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Zeresh Azyrpan

Player: Anthony Vigeant


Male Yuan-Ti Pureblood Fighter 5 - CR 2
Neutral Evil; Deity: Dendar, The night serpent ;
Skill Name Total Ability Prof Temp
Background: Criminal; Age: 32; Height: 6'; Weight: 230lb.
Acrobatics +2 DEX (2) -
Ability Score Modifier Saving Throw
Animal Handling +0 WIS (0) -
STR 17 +3 +6 Arcana -1 INT (-1) -
STRENGTH
Athletics +6 STR (3) +3
DEX 14 +2 +2 Giant's Might : Advantage
DEXTERITY
Deception +4 CHA (1) +3
CON 13 +1 +4 History -1 INT (-1) -
CONSTITUTION

INT Insight +0 WIS (0) -


INTELLIGENCE
9 -1 -1 Stone Rune : Advantage

WIS Intimidation +4 CHA (1) +3


WISDOM
11 0 +0 Investigation -1 INT (-1) -
CHA 13 +1 +1 Medicine +0 WIS (0) -
CHARISMA
Nature -1 INT (-1) -
Perception +0 WIS (0) -
AC 16 Initiative +2 Speed 30 ft Performance +1 CHA (1) -
Proficiency +3 Inspiration Persuasion +1 CHA (1) -
HP 39 HD 5d10 Death Saves Religion -1 INT (-1) -
Damage / Current HP HD Used Success/Fail
Sleight of Hand +2 DEX (2) -
Stealth +5 DEX (2) +3
Survival +0 WIS (0) -

Number of Attacks 2 Passive Perception: 10


Handaxe Feats
War Caster
Main hand: +6, 1d6+3 slashing Rng: 20 ft./60 ft. You have advantage on Constitution saving throws that you make to maintain
Light, Thrown your concentration on a spell when you take damage.
Main w/ offhand: +6, 1d6+3 • You can perform the somatic components of spells even when you have
slashing weapons or a shield in one or both hands.
• WhenProficiencies:
a hostile creature’s movement provokes an opportunity attack from
Other
Offhand: +6, 1d6+3 slashing you, you can use your reaction to cast a spell at the creature, rather than
Tools: Dice set (+6) (Fire Rune
making an opportunity attack. The spell must(2d6
have afire, 1/short
casting rest,
time of 1 action
Ranged: +6, 1d6+3 slashing DC
and12 Str));
must target Smith's tools (+6); Thieves' tools (+6)
only that creature.
(Stone Rune (Reaction, 1/short rest, DC 12 Wis))
Ranged w/ offhand: +6, 1d6+3 Prerequisite: The ability to cast at least one spell
Weapons: Martial weapons; Simple weapons
slashing Armor: Heavy armor; Light armor; Medium armor;
Ranged offhand: +6, 1d6+3 Shields
slashing
Handaxe Special Abilities
Main hand: +6, 1d6+3 slashing Rng: 20 ft./60 ft. Action Surge (1/short rest)
Light, Thrown Starting at 2nd level, you can push yourself beyond your normal limits for a
Main w/ offhand: +6, 1d6+3 moment. On your turn, you can take one additional action on top of your
regular action and a possible bonus action.
slashing
Offhand: +6, 1d6+3 slashing Criminal Contact
Once you use this feature, you must finish a short or long rest before you can
You
use ithave a very
again. reliable
Starting and level,
at 17th trustworthy contact
you can use it within a seedya network
twice before rest, but of
only
criminals.
once on theYou canturn.
same get messages to and from this contact over long distances
Ranged: +6, 1d6+3 slashing through the use of local messengers, caravan masters, sailors, pirates, etc.
that can get it delivered in a timely manner and get a response just as fast.
Ranged w/ offhand: +6, 1d6+3 Darkvision (120 feet)
Many creatures in fantasy gaming worlds, especially those that dwell
slashing underground, have darkvision. Within a specified range, a creature with
Ranged offhand: +6, 1d6+3 darkvision can see in darkness as if the darkness were dim light, so areas of
darkness are only lightly obscured as far as that creature is concerned.
slashing Extra Attack
However, the creature can't discern color in darkness, only shades of gray.
Beginning at 5th level, you can attack twice, instead of once, whenever you
take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this
class and to four when you reach 20th level in this class.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
Khopesh Experience & Wealth
Main hand: +6, 1d8+3 slashing Versatile Experience Points: 4/5
Current Cash: 90 gp
Both hands: +6, 1d10+3 slashing
Longbow Role Playing
Bond: Greatest - I aim to become the greatest clan
Ranged, both hands: +5, Rng: 150 ft./600 ft.
leader that ever walked the realm.
Ammunition,
1d8+2 piercing : Enforcer - Enforcer
Heavy, Two-
Handed
Special Abilities
Scimitar
Second Wind (recover 1d10+5 hp, 1/short rest)
Main hand: +6, 1d6+3 slashing Finesse, Light You have a limited well of stamina that you can draw on to protect yourself
from harm. On your turn, you can use a bonus action to regain hit points
Main w/ offhand: +6, 1d6+3 equal to 1d10 + your fighter level. Once you use this feature, you must finish
a short or long rest before you can use it again.
slashing Stone Rune (Reaction, 1/short rest, DC 12 Wis)
While wearing or carrying an object with this rune, your Wisdom (Insight)
Offhand: +6, 1d6+3 slashing checks are made with advantage and you have 120 feet of darkvision.

Additionally, when a creature visible to you ends its turn within 30 feet of you,
Breastplate you can take a reaction to invoke the rune. The creature must make a
Racial Spells & Spell-Like Abilites
Wisdom save. On a failure, the creature becomes charmed by you for 1

+4 minute. While so charmed, it has a speed of 0 and is incapacitated in a


Animal
dreaming Friendship
Poison Spray
the effect with
(At the
stupor. It can repeat
(At will)
a successful
will)
save at the end of each off its turns, ending
save. Once used, you cannot invoke this rune
again until you complete a short or long rest.
Suggestion (1/long rest)
Gear
Tracked Resources
Total Weight Carried: 105.3 lbs, Action Surge (1/short rest)
(Maximum: 255 lbs)
Arrows x20 1 lb (20 @0.05 lbs) Arrows
Backpack (empty) 5 lbs
Breastplate 20 lbs Fire Rune (2d6 fire, 1/short rest, DC 12 Str)
Crowbar 5 lbs
Hammer 3 lbs Giant's Might (+1d6 damage 1/turn, 3/long rest)
Handaxe 2 lbs Handaxe
Handaxe 2 lbs
Khopesh 3 lbs Handaxe
Longbow 2 lbs Rations
Money 1.8 lbs
Piton x10 2.5 lbs (10 @0.25 lb Second Wind (recover 1d10+5 hp, 1/short rest)
Quiver (empty) 1 lb Stone Rune (Reaction, 1/short rest, DC 12 Wis)
Rations x10 20 lbs (10 @2 lbs)
Rope, hempen (50 feet) 10 lbs Torch
Scimitar 3 lbs
Tinderbox 1 lb Languages
Torch x10 10 lbs (10 @1 lb) Abyssal Draconic
Waterskin 5 lbs Common Giant
Special Abilities Other Spells & Powers
Fire Rune (2d6 fire, 1/short rest, DC 12 Str)
While wearing or carrying an object with this rune, double your proficiency bonus Feats, Bonus Spells:
for any ability checks you make using your proficiency with a tool.
Proficiencies Spells:
Additionally, when you hit a creature with an attack using a weapon, you can
Giant's Might
invoke the rune to(+1d6 damage
create flaming 1/turn,
shackles. 3/long
The target rest)
suffers and additional 2d6
As
fire adamage,
bonus action,
and it you
mustimbue
makeyourself withsave.
a Strength the might
On a of a giant,
failure, it's magically
restrainedgaining
by the
these
shackles benefits for 1 minute:
for 1 minute. While restrained in this way, it takes 2d6 fire damage at the
beginning of each of its turns, but can repeat the save at the end of each of its
•turns.
If youOnarea not already save,
successful Large,the
you becomeare
shackles so.banished.
If you don't haveused,
Once enough
youroom
cannotto
Magic
become Resistance
Large,
invoke
You this
have runeyour
again
advantage
size
on
does
until younot
saving
change.
complete
throws a short
against or long
spells and rest.
other magical effects.
• You have advantage on ability checks and saving throws based on Strength
• Once on
Poison each of your turns, one of your weapon or unarmed attacks can deal
Immunity
an extra
You 1d6 damage
are immune to a hit
to poison target.and the poi~oned condition.
damage
Rune Carver
You can use this (DC
feature12)
a number of times equal to your proficiency bonus, and
You learn two
you regain runes uses
all spent of your
of itchoice. Eachcomplete
when you time youagain
longarest.
level in this class, you
can replace a rune you know with a different one. You learn additional runes at
levels 7, 10, and 15.

When you complete a long rest, you can touch a number of objects equal to the
total number of runes you
Heroknow
Lab and insribe
and the HeroaLab
different rune
logo are on each Trademarks
Registered object. Suchof LWD Technology, Inc. Free download at https://www.wolflair.com
an object must be a weapon, armor, a shield, jewelry,
SystemorReference
someotherDocument
item you5.1
canCopyright 2016, Wizards of the Coast, Inc.
wear or hold in your hand. The rune remains on that object until you complete a
long rest. An object can only have one inscribed rune at a time.

If a rune requires a saving throw, your Rune Magic save DC is 8 + your


proficiency bonus + your Constitution modifier.

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