survive
up to a number of minutes equal to 10 divided by the
number of creatures (minimum 1 minute), after which time
they begin to suffocate.
Placing a bag of holding inside an extradimensional space
created by a handy haversack, portable hole, or similar item
instantly destroys both items and opens a gate to the Astral
Plane. The gate originates where the one item was placed
inside the other. Any creature within 10 feet of the gate is
sucked through it to a random location on the Astral Plane.
The gate then closes. The gate is one-way only and can't be
reopened.

15 lb. Dungeon Master’s Guide

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