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Cleric Haunted One Sinister J

CLASS & LEVEL BACKGROUND PLAYER NAME


Squirmie
Myxapia Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

0 INSPIRATION
I don't talk about the thing that torments
STRENGTH

15
17/19
ARMOR
CLASS
-1 30 me. i'd rather not burden others with my
curse.
3 PROFICIENCY BONUS INITIATIVE SPEED
I expect danger around every corner
+2 PERSONALITY TRAITS

Hit Point Maximum 53


+3 Strength
DEXTERITY I'll stop the spirits that

9
-1

+4
Dexterity
Constitution
53 haunt me or die trying.
CURRENT HIT POINTS IDEALS
+0 Intelligence

-1 +7 Wisdom
A terrible guilt consumes me. I hope

CONSTITUTION
● -7 Charisma

SAVING THROWS
0 that I can find redemption through
my actions
TEMPORARY HIT POINTS BONDS

19
Acrobatics (Dex) Total
-1 SUCCESSES I have an addiction to
+4 Animal Handling (Wis)
+4
D8 FAILURES mushroom
● +3 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +2 Athletics (Str)

11 -1

+0
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Darkvision : You can see in dim light within 60 feet of you as
if it were bright light, and in darkness as if it were dim light.
Long sword +5 1d8+2 slashing You can't discern color in darkness, only shades of gray.
+0 ● +7 Insight (Wis)
Amorphous Body : Your body is malleable, allowing you to
-2 Intimidation (Cha) Spear +5 1d10+2 Slashing
squeeze through gaps too small for other living creatures.
You can move through a space as narrow as one inch
WISDOM ● +3 Investigation (Int) without squeezing, and you have advantage on Strength
Guiding Bolt +7 4d6 radiant and Dexterity saving throws and ability checks to escape
+4 Medicine (Wis)
19 +0 Nature (Int) Inflict Wounds +7 3d10
being grappled or grapple. Equipment that would not fit
through gaps you pass through is left behind.

Natural Armor. Due to your soft gelatinous body you are


+4
+4 Perception (Wis) necrotic ill-suited to wearing armor. Your malleable body provides
ample protection, giving you an AC equal to 13 + your
-2 Performance (Cha) constitution modifier. You gain no benefit from wearing
armor, but if you are using a shield, you can apply the
CHARISMA
-2 Persuasion (Cha) Spiritual weapon +7 1d8+4 shield's bonus as normal.
● +3 Religion (Int) force Resistance : Acid
8 -1 Sleight of Hand (Dex) Shadow Touched
Your exposure to the Shadowfell's magic has changed you,
-1 Stealth (Dex) granting you the following benefits:
-2 +4 Survival (Wis)
Increase your Intelligence, Wisdom, or Charisma score by 1,
to a maximum of 20.
You learn the invisibility spell and one 1st-level spell of your
SKILLS ATTACKS & SPELLCASTING choice. The 1st-level spell must be from the illusion or
necromancy school of magic. You can cast each of these
spells without expending a spell slot. Once you cast either of
these spells in this way, you can't cast that spell in this way
14 PASSIVE WISDOM (PERCEPTION)
[Ring of holding again until you finish a long rest. You can also cast these
spells using spell slots you have of the appropriate level.
CP
The spells' spellcasting ability is the ability increased by this
(50lbs) feat.

ARMOR SP
Long Sword
Heavy Armor, Light Armor, Medium Shield
Armor, Shields Short bow
EP

WEAPONS 20 arrow.]
Simple Weapons, martial weapon. GP

TOOLS
PP
None

LANGUAGES
Common, Deep Speech, Undercommon
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
318 4 feet 51kg
AGE HEIGHT WEIGHT

Orange multicolor multicolor


CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

PASSIVE INT (INVESTIGATION) 13


Squirmie came to consciousness PASSIVE WIS (INSIGHT) 16
somewhere in the vast world of the
underdark. She enjoyed her life among Dieties : Talona
giants luminecents fongus and crawling Cleric Domain : Death
beasts in a magnificent cavern she used to
call home. One day her simple life changed - Bonus Proficiency
for the worse, she was capture by a cruel
tribe of Druegars and sold into slavery to a When you choose this domain at 1st level, you gain proficiency with martial
powerfull drow house in the city of weapons.
Menzoberranzan.
She ended up serving a life of servitude Reaper
under the cruel hands of Qisandra Illorzza a
powerfull and feared priest of Lolth, head of At 1st level, you learn one necromancy cantrip of your choice from any spell
an influent noble house here in city. For list. When you cast a necromancy cantrip that normally targets only one
decades she suffer hard labor, psycological creature, the spell can instead target two creatures within range and within 5
torture and she was the witness of the feet of each other.
cruelty of the drows and their strict and cold
society. One day tho fortune smiled to her
when someone came to challenge the power
of her master at the head of the house, her
magical restrain vanishes for a moment and
she escape !
ADDITIONAL FEATURES & TRAITS
Lost in the gigantic city of Menzoberranzan
alone and affraid she was found by an
alchemist and poison maker extraodinaire 50 Golds
name Zenxis. He was there to find rare herb, Leather belt.
mushroom and ichor for his potion and
poision making business. He decided to take small leather pouch 2X
her with him back to the surface where she
served as his assistant and courrier for
almost 30 years. He initiated her to the cult
of Taloma and she became a worshipper of
the goddess of poison and disease and one
day, she will return to the underdark and
poison house Illorzza untill they are all dead!
Now that Zenxis pass away, she decided to
stay on the sword coast to prepare and
gather ally for her ultimate goal.

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wis 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 2 6
Guidance ● Dispel Magic

Sacred Flame ● Revivify

Spare the Dying


Toll the Dead (domain)

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 6 7
EPAR
SPELL NAME
ED
PR

● Guiding Bolt

● Detect Magic
4
● Cure Wounds

Shield of Faith
SPELLS KNOWN

● Inflict Wounds

● Bless

● Disguise Self (Shadow touched)

2 4
● Spiritual Weapon

● Silence

● Invisibility (shadow touched)


5
● Hold Person

● Ray of Enfeeblement (domain)


9

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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