Rackthaw Oakenson: Character Level, Race, & Class Experience

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Level 5 Fallen Aasimar Warlock, The Hexblade 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Rackthaw Oakenson
Outlander Lawful Good Mikhail
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

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


STRENGTH Scale Mail 18 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +3
9
SHIELD
AC
Shield Eldritch Invocations.
N
CIE C
Devil’s Sight. You can see normally in darkness,
-1 Strength both magical and nonmagical, to a distance of 120
Y
PROFI

-1 feet.
+2 Dexterity
Improved Pact Weapon. You can use any weapon
+3 Constitution ARMOR CLASS you summon with your Pact of the Blade feature as
DEXTERITY
-1 Intelligence
a spellcasting focus for your warlock spells.
MAXIMUM HIT DICE TEMPORARY Thirsting Blade. You can attack with your pact
14 ✘


+2 Wisdom

+7 Charisma
43 5d8 weapon twice, instead of once, whenever you take
the Attack action on your turn.
CONDITIONAL
Pact of the Blade (Action). Create a pact weapon in
+2 your empty hand. This weapon counts as magical
for the purpose of overcoming resistance and
CURRENT HIT POINTS immunity to nonmagical attacks and damage.Your
CONSTITUTION DEATH SAVING THROWS
pact weapon disappears if it is more than 5 feet
SAVING THROWS
away from you for 1 minute or more. It also
16 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
disappears if you use this feature again, if you
dismiss the weapon (no action required), or if you
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION die.You can transform one magic weapon into your
-1 Animal Handling (Wis)
pact weapon by performing a special ritual while
+3 -1 Arcana (Int) Darkvision you hold the weapon. You perform the ritual over
Resistances. Necrotic, Radiant the course of 1 hour, which can be done during a
✘ +2 Athletics (Str)
short rest. You can then dismiss the weapon,
INTELLIGENCE ✘ +7 Deception (Cha) shunting it into an extradimensional space, and it
appears whenever you create your pact weapon
9 -1 History (Int)
-1 Insight (Wis)
thereafter. You can’t affect an artifact or a sentient
weapon in this way. The weapon ceases being your
pact weapon if you die, if you perform the 1-hour
✘ +7 Intimidation (Cha) SPEED, SENSES, & CONDITIONS ritual on a different weapon, or if you use a 1-hour
-1 -1 Investigation (Int) ritual to break your bond to it. The weapon appears
Celestial Resistance. You have resistance to at your feet if it is in the extradimensional space
-1 Medicine (Wis)
necrotic damage and radiant damage. when the bond breaks.
WISDOM -1 Nature (Int)
Hexblade’s Curse (Bonus Action—1/Short Rest).
9 -1 Perception (Wis) Healing Hands (Action—1/Long Rest). You can
touch a creature and cause it to regain 5 hit points. Choose one creature you can see within 30ft. The
+4 Performance (Cha) target is cursed for 1 minute. Until the curse ends,
Light Bearer. You know the light cantrip. you gain the following benefits:You gain a +3 bonus
+4 Persuasion (Cha)
-1 (Spellcasting: Charisma) to damage rolls against the cursed target and any
-1 Religion (Int) attack roll you make against the cursed target is a
Necrotic Shroud (1/Long Rest). The instant you critical hit on a roll of 19 or 20 on the d20.If the
+2 Sleight of Hand (Dex)
transform, other creatures within 10 feet of you cursed target dies, you regain 9 hp.
CHARISMA +2 Stealth (Dex) that can see you must each succeed on a Charisma
Hex Warrior. Whenever you finish a long rest, you
18 ✘ +2 Survival (Wis) saving throw (DC 15) or become frightened of you
until the end of your next turn. Your can touch one weapon that you are proficient with
SKILLS and that lacks the two-handed property. When you
transformation lasts for 1 minute or until you end
it as a bonus action. During it, once on each of attack with that weapon, you can use +7 for the
+4 9 PASSIVE PERCEPTION your turns, you can deal 5 extra necrotic damage attack and +4 damage.
to one target when you deal damage to it with an
attack or a spell.
ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Shadow Weapon 5 ft +7 vs AC +4
Depends on Weapon
FEATURES & TRAITS
Longsword 5 ft +7 vs AC 1d8+4 slashing
Versatile

Dagger 5 ft +7 vs AC 1d4+4 slashing Armor Proficiencies. Light Armor, Medium Armor,


Simple
Shields

Longbow 150/600 +5 vs AC 1d8+2 piercing Weapon Proficiencies. Simple Weapons, Martial


Ammunition, Heavy, Two-Handed Weapons

Tool Proficiencies. Flute

Languages. Common, Celestial, Orc

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 16 5'10" 153 lb.
GENDER AGE HEIGHT WEIGHT
Rackthaw Oakenson Red Tanned Black
CHARACTER NAME EYES SKIN HAIR

NAME

The Order of the Gauntlet

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Rackthaw was born in a very millitaristic clan of Aasimar who believed above all else that the answer to all the worlds
problems was their devine justice fueled by their Celestial forefathers. Their society is very loving and supprotive as long
as you remain on the path of rightiosness and dedicate yourself to the well being of the clan. He was born to a Aasimar
I place no stock in wealthy or well-mannered folk. Mother and a Celestial Father, who was rewarded for his valor in war with the privilledge (more an obligation to produce
Money and manners won’t save you from a hungry more warriors) of providing the seed for a new generation. Rackthaw has 6 Brothers and 3 sisters all from different
owlbear. mothers. They were all raised under one roof with a single Male Father who himself was a disguished Aasimar warrior
I once ran twenty-five miles without stopping to
warn to my clan of an approaching orc horde. I’d do and had command his own infantry in many battles.
it again if I had to.
Rackthaw was diligent in his training,inqusitive by nature and always playful at heart. He proved to be deadly with a bow
PERSONALITY TRAITS
and blade and presented a small affinity for magic. When he was young he came into contact with a weapon locked in
his fathers cabinet and due to his age and inexperience he could not control the weapons power and it corrrupted itself
Honor. If I dishonor myself, I dishonor my whole in order to protect the boy from its true power. By doing so the weapon became useless in some sense and out of anger
clan. (Lawful) his father cast him out of thier family. Village law dictated that children shunned by their family must set out on a
pilgramige of redemption to achieve a great feet to prove they are worthy of being in the clan.

IDEAL Accepting his fate as he understood the laws he set out without a second thought. He however did not leave alone as
the sword, that had chosen to sacrfice itself instead of hurting him irevacbly, was now bound to him and him alone,
anywhere he would go the sword would follow. Being a decendent of Celestials Rackthaw believes that one of the only
My family, clan, or tribe is the most important thing way to go home is to become a holy warrior of distinction and sets out on a path to become a Paladin. Unfortunately he
in my life, even when they are far from me. does not know the outside world as his Clan did not interact much with outside world

BOND

I am slow to trust members of other races, tribes,


and societies.

FLAW BACKGROUND STORY

Wanderer
You have an excellent memory for maps and
geography, and you can always recall the general
layout of terrain, settlements, and other features
around you. In addition, you can find food and fresh
water for yourself and up to five other people each
day, provided that the land offers berries, small
game, water, and so forth. You do not have a great
sense of good and evil but always try to do right, but
the childs innosence is to your downfall at times.

BACKGROUND FEATURE

A petrified mouse

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Longsword] 1 3
[Scale Mail] 1 45
[Shield] 1 6
Arrow 20 1
Flute 1 1
Dice Set 1 —
Backpack 1 5
Crowbar 1 5
Hammer 1 3
Piton 10 2.5
Torch 10 10
Tinderbox 1 1
Rations (1 day) 10 20
Waterskin 1 5
Rope, Hempen (50 feet) 1 10

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 5 0 64 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

118.9 lb / 135 lb 270 lb

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

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
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.
Charisma +7 15 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Warlock, The Hexblade

CANTRIPS Mage Hand Prestidigitation


Toll the Dead

1ST LEVEL Hex Shield


Wrathful Smite

2ND LEVEL Branding Smite Darkness

3RD LEVEL 2 SPELL SLOTS Thunder Step

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Light (Aasimar)


Light Mage Hand Prestidigitation
Evocation Cantrip Conjuration Cantrip Transmutation Cantrip

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


RANGE Touch RANGE 30 feet RANGE 10 feet
DURATION 1 hour DURATION 1 minute DURATION Up to 1 hour
COMPONENTS V, M (a firefly or phosphorescent moss) COMPONENTS V, S COMPONENTS V, S

You touch one object that is no larger than 10 feet in any dimension. A spectral, floating hand appears at a point you choose within range. This spell is a minor magical trick that novice spellcasters use for
Until the spell ends, the object sheds bright light in a 20-foot radius The hand lasts for the duration or until you dismiss it as an action. practice. You create one of the following magical effects within
and dim light for an additional 20 feet. The light can be colored as The hand vanishes if it is ever more than 30 feet away from you or if range:
you like. Completely covering the object with something opaque you cast this spell again. • You create an instantaneous, harmless sensory effect, such as a
blocks the light. The spell ends if you cast it again or dismiss it as an You can use your action to control the hand. You can use the hand shower of sparks, a puff of wind, faint musical notes, or an odd odor.
action. to manipulate an object, open an unlocked door or container, stow or • You instantaneously light or snuff out a candle, a torch, or a
If you target an object held or worn by a hostile creature, that retrieve an item from an open container, or pour the contents out of small campfire.
creature must succeed on a Dexterity saving throw to avoid the spell. a vial. You can move the hand up to 30 feet each time you use it. The • You instantaneously clean or soil an object no larger than 1 cubic
hand can’t attack, activate magic items, or carry more than 10 foot.
pounds. • You chill, warm, or flavor up to 1 cubic foot of nonliving material
for 1 hour.
• You make a color, a small mark, or a symbol appear on an object
or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit
in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its
non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.

Light Bearer (Aasimar) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook

Toll the Dead Hex Shield


Necromancy Cantrip 1st-level enchantment 1st-level abjuration

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 reaction
RANGE 60 feet RANGE 90 feet RANGE Self
DURATION Instantaneous DURATION Concentration, up to 1 hour DURATION 1 round
COMPONENTS V, S COMPONENTS V, S, M (the petrified eye of a newt) COMPONENTS V, S

You point at one creature you can see within range, and the sound of You place a curse on a creature that you can see within range. Until Reaction trigger: You are hit by an attack or targeted by the magic
a dolorous bell fills the air around it for a moment. The target must the spell ends, you deal an extra 1d6 necrotic damage to the target missile spell An invisible barrier of magical force appears and protects
succeed on a Wisdom saving throw or take 1d8 necrotic damage. If whenever you hit it with an attack. Also, choose one ability when you you. Until the start of your next turn, you have a +5 bonus to AC,
the target is missing any of its hit points, it instead takes 1d12 cast the spell. The target has disadvantage on ability checks made including against the triggering attack, and you take no damage from
necrotic damage. with the chosen ability. If the target drops to 0 hit points before this magic missile.
The spell’s damage increases by one die when you reach 5th level spell ends, you can use a bonus action on a subsequent turn of yours
(2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). to curse a new creature. A remove curse cast on the target ends this
spell early.
At Higher Levels. When you cast this spell using a spell slot of 3rd
or 4th level, you can maintain your concentration on the spell for up
to 8 hours. When you use a spell slot of 5th level or higher, you can
maintain your concentration on the spell for up to 24 hours.

Pact Magic (Warlock) Xanathar’s Guide to Everything Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook

Wrathful Smite Branding Smite Darkness


1st-level evocation 2nd-level evocation 2nd-level evocation

CASTING TIME 1 bonus action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE Self RANGE Self RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute DURATION Concentration, up to 10 minutes
COMPONENTS V COMPONENTS V COMPONENTS V, M (bat fur and a drop of pitch or piece of coal)

The next time you hit with a melee weapon attack during this spell’s The next time you hit a creature with a weapon attack before this Magical darkness spreads from a point you choose within range to fill
duration, your attack deals an extra 1d6 psychic damage. spell ends, the weapon gleams with astral radiance as you strike. The a 15-foot radius sphere for the duration. The darkness spreads
Additionally, if the target is a creature, it must make a Wisdom saving attack deals an extra 2d6 radiant damage to the target, which around corners. A creature with darkvision can’t see through this
throw or be frightened of you until the spell ends. As an action, the becomes visible if it is invisible, and the target sheds dim light in a 5- darkness, and nonmagical light can’t illuminate it.
creature can make a Wisdom check against your spell save DC to foot radius and can’t become invisible until the spell ends. If the point you choose is on an object you are holding or one that
steel its resolve and end this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd isn’t being worn or carried, the darkness emanates from the object
level or higher, the extra damage increases by 1d6 for each slot level and moves with it. Completely covering the source of the darkness
above 2nd. with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell’s area overlaps with an area of light created by a
spell of 2nd level or lower, the spell that created the light is dispelled.

Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
Thunder Step
3rd-level conjuration

CASTING TIME 1 action


RANGE 90 feet
DURATION Instantaneous
COMPONENTS V

You teleport yourself to an unoccupied space you can see within


range. Immediately after you disappear, a thunderous boom sounds.
and each creature within 10 feet of the space you left must make a
Constitution saving throw, taking 3d10 thunder damage on a failed
save, or half as much damage on a successful one. The thunder can
be heard from up to 300 feet away.
You can bring along objects as long as their weight doesn’t exceed
what you can carry. You can also teleport one willing creature of your
size or smaller who is carrying gear up to its carrying capacity. The
creature must be within 5 feet of you when you cast this spell, and
there must be an unoccupied space within 5 feet of your destination
space for the creature to appear in; otherwise, the creature is left
behind.
At Higher Levels. When you cast this spell using a spell slot of 4th
level or higher, the damage increases by 1d10 for each slot level
above 3rd.

Pact Magic (Warlock) Xanathar’s Guide to Everything


Longsword Scale Mail Shield
Weapons Armor Armor

This armor consists of a coat and leggings (and perhaps a A shield is made from wood or metal and is carried in one
separate skirt) of leather covered with overlapping pieces hand. Wielding a shield increases your Armor Class by 2.
of metal, much like the scales of a fish. The suit includes You can benefit from only one shield at a time.
gauntlets.

3 lb. Player’s Handbook 45 lb. Player’s Handbook 6 lb. Player’s Handbook

Arrow Flute Dice Set


Ammunition Musical Instruments Tools

Arrows are used with a bow to make a ranged attack. If you have proficiency with the flute, you can add your If you are proficient with the Dice Set, you can add your
proficiency bonus to any ability checks you make to play proficiency bonus to ability checks you make to play a
music with the instrument. A bard can use a musical game.
instrument as a spellcasting focus.

1/20 lb. Player’s Handbook 1 lbs. Player’s Handbook — Player’s Handbook

Backpack Crowbar Hammer


Adventuring Gear Adventuring Gear Adventuring Gear

A backpack is a leather pack carried on the back, typically Using a crowbar grants advantage to Strength checks
with straps to secure it. A backpack can hold 1 cubic foot/ where the crowbar’s leverage can be applied.
30 pounds of gear.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.

5 lb. Player’s Handbook 5 lb. Player’s Handbook 3 lb. Player’s Handbook


Piton Torch Tinderbox
Adventuring Gear Adventuring Gear Adventuring Gear

A torch burns for 1 hour, providing bright light in a 20-foot This small container holds flint, fire steel, and tinder
radius and dim light for an additional 20 feet. If you make a (usually dry cloth soaked in light oil) used to kindle a fire.
melee attack with a burning torch and hit, it deals 1 fire Using it to light a torch—or anything else with abundant,
damage. exposed fuel—takes an action. Lighting any other fire takes
1 minute.

1/4 lb. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook

Rations (1 day) Waterskin Rope, Hempen (50 feet)


Adventuring Gear Adventuring Gear Adventuring Gear

Rations consist of dry foods suitable for extended travel, Rope, whether made of hemp or silk, has 2 hit points and
including jerky, dried fruit, hardtack, and nuts. can be burst with a DC 17 Strength check.

2 lb. Player’s Handbook 5 lb. (full) Player’s Handbook 10 lb. Player’s Handbook

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