Kamui Hasinaw-Uk: 3 Samurai 2, Warlock (The Hexblade) 1 Gaius Criminal Human 900

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3 Samurai 2, Warlock (the Hexblade) 1 Gaius

Kamui Hasinaw-uk
LEVEL & CLASS PLAYER NAME

Criminal Human 900 2,700


BACKGROUND Spy RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
● +3 STR -1 INT
PRO

12 Armor Hide

28 +2 15
STRENGTH +2 DEX -1 WIS
Shield

+1 ● +4 CON
RESISTANCES
+3 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex ● Medium Armor Heavy Armor

Magic
12 1 Misc Dual Wielder (if 2 weapons)
Temporary Hit Points: Misc
DEXTERITY
+2 ARMOR

+2 CURRENT HIT POINTS INITIATIVE


INSPIRATION

14 SUCCESSES LEVEL DIE USED ENCUMBERED


2 d10+2 20 ft

CONSTITUTION SAVING THROWS FAILURES


1 d8+2
30 ft 13 ABILITY
SAVE DC
CHARISMA

+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+2 Acrobatics (Dex) ● Light ● Medium ● Heavy ● Shields

PRO
PRO

15 -1 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple ● Martial Other Weapons:
-1 Arcana (Int) Second Wind (1d10+2) 1 SR
INTELLIGENCE ● +3 Athletics (Str) Action Surge 1 SR LANGUAGES TOOLS & OTHERS

-1
● +5 Deception (Cha) Hexblade's Curse 1 SR Common Dice Set
-1 History (Int) from Human Thieves' tools
-1 Insight (Wis)
8
+3 Intimidation (Cha)
-1 Investigation (Int)
WISDOM
-1 Medicine (Wis)

-1 -1 Nature (Int) LIMITED FEATURES PROFICIENCIES


● +1 Perception (Wis)
8 +3 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

+3 Persuasion (Cha) Second Wind


CHARISMA ● +1 Religion (Int) Hexblade's Curse

+3 ●
+2 Sleight of Hand (Dex)
+4 Stealth (Dex)
-1 Survival (Wis)
16
● +4 Thieves' tools (Dex)
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

11 PASSIVE WISDOM (PERCEPTION) Longsword Pact Weapon (Onikiri) ✔ Cha Melee +5 1d8+3 Slashing
Versatile (1d10)
DESCRIPTION

Shortsword (Ubadachi) ✔ Dex Melee +4 1d6+2 Piercing


Finesse, light
SENSES Handaxe ✔ Str Melee, 20/60 ft +3 1d6+1 Slashing
Light, thrown
NAME TOTAL NAME TOTAL
Handaxes 2 Arrows 20 Long Bow ✔ Dex 150/600 ft +4 1d8+2 Piercing
Ammunition, heavy, two-handed

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Samurai, level 2:
◆ Two-Weapon Fighting Style (Fighter 1, PHB 72) I am always calm, no matter the situation. I never raise my voice
I can add my ability modifier to the damage of my off-hand attacks or let my emotions control me.
◆ Second Wind (Fighter 1, PHB 72) [1d10+2, 1× per short rest]
As a bonus action, I regain 1d10 + fighter level HP; I can use this once per short rest
◆ Action Surge (Fighter 2, PHB 72) [1× per short rest] PERSONALITY TRAITS
I can take one additional action on my turn on top of my normally allowed actions
Freedom: Chains are meant to be broken, as are those who
Warlock (the Hexblade), level 1: would forge them.
◆ Pact Magic (Warlock 1, PHB 107) [2 cantrips & 2 spells known]
I can cast warlock cantrips/spells that I know, using Charisma as my spellcasting ability IDEALS
I can use an arcane focus as a spellcasting focus
I regain these spell slots on a short rest Someone I loved died because of a mistake I made. That will
◆ Hex Warrior (the Hexblade 1, XGtE 55) never happen again.
I gain proficiency with medium armor, shields, and martial weapons
When I finish a long rest, I can imbue one weapon I touch with my will
BONDS
Until my next long rest, I can use it with Charisma instead of Strength or Dexterity
I have to be proficient with the weapon and it can't have the two-handed property
An innocent person is in prison for a crime that I committed. I'm
This benefit also works with every weapon from Pact of the Blade, with no restriction
okay with that.
◆ Hexblade's Curse (the Hexblade 1, XGtE 55) [1× per short rest]
As a bonus action, I can curse a creature I can see within 30 ft of me for 1 minute
FLAWS
• I add my proficiency bonus to damage rolls against the cursed target
• My attack rolls against the curse target score a critical hit on a roll of 19 and 20
• If the target dies while cursed, I regain HP equal to my warlock level + Cha mod
The curse ends after 1 minute, when the target dies, I die, or I'm incapacitated Feature Name: Criminal Contact

I have a reliable and trustworthy contact who acts as my liaison to a


network of other criminals. I know how to get messages to and from
my contact, even over great distances; specifically, I know the local
messengers, corrupt caravan masters, and seedy sailors who can
deliver my messages.

BACKGROUND FEATURE

Human (+1 to two different ability scores of my choice)

Skills: I gain proficiency in one skill of my choice.

Feat: I gain one feat of my choice.

CLASS FEATURES RACIAL TRAITS

ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB


CP
Backpack, with 5 Dark, common clothes with hood 3
- Crowbar 2 5 Belt pouch (with coins) 1
- Hammer 3 Hide armor 12 SP

- Pitons 10 0.25 Longsword Pact Weapon (Onikiri) 1 3


- Torches 10 1 Shortsword (Ubadachi) 1 2
EP
- Tinderbox 1 Handaxe 2 2
- Rations, days of 10 2 Long Bow 1 2
- Waterskin
- Hempen rope, feet of 50 0.2
5 Arrows 20 0.05
130 GP

PP

WEIGHT CARRIED
97.1 lb
ENCUMBERED
ATTUNED MAGICAL ITEMS
61 - 120 lb
HEAVILY ENCUMBERED
121 - 180 lb
PUSH/DRAG/LIFT
SUBTOTAL 66.5 SUBTOTAL SUBTOTAL 28 181 - 360 lb
EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
FEAT: Dual Wielder Human bonus feat; PHB, page 165

I can use two-weapon fighting even when the one-handed


melee weapons I'm wielding aren't light. I can draw or stow two
one-handed weapons when I would normally be able to draw or
stow only one. +1 AC while wielding separate melee weapons in
each hand.

FEAT:

FEAT:

FEAT:

FEATS

MAGIC ITEM: Attuned

NOTES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB

MAGIC ITEM: Attuned

MAGIC ITEM: Attuned

MAGIC ITEM: Attuned

SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

MAGIC ITEM: Attuned

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Male 26 Medium 5'8" 146
Kamui Hasinaw-uk
GENDER AGE SIZE HEIGHT WEIGHT

Neutral Good Athena Dark, short ponytail Green Olive


ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME

ORGANIZATION

SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Kamui was in service to Lord Kami Kandakoro in his youth and was assigned as guard to his daughter Aria
Kandakoro. Serving as the personal guard to Aria, he grew close with her, and eventually grew to be taken by
her charm. Lord Kandakoro did not know of his romantic desires, but he warned Kamui not to fall for his
daughter, nor to ever hurt her. At this time, in the blossoming of their youthful courtship, Kamui wielded only
one sword, Ubadachi, tachi that was often mocked for its diminutive size. In the foolishness of youth, Aria
revealed the greatest and most terrible of secrets, a strange sword sealed away in Lord Kandakoro's manor.
The sword was sealed in its scabbard and made a strange sloshing sound, as if water was trapped in the
scabbard. Kamui felt drawn to the sword, and foolishly stole it away without realizing it's terrible malevolence.
Enemies of Lord Kandakoro took notice of the young samurai carrying his forbidden sword, and came in the
night to slay Kandokoro's line and pillage his manor, an oni masked samurai was among them who sought the
sword that was rumored to be found in the manor. Kamui, not being a resident of the manor, returned to find
APPEARANCE the it pillaged, his sweet Aria killed, the masked samurai confronted him "Hand over the sword boy, and you
may yet live" Whether the samurai wanted to wield the blade or destroy it is unknown, for Kamui slew him. He
broke the seal on the scabbard, spilling out the blood of an ancient oni. The crimson liquid that coated the
Poor LIFESTYLE DAILY PRICE 2 sp blade, like water to a sponge, seemed to seep into the metal, revealing the honed steel edge. The blade
thirsted for blood. Kamui fought wrathfully against the samurai who killed his beloved Aria. The masked
samurai managed to get the upper hand, knocking Kamui down onto his back, and the sword just out of his
reach. The samurai leapt to do a plunging attack, but Onikrir seemed to shoot back into Kamui's hand, and
almost seemed to guide it into a devastating blow, slicing straight through the armor and arms of the samurai.
Screaming in agony the masked samurai fell to his knees. Kamui placed his sword against the back of the
samurai's neck, raised up his sword and decapitated the masked samurai in one fell swoop.
Since then he has been a ronin. Searching for purpose, fighting against the bloodlust that the thirsty Onikiri
evokes in him. Kamui joined the Keepers, seeing it as a means to maintain some semblance of his sense of
duty.

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Xanathar's options:
Born in the house of a healer or midwife
5 siblings, 2 younger sisters, 1 younger brother, 1 older sister, 1 older brother
Raised largely by older sister.
Comfortable lifestyle, Large House
Others saw me as strange, and so I had few companions

I squired for a knight who taught me how to fight, care for a steed, and conduct
myself with honor. I decided to take up that path for myself.
When I was faced with a terrible crisis, I *drew the sword* (prayed) to any being
who would listen, and the creature that answered became my patron.

I fell in love, but she was murdered and it was my fault, so I committed murder for
revenge but was not caught, and made an enemy of an adventurer for which I
was to blame

Older brother is a lawful neutral samurai in the military, he is of some rank, and
while we are family our age difference prevented us from being close.
Older sister is a a neutral good nature domain cleric. She played a large part in
raising me, in addition to my mother.
My father was a lawful neutral academic, and while not rich, he was well respected
in the court of our lord. for this reason I was entrusted with my position as the
body guard to lord Kandakoro's daughter despite my lack of seniority.

Character motivations and alignment


1: Character is neutral good alignment, with respect for honour and warrior code,
but not rigidly held-fast to it.
2: I am mortal enemies with the Ochi clan. They are the ones who killed my lord
and his daughter Aria. The Ochi clan fears or hates foreign deities.
3: Kamui still feels great sorrow and guilt for the death of Aria. Onikiri exploits this
guilt to convince him to kill in the name of revenge. For this reason, Kamui acts as
a merciless defender of those he cares about. While Kamui was never known for
having many friends, he now defends his allies with a vengeance.

NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL

Kamui Hasinaw-uk
SPELL SLOTS
CHARACTER NAME

WARLOCK SPELLS Charisma +5 DC 13


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


Prestidigitation Minor trick; harmless sensory effect, illusory image, snuff light, clean/soil/chill/warm/flavor etc. — Trans 1a 10 ft V,S 1 h (D) P 267
Sword Burst All crea in range save or 1d6 Force damage; +1d6 at CL 5, 11, and 17 Dex Conj 1a 5 ft V Instantaneous S 143

1ST LEVEL

SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


Armor of Agathys 5+5/SL temp hp; as long as temp hp last any crea that hits in melee takes 5+5/SL Cold dmg — Abjur 1a Self V,S,M 1 h P 215
Hex 1 crea +1d6 Necrotic dmg from your atks; dis. on chosen ability checks; SL3: conc, 8h; SL5: conc, 24h — Ench 1 bns 90 ft V,S,M Conc, 1 h P 251

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign); Spell Sheet 1/1 Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
PLAYER REFERENCE
LINE

Point of Origin CONE CUBE SPHERE CYLINDER


AREA OF EFFECT

ATTACK (action) HIDE (action) BLINDED


Make one melee or ranged attack with a weapon, or Hide from those that can’t perceive you. Your Dex Fail checks involving sight. LEVEL EFFECT (cumulative)
multiple attacks with the ‘Extra Attack’ class feature. (Stealth) check is the DC for anybody’s Wis (Perception) Attacks have disadvantage. 1 Disadvantage on ability checks
(See the ‘Attack Action’ section below.) check to discover you. Enemy attacks have advantage. 2 Speed halved
CAST A SPELL (casting time of the spell) OVERRUN (action or bonus action) (DMG 272) CHARMED 3 Disadvantage on attacks / saves
Effect depends on the spell being cast. Move through hostile’s space once by winning opposing Can’t harm/attack charmer. 4 Hit Point maximum halved
DASH (action) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on 5 Speed reduced to 0
Gain your speed as extra movement for this turn. disadvantage if you are smaller than the opponent. ability checks to interact socially. 6 Death
READY (action) DEAFENED EXHAUSTION (PHB 291)
DISENGAGE (action)
Your movement doesn’t provoke opportunity attacks for Choose an action that you will take in response to a set Fail checks involving hearing.
the rest of the turn. trigger. Taking the action uses your reaction. Readying a FRIGHTENED
DODGE (action)
spell requires concentration and expends the spell slot. Disadvantage to checks/attacks while the source of fear is in sight.
Attack rolls from attackers you can see have disadvantage SEARCH (action) Can’t willingly move closer to the source of fear.
and you have advantage on Dex saving throws until the Search for something, possibly with a Wis (Perception) GRAPPLED
start of your next turn, until you become incapacitated or or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
your speed drops to 0. TUMBLE (action or bonus action) (DMG 272) moved out of grappler’s reach by an effect.
ESCAPE (action) Move through hostile’s space once by winning opposing INCAPACITATED
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Can’t take actions or reactions.
(Acrobatics) check vs. grappler’s Str (Athletics) check. USE OBJECT (action) INVISIBLE
HELP (action) You can interact with an object once per turn for free. A Can’t be seen (normally), but still make noise and tracks.
Give an ally advantage on next ability check or attack roll second interaction and special cases take an action to Attacks have advantage. Enemy attacks have disadvantage.
vs. an opponent within 5 ft of you, if done before the complete (e.g. draw a second weapon, equip a shield, PARALYZED
start of your next turn. drink a potion, retrieve an item from a backpack). Incapacitated. Can’t move or speak. Fail Str and Dex saving throws.
COMBAT ACTIONS (PHB 192) Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
PETRIFIED
Incapacitated. Can’t move or speak. Unaware of surroundings. Resistance
MELEE ATTACK (one attack) to all damage. Immune to poison / disease. Fail Str and Dex saving throws.
Normal attack on target within 5 ft. If attacking with a light HALF +2 AC and Dex saving throws Enemy attacks have advantage. Stop aging. Weight increases by factor 10.
melee weapon in one hand, allowed to make an attack with a 3/4 +5 AC and Dex saving throws POISONED
light melee weapon in other hand as a bonus action, see ‘Two- TOTAL Can’t be targeted directly by attack or spell Disadvantage on attack rolls and ability checks.
Weapon Fighting’. If either weapon has the thrown property, it COVER (PHB 196) PRONE
may be thrown as part of this action. Crawl (at ½ speed) or stand up (costs ½ speed). Attacks have disadvantage.
RANGED ATTACK (one attack) Enemy attacks have advantage within 5 ft and disadvantage if further away.
Normal attack if up to normal range (first number). Disadvantage on the attack if up to long range (second number).
RESTRAINED
Disadvantage on the attack if a hostile that is not incapacitated is within 5 ft and can see the attacker. Speed 0, regardless of bonus. Disadvantage on Dex saving throws.
TWO-WEAPON FIGHTING (bonus action with attack action) Attacks have disadvantage. Enemy attacks have advantage.
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
STUNNED
other hand as a bonus action. This off-hand attack can’t add a positive ability score modifier to the damage roll. If the Incapacitated. Can’t move. Can speak only falteringly.
weapon has the thrown property, it may be thrown as part of this action. Fail Str and Dex saving throws. Enemy attacks have advantage.
DISARM (instead of one attack) (DMG 271)
UNCONSCIOUS
Knock an item from grasp by winning weapon attack roll vs. opponent’s Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Can’t move or speak. Unaware of surroundings.
Disadvantage on the weapon attack roll if the item is being held with two or more hands. Larger opponents have Drop everything. Fail Str and Dex saving throws.
advantage and smaller have disadvantage. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
GRAPPLE (instead of one attack)
With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you CONDITIONS (PHB 290)

by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
MARK (with melee attack) (DMG 271)
LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
BLINDSIGHT Out to range, perceive without sight.
SHOVE (instead of one attack)
DARKVISION Out to range, treat dim light as bright light. Can’t see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. TRUESIGHT Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
ATTACK ACTION (PHB 195) LIGHT & VISION (PHB 183)

MOVE (limited by movement speed) FORCED MARCH


You can move your movement speed every turn. You can break up your Marching more than 8 hours per day requires a Con PACE MINUTE HOUR DAY EFFECT
movement between actions. You can switch back and forth between different saving throw at DC 10 + 1 per additional hour, at the Fast 400 feet 4 miles 30 miles -5 passive Perception
types (e.g. from flying to walking), by subtracting the distance already moved end of each additional hour. If failed, suffer one level Normal 300 feet 3 miles 24 miles ––
from the new speed. of exhaustion (see conditions). Slow 200 feet 2 miles 18 miles Able to use stealth
You can freely move through a nonhostile’s space, and through a hostile’s FOOD (one pound per day) TRAVEL PACE (PHB 182)
space if it is two sizes larger or smaller than you. Another creature’s space Go without food for 3 + Con modifier of consecutive
counts as difficult terrain. days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions).
CLIMB / SWIM (at ½ speed) WATER (one gallon per day)
May involve a Str (Athletics) check if the climb / swim is difficult. If only half a gallon is consumed, DC 15 Con saving throw at end of day. If failed or consumed less than half, suffer
CRAWL (at ½ speed) one level of exhaustion, or two levels of exhaustion if currently already exhausted (see conditions).
Crawl while prone (see conditions). Dropping prone costs no movement speed. FALLING
DIFFICULT TERRAIN (at ½ speed) 1d6 bludgeoning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from the fall.
Moving through difficult terrain costs twice as much speed. Another creature’s SUFFOCATING
space counts as difficult terrain. Hold breath for 1 + Con modifier in minutes (30 seconds minimum). After that, survive for Con modifier in
JUMP rounds, after which drop to 0 hit points and dying.
After moving at least 10 feet on foot, you can jump your Str score in feet straight SHORT REST
forward, or 3 + your Str modifier in feet up. The jump distance is halved when A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit points.
performing a standing jump. LONG REST
STAND UP (costs ½ speed) A long rest takes 8 hours with nothing too strenuous for more than 1 hour of that. Regain all hit points and half hit
Standing up from being prone costs half your movement speed for this turn. dice at end. If food and water are consumed, reduce exhaustion level by 1. Maximum of 1 long rest per 24 hours.
MOVEMENT (PHB 182) ENVIRONMENT (PHB 183)
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com

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