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4 Sorcerer (Draconic Bloodline) 1, Warlock (the Hexblade) 1, Bladesinger 2


LEVEL & CLASS PLAYER NAME
Kayle Cinane Blutige Konigin
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Dragon Casualty Half-Elf 2,700 Add: 6,500


BACKGROUND Small non-functional wing(s) RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
0 +3 INT
PRO

STR
13 Armor Draconic Resilience

39 +2 15
Set Max HP
STRENGTH +2 DEX +4 WIS
Shield

0 ● +5 CON
RESISTANCES
● +7 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex Medium Armor Heavy Armor

Magic
10 Misc
Temporary Hit Points: Misc
DEXTERITY
Magic can't put me to sleep; Adv. +2 ARMOR

+2 on saves vs. charmed CURRENT HIT POINTS Heal INITIATIVE

✔ INSPIRATION

14 SUCCESSES LEVEL DIE USED ENCUMBERED


Hide 2nd DC
1 d8+3 20 ft

CONSTITUTION SAVING THROWS FAILURES


3 d6+3
30 ft 15 ABILITY SAVE DC
ABILITY
CHARISMA
SAVE DC INTELLIGENCE 13
+3
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+2 Acrobatics (Dex) ● Light ● Medium ● Shields

PRO
Heavy
PRO

16 +4 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple ● Martial Other Weapons:
● +5 Arcana (Int) > Hexblade's Curse 1 SR
INTELLIGENCE 0 Athletics (Str) > Arcane Recovery (1 level of spell slots) 1 LR LANGUAGES TOOLS & OTHERS

+3
● +7 Deception (Cha) > Bladesong 2 SR Common Disguise kit
● +5 History (Int) > Draconic Thieves' tools
● +6 Insight (Wis) Elvish
16
>

+5 Intimidation (Cha) > from Half-elf


+3 Investigation (Int) >
WISDOM
+4 Medicine (Wis) >

+4 ● +5 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES


+4 Perception (Wis)
18 ● +7 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

● +7 Persuasion (Cha) > Hexblade's Curse < <

CHARISMA +3 Religion (Int) > Bladesong (start) < <

+5 +2 Sleight of Hand (Dex) > < <

+2 Stealth (Dex) > < <

+4 Survival (Wis) > < <


20 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

14 PASSIVE WISDOM (PERCEPTION) Longsword ✔ Cha Melee +7 1d8+5 Slashing


>
Versatile (1d10)
DESCRIPTION
Darkvision 60 ft
>

SENSES Spell Attack ✔ Cha +7


>

NAME TOTAL NAME TOTAL


Spell Attack ✔ Int +5
>
Reload Reload

>

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
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Add Features
Sorcerer (Draconic Bloodline), level 1:
◆ Spellcasting (Sorcerer 1, PHB 101) [4 cantrips & 2 spells known] I know secrets of the Maimed Virulence, but fear the harm that
I can cast sorcerer cantrips/spells that I know, using Charisma as my spellcasting ability may befall me should others learn them.
I can use an arcane focus as a spellcasting focus I have faced the worst a dragon can deliver and survived. I am
◆ Draconic Resilience (Draconic Bloodline 1, PHB 102) fearless, and my resolve unshakable.
When I am not wearing armor, my AC is 13 + Dexterity modifier PERSONALITY TRAITS
My hit point maximum increases by an amount equal to my sorcerer level
◆ Black Dragon Ancestor (Draconic Bloodline 1, PHB 102) Compassionate: I have suffered long at the hands of a Dragon,
I have draconic ancestry with black dragons, which are affiliated with acid damage and take pitty and compassion on the suffering of others (Good)
When interacting with dragons, if I can add my proficiency bonus, I can double it
IDEALS
Warlock (the Hexblade), level 1:
◆ Pact Magic (Warlock 1, PHB 107) [2 cantrips & 2 spells known] While a prisoner of the Maimed Virulence, I overheard rumors of
I can cast warlock cantrips/spells that I know, using Charisma as my spellcasting ability an item or treasure the Dragon seeks. I will have that treasure
I can use an arcane focus as a spellcasting focus for myself!
I regain these spell slots on a short rest
BONDS
◆ Hex Warrior (the Hexblade 1, XGtE 55)
I gain proficiency with medium armor, shields, and martial weapons
I am paranoid and overly suspicious of others. Anyone may be
When I finish a long rest, I can imbue one weapon I touch with my will
an agent of the Maimed Virulence.
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
FLAWS
This benefit also works with every weapon from Pact of the Blade, with no restriction
◆ 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
• I add my proficiency bonus to damage rolls against the cursed target Feature Name: Dragonscarred
• My attack rolls against the curse target score a critical hit on a roll of 19 and 20
My extensive scars from being tortured by Vorgansharax give me
• If the target dies while cursed, I regain HP equal to my warlock level + Cha mod
fame and notoriety, but it is difficult to disguise my appearance and
The curse ends after 1 minute, when the target dies, I die, or I'm incapacitated
hide from prying eyes. I can use this to gain access to people and
places I might not otherwise have, for me and my companions.
Bladesinger, level 2:
However, I fear that my afflictions are not completely mundane, as
◆ Arcane Recovery (Wizard 1, PHB 115) [1 level of spell slots, 1× per long rest]
they burn and writhe.
Once per day after a short rest, I can recover a number of 5th-level or lower spell slots
BACKGROUND FEATURE
◆ Spellcasting (Wizard 1, PHB 114) [3 cantrips known]
I can cast prepared wizard cantrips/spells, using Intelligence as my spellcasting ability
I can use an arcane focus as a spellcasting focus Half-Elf (+2 Charisma and +1 to two other ability scores of my
I can cast all wizard spells in my spellbook as rituals if they have the ritual tag choice)
◆ Bladesong (Tradition of Bladesinging 2, SCAG 142) [2× per short rest]
As a bonus action, I can start the bladesong for 1 minute; I can dismiss it at any time Skill Versatility: I gain proficiency in two skills of my choice.
It stops when I wear a shield, medium or heavy armor, or attack with two hands
While the bladesong is active I have the following benefits:
- Intelligence modifier (min 1) to AC
- Base walking speed increases by 10 foot
- Advantage on Dexterity (Acrobatics) checks
- Intelligence modifier (min 1) to concentration saves for maintaining conc. on a spell
◆ Training in War and Song (Tradition ofCLASS
Bladesinging
FEATURES2, SCAG 142) RACIAL TRAITS Racial Options
I gain proficiency with light armor, a one-handed melee weapon, and Performance

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


CP
> > Navigator's tools 2 >
> > Cartographer's tools 6 >
> > Forgery kit 5 > SP
> > Disguise kit 3 >
> > Thieves' tools 1 >
EP
> > >
> > >
> > > GP
> > >
> > >
PP
> > >
> > >
WEIGHT CARRIED
> > >
17 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
51 - 100 lb
> > >
HEAVILY ENCUMBERED
> > >
101 - 150 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL 17 SUBTOTAL 151 - 300 lb
Add Equipment 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:

> 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
Medium
Kayle Cinane Blutige Konigin
GENDER AGE SIZE HEIGHT WEIGHT

ALIGNMENT FAITH HAIR EYES SKIN


CHARACTER NAME

ORGANIZATION

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CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Ella es un deleite para la vista lo mejor de dos mundos con la inmensa belleza de los elfos y el voluptuoso y
bien torneado cuerpo de una humana del norte.
Tiene una larga cabellera de que llega casi a su cintura, el color negro adorna la cara exterior de este, mientras
el magenta la cara interna y un par de líneas exteriores, estas decoran y enmarcan su rostro angelical una tez
blanca un inmaculado cutis una perfecta y fina nariz unos carnosos y pequeños labios carmesí son fácilmente
opacados por sus grandes y hermosos ojos de pupilas verticales que son de un violeta tan intenso y vivo que
parecen tener luz propia.
Su piel es anormalmente pálida tan blanca como la nieve está decorada por diminutas escamas multicolores
en tonos morados, púrpuras, magentas, y negro que surgen en pequeñas zonas de su cuerpo formando
asombrosos patrones casi hipnóticos que sumados a su exquisita y lasciva figura con esas piernas largas y
torneadas casi me hacen olvidar el par de pequeñas alas reptiloides multicolor esto aunado a su tercer
APPEARANCE párpado y sus uñas que forman garras me revelan su naturaleza y la de sus ancestros

Creo que debo comenzar por darles algunos antecedentes primero que nada les hablaré de los malditos que
Wretched LIFESTYLE DAILY PRICE — nos usaron como conejillos de indias por generaciones.
Voaraghamanthar, conocido como la Muerte Negra, y su sombra Waervaerendor, apodado por él mismo
como Rapacious Raider, un par de los dragones negros más famosos temidos y crueles de todo Faerûn.
Voaraghamanthar y Waervaerendor los dragones gemelos compartieron un vínculo empático inusualmente
poderoso. Realmente actuaron como un alma en dos cuerpos y su mayor temor era que alguien descubriera
su secreto.

Desde muy temprana edad, Voaraghamanthar y su gemelo deseaban la inmortalidad, pero no estaban
interesados en la transformación dracolich normal. Sin embargo, creían que la condición de
Chardansearavitriol era de alguna manera diferente y trataron de replicarla.

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
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Ambos eran hechiceros mas que capaces, Voaraghamanthar prefería estudiar


tomos antiguos. Vieron a la mayoría de las otras criaturas solo como comida o
molestias para eliminarlas rápidamente. Las excepciones fueron los aventureros y
otros dragones. Evitaron a otros dragones, no por miedo sino para evitar ser
descubiertos como gemelos. Los aventureros, por otro lado, los vieron como las
herramientas eran demasiado útiles para ser asesinadas y los Black Brothers
necesitaban recuperar demasiados artefactos para no usar a los aventureros que
aceptaran trabajar para ellos.

Los Hermanos Negros patrullaban su dominio de manera eficiente. Si detectaban


otros dragones, se retiraban bajo el agua para evitar conflictos, a menos que los
dragones visitantes intentaran establecerse en el mero. En ese caso, lucharon
hasta la muerte para matar a los intrusos y guardar su secreto. Si detectaban
aventureros, Waervaerendor espiaría al grupo para ver si podían ser útiles para
los hermanos. Voaraghamanthar intervino solo si las conversaciones de su
gemelo fallaban y necesitaban luchar.

Voaraghamanthar y su gemelo Waervaerendor nacieron en Mhair Jungles , y


gracias a su vínculo empático lograron no matarse entre sí antes de la eclosión.
Por el contrario, mataron a todos sus otros hermanos y huyeron antes de que sus
padres regresaran.

Después de vagar por un tiempo a Faerun , finalmente encontraron un hogar en


el Mere of Dead Men , atraídos por el aislamiento del lugar y las leyendas sobre el
tesoro de Chardansearavitriol y los tesoros de Uthtower inundado y otros reinos.
Especialmente esperaban encontrar las Coronas gemelas perdidas de Myrmoran ,
que se decía habían mejorado el vínculo empático entre los monarcas fraternales
de Uthtower y Yarlith y les habían otorgado poderes mágicos.

Comenzaron a posar como un solo dragón, llamado Voaraghamanthar, y pronto


se contaron cuentos a través de los Reinos sobre el legendario Wyrm of the Mere,
un extraño dragón negro que podría aparecer de la nada para atacar a los
aventureros.

A pesar de no estar realmente interesados en convertirse en dracoliches , se


acercaron a la célula del Culto del Dragón local para usarlos para sus planes.
Gracias a los cultistas, los Black Brothers recuperaron una de las coronas gemelas
de Myrmoran .

Capturaron un grupo de aventuras Helmite y las usaron para buscar corona


gemela que se encontraba en Uthtower , la segunda de las Coronas Gemelas de
Myrmoran . Con ambas coronas, Voaraghamanthar y su gemelo aumentaron sus
poderes. Fingieron su muerte y se concentraron en experimentar al norte de la
costa de la espada usando pueblos enteros como laboratorios buscando crear el
cuerpo inmortal.

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
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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
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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