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Aria Marygold - Aji
Aria Marygold - Aji
F AC DESCRIPTION
-1 STR +2 INT
PRO
14 Armor Breastplate
20 +2 17
Set Max HP
STRENGTH +3 DEX ● +5 WIS
Shield
-1 0 ● +6 CHA
CON
MAXIMUM PROFICIENCY ARMOR 2 Dex ● Medium Armor Heavy Armor
RESISTANCES HIT POINTS BONUS CLASS
Magic
9 1 Misc Dual Wielder
Temporary Hit Points: Misc
DEXTERITY
Magic can't put me to sleep; Adv.
20
+3 ARMOR
0
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+5 Acrobatics (Dex) ● Light ● Medium ● Shields
PRO
● Heavy
PRO
+2
● +6 Deception (Cha) > Common Disguise kit
+2 History (Int) > Elvish Guitar
+3 Insight (Wis) Abyssal
15
>
● +6 Persuasion (Cha) > Pact of the Blade Hexblade's Curse < <
>
BACKGROUND FEATURE
> FEAT:
> FEAT:
> FEAT:
FEATS
NOTES
EXTRA EQUIPMENT
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Dulunya adalah anak yatim piatu yang kesepian dan tersingkir karena rasnya (half-elf). Sampai pada suatu hari
ketemu seorang paladin baik hati. Si paladin merasa iba sama kondisi Aria, jadi dia bawa Aria ke mana, diajarin
banyak hal termasuk bertarung dan bagaimana cara melindungi diri. Dia bersama si Paladin itu selama
beberapa bulan, sampai pada suatu hari desa kecil tempat tinggal Aria diserang oleh (???). Paladin itu gugur
saat mencoba mengevakuasi penduduk bersama adventurer lainnya dan juga demi melindungi Aria. Sebelum
ajalnya, si Paladin ngasihin dagger favoritnya untuk Aria sambil berkata, "tenang saja, kamu tidak akan
sendirian lagi..... Hiduplah terus dan teruslah tersenyum seperti senyum indah yang selalu kau tunjukan
untukku, bagi dirimu sendiri dan bagi orang lain".
Malam itu di tempat pengungsian, Aria yang sedang bersedih tiba-tiba mendengan suara asing tanpa wujud
dalam kepalanya. Ternyata dagger yang diberikan oleh si Paladin adalah sebuah Sentience Weapon dan
makhluk yang merasuki senjata itu menaruh rasa ketertarikan pada Aria karena potensi yang dimilikinya dan
APPEARANCE memberikan pinjaman kekuatan bagi Aria. Setelah beberapa saat, Aria dan patronnya itu menjadi akrab bagai
sahabat yang tak dapat terpisahkan. Sejak saat itu, Aria bertekad untuk hidup seperti kata-kata terakhir yang
dikatakan oleh Paladin itu. Ia pun menjadi seorang adventurer dan juga seorang performer yang menghibur
Modest LIFESTYLE DAILY PRICE 1 gp penontonnya dengan pertunjukkan musik yang menawan. Ya... intinya dia jadi semacem Idol wkwkwkwkwkwk
NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Spell Sheet Options
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
Aria Marygold
SPELL SLOTS
CHARACTER NAME
CANTRIPS (0 LEVEL)
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Eldritch Blast Spell attack beam 1d10+4 Force dmg & push 10 ft; beams can be combined; +1 beam at CL5,11,17 — Evoc 1a 120 ft V,S Instantaneous P 237
> Minor Illusion 5-ft cube illusion includes visible or audible; Int(Investigation) check vs. Spell DC; see book — Illus 1a 30 ft S,M 1 min (D) P 260
> True Strike 1 creature against whom I gain advantage on my next attack roll — Div 1a 30 ft S Conc, 1 rnd P 284
1ST LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Charm Person 1+1/SL humanoids, each max 30 ft apart, save or charmed; adv. on save if me/ally is fighting it Wis Ench 1a 30 ft V,S 1h P 221
AT
WILL False Life I gain 1d4+4 temporary hit points for the duration — Necro 1a Self V,S 1h P 239
> Hellish Rebuke Cast when taking dmg, crea that dealt dmg 2d10+1d10/SL Fire dmg; save halves Dex Evoc 1 rea 60 ft V,S Instantaneous P 250
> Hex 1 crea +1d6 Necrotic dmg from my 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
> Shield If hit by attack +5 AC until start of next turn; or stop Magic Missile spell from doing any dmg to me — Abjur 1 rea Self V,S 1 rnd P 275
AT
WILL Speak with Animals (R) Speak verbally with and understand beasts for duration; interaction limited by intelligence of beasts — Div 1a Self V,S 10 min P 277
> Wrathful Smite Next melee weapon hit +1d6 Psychic dmg and save or frightened; it can take 1 a for extra save Wis Evoc 1 bns Self V Conc, 1 min P 289
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0beta16 (Printer Friendly - Redesign); Spell Sheet 1/1 Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
PLAYER REFERENCE
LINE
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)