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Silver Dragonborn Haunted One

Chrome Chaotic Neutral None


4 Circle of Elements

+2 15
16 +1 30ft
13
27
+0

+0
+0

11
You can use your Wild Shape as a bonus action.
Additionally, while you are transformed by Wild
+2

+2
+2
+2
4 Shape, you can use a bonus action to expend one
spell slot to regain 1d8 hit points per level of the
+2 spell slot expended.

14
Scimitar +4 1d6+2 Slash Your attacks in beast form count as
+1
magical for the purpose of overcoming
+1
Light Crossbow +4 1d8+2 Pierce
resistance and immunity to nonmagical
Primal Savagery +5 1d10 Acid attacks and damage.
12
◆ +2 You can expend two uses of Wild Shape

+0
at the same time to transform into an
2
+0


+0
+2
+5 13 1/4
air elemental, an earth elemental, a fire
elemental, or a water elemental.
10 +0
+0

◆ +5 Damage: Utility: You may cast Alter Self at will.


+3
+5

+3
G. Spider Rat
+3 G. Badger Warhorse
16 ●


+5
+5 Dire Wolf G. Lizard

+3

+3
+3
+3
+3
Ice Knife 60ft/5ft 1 Action Dex
16 +3

1d10 Pierce, hit or miss 2d6 Cold, half on fail

Earth Tremor Self/10ft 1 Action Dex


When you take the Attack action on your turn, you
1d6 Bludgeoning & Prone on fail
can replace one of your attacks with an exhalation
of magical energy in a 15-foot cone. Each creature
in that area must make a Dex Save DC11. On a
Healing Word 60ft 1 BA 0 Mold Earth

0
failed save, the creature takes 1d10 Cold Damage 1d4 Healing
Primal Savagery

1 Speak With Animals

1 Ice Knife
You have resistance to Cold damage
Inflict Wounds Touch 1 Action 1 Earth Tremor

1 Healing Word

3d10 Necrotic 1 Inflict Wounds (One Use)

1 Invisibility (One Use)


Common, Draconic, Druidic,
Istarian, Primordial, Nerakese, 2 Summon Beast
● ●
Gnomish, Elvish 2 Flame Blade

2 Healing Spirit
● ● ● ● ● ● ●

Herbalism Kit ● ● ● ● ●

2
● ●


Chrome
Blue Silver Scales Silver Scales

I don't talk about the thing that torments me. I'd A silver dragon slaughtered dozens of innocent
rather not burden others with my curse. people but spared your life, and you don't know
I refuse to become a victim, and I will not allow why.
others to be victimized.
Heart of Darkness. Those who look into your eyes
can see that you have faced unimaginable horror
and that you are no stranger to darkness. Though
Freedom. I have a dark calling they might fear you, commoners will extend you
that puts me above the law. every courtesy and do their utmost to help you.
Unless you have shown yourself to be a danger to
them, they will even take up arms to fight
alongside you, should you find yourself facing an
enemy alone.
I would sacrifice my life and my
soul to protect the innocent.

I talk to spirits that no one else


can see.

You can cast any spells with the A Crowbar


ritual tag without expending a A Hammer
spell slot by increasing the Bedsheet of Ghostsight A Set of Manacles
casting time by 10 minutes. A Steel Mirror
A Tinderbox
A Backpack
A Bedroll
A Mess Kit
A Tinderbox
A Set of Common Clothes
A Waterskin
50ft of Hempen Rope
Torches - 13
Bedsheet of Ghostsight Days of Rations - 10
Artorias (Dire Wolf Pup) / Small
A bedsheet with eyes cut into it that Wooden Stakes - 3
30 13 N/A 30ft
allows you but no one else to see spirits
Flasks of Holy Water - 1
Kingfisher Lure Flasks of Oil - 1
+1 to any roll used for fishing
+4 +0 +3 -3 +2 -3
Understands all languages spoken by summoner
Darkvision 60 ft., passive Perception 12

Maul Spell Atk 1d8 + 4 + Spell lvl.

Climbing Speed 30ft

Pack Tactics
Chrome
Blue Silver Scales Silver Scales

I don't talk about the thing that torments me. I'd A silver dragon slaughtered dozens of innocent
rather not burden others with my curse. people but spared your life, and you don't know
I refuse to become a victim, and I will not allow why.
others to be victimized.
Heart of Darkness. Those who look into your eyes
can see that you have faced unimaginable horror
Freedom. I have a dark calling that puts and that you are no stranger to darkness. Though
they might fear you, commoners will extend you
me above the law. (Chaotic) every courtesy and do their utmost to help you.
Unless you have shown yourself to be a danger to
them, they will even take up arms to fight
alongside you, should you find yourself facing an
enemy alone.
I would sacrifice my life and my
soul to protect the innocent.

I talk to spirits that no one else


can see.

You can cast any spells with the A Crowbar


ritual tag without expending a A Hammer
spell slot by increasing the Bedsheet of Ghostsight A Set of Manacles
casting time by 10 minutes. A Steel Mirror
A Tinderbox
A Backpack
A Bedroll
A Mess Kit
A Tinderbox
A Set of Common Clothes
A Waterskin
50ft of Hempen Rope
Torches - 13
Bedsheet of Ghostsight Days of Rations - 10
A bedsheet with eyes cut into it that Wooden Stakes - 3
allows you but no one else to see spirits
Flasks of Holy Water - 1
Kingfisher Lure Flasks of Oil - 1
+1 to any roll used for fishing
CANTRIPS SPELLS
KNOWN PREPARED
● ● ● ● ● ● ●

+5 13 2 8 ●




● ●

Mold Earth
Transmutation
0 Primal Savagery
Transmutation
0 Speak with Animals
Divination
1
30ft 1 Action Self 1 Action Self 1 Action ●


Instant/1 Hour ● Instant ● 10 Minutes ●

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You channel primal magic to cause your
You manipulate it in one of the following ways: You gain the ability to comprehend and verbally communicate with
If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and
teeth or fingernails to sharpen, ready to beasts for the duration. The knowledge and awareness of many
beasts is limited by their intelligence, but at minimum, beasts can
deposit it up to 5 feet away. This movement doesn't have enough force to cause damage.
deliver a corrosive attack. Make a melee spell
give you information about nearby locations and monsters,
You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or
shaping patterns. The changes last for 1 hour. attack against one creature within 5 feet of including whatever they can perceive or have perceived within the
past day. You might be able to persuade a beast to perform a small
If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you. On a hit, the target takes 1d10 acid
you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for favor for you, at the DM's discretion.
1 hour. damage. After you make the attack, your
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects
active at a time, and you can dismiss such an effect as an action.
teeth or fingernails return to normal.

Ice Knife
Conjuration
1 Earth Tremor
Evocation
1 Healing Word
Necromancy
1
60ft/5ft 1 Action Dexterity Self/10ft 1 Action Dexterity 60ft 1 BA
● ●

Instant ●

Instant ● Instant

A creature of your choice that you can see within


You create a shard of ice and fling it at one creature within range. You cause a tremor in the ground in a 10-foot radius. Each creature
Make a ranged spell attack against the target. On a hit, the target other than you in that area must make a Dexterity saving throw. On
range regains hit points equal to 1d4 + your
takes 1d10 piercing damage. Hit or miss, the shard then explodes. a failed save, a creature takes 1d6 bludgeoning damage and is spellcasting ability modifier. This spell has no effect
The target and each creature within 5 feet of the point where the knocked prone. If the ground in that area is loose earth or stone, it on undead or constructs.
ice exploded must succeed on a Dexterity saving throw or take 2d6 becomes difficult terrain until cleared.
cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd At Higher Levels. When you cast this spell using a
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level spell slot of 2nd level or higher, the healing
level or higher, the cold damage increases by 1d6 for each slot level above 1st.
above 1st.
increases by 1d4 for each slot level above 1st.

Inflict Wounds (one-use)


Necromancy
1 Invisibility (one-use)
Illusion
1 Abjuration

Touch 1 Action Touch 1 Action


Instant ● up to 1 Hour ●

● ●

A creature you touch becomes invisible


Make a melee spell attack against a until the spell ends. Anything the target
creature you can reach. On a hit, the is wearing or carrying is invisible as long
target takes 3d10 necrotic damage. as it is on the target's person. The spell
ends for a target that attacks or casts a
spell.

Summon Beast
Conjuration
2 Flame Blade
Evocation
2 Healing Spirit
Conjuration
2
90ft 1 Action Self 1 BA 60ft/5ft Cube 1 BA

1 Hour Gilded Acorn worth 200gp or 200gp 10 Minute 1 Minute ●



The creature is an ally to you and your You evoke a fiery blade in your free hand. The blade is similar in size Whenever you or a creature you can see moves into the spirits
and shape to a scimitar, and it lasts for the duration. If you let go of space for the first time on a turn or starts its turn there, the spirit
companions. In combat, the creature shares the blade it disappears; as a bonus action you can resummon it. can restore 1d6 hit points to that creature. This has no effect on
your initiative count, but it takes its turn You can use your action to make a melee spell attack with the fiery constructs or undead.
blade. On a hit, the target takes 3d6 fire damage.
immediately after yours. It obeys your verbal As a bonus action on your turn, you can move the Spirit up to 30
commands (no action required by you). If you The flaming blade sheds bright light in a 10-foot radius and dim light feet to a space you can see. The spirit can heal 1 + Wisdom modifier
for an additional 10 feet. times. After healing that many times, the spirit disappears.
don’t issue any, it takes the Dodge action
When you cast this spell using a spell slot of 4th level or higher, the If you cast this with a spell slot of 3rd lvl or higher, the healing
and uses its move to avoid danger. damage increases by 1d6 for every two slot levels above 2nd. increases by 1d6 for each slot above 2nd.
Giant Lizard / Medium Giant Spider / Large Dire Wolf / Large

19 12 +1 30 26 14 +3 30 37 13 +0 50
+2 +1 +1 +0 +3 +3 +2 +3 +1 +0 +3 +3 +3 +2 +2 +0 +3 +3
Stealth +7 Perception +3, Stealth +4
Darkvision 30ft, Passive Perception 13 Blindsight 10ft, Darkvision 60ft, Passive Perception 13 Passive Perception 16

Bite +4 1d8+2 Piercing Bite +5 1d8 + 3 Pierce* Bite +5 2d6 + 3 Pierce*

Web Recharge 5-6 +5 **

Climbing Speed 30ft Climbing Speed 30ft


Keen Hearing and Smell. The wolf has
Swimming Speed 30ft Spider Climb. The spider can climb difficult surfaces without advantage on Wisdom (Perception)
needing to make an ability check and ignores movement
restrictions caused by webbing. checks that rely on hearing or smell.

Hold Breath. The lizard can hold Web Sense. While in contact with a web, the spider knows the
exact location of any other creature in contact with the same Pack Tactics. The wolf has advantage
its breath for 15 minutes. web.
on an attack roll against a creature if
Web Walker. The spider ignores movement restrictions caused
by webbing.
at least one of the wolf's allies is
Spider Climb. The lizard can within 5 feet of the creature and the
*On a bite attack the target must make a DC 11 Constitution
ally isn't incapacitated.
climb difficult surfaces, saving throw, taking 2d8 poison damage on a failed save, or half
as much damage on a successful one. If the poison damage

including upside down on reduces the target to 0 hit points, the target is stable but
poisoned and paralyzed for 1 hour. These status effects stay *If the target is a creature, it must
ceilings, without needing to even after being gaining hit points
succeed on a DC 13 Strength saving
make an ability check. **Web. range 30/60 ft., one creature. Hit: The target is
restrained by webbing. As an action, the restrained target can
throw or be knocked prone.
make a DC 12 Strength check, bursting the webbing on a
success. The webbing can also be attacked and destroyed (AC
10; hp 5; vulnerability to fire damage; immunity to bludgeoning,
poison, and psychic damage).

Rat / Tiny Warhorse / Large Giant Badger / Medium

1 10 +0 20 19 11 +1 60 13 10 +0 30
-4 +0 -1 +0 +3 +3 +4 +1 +1 +0 +3 +3 +1 +0 +3 +0 +3 +3
None
Darkvision 30ft, Passive Perception 13 Passive Perception 13 Darkvision 30ft, Passive Perception 13

Bite +0 1 Piercing Hooves +6 2d6 + 4 Blunt Bite +3 1d6 + 1 Pierce

Claws +3 2d4 + 1 Slash

Keen Smell. The rat has Trampling Charge. If the horse Burrow 10ft
advantage on Wisdom moves at least 20 feet straight
(Perception) checks that rely on toward a creature and then hits Multiattack. The badger makes
smell. it with a hooves attack on the two attacks: one with its bite
same turn, that target must and one with its claws.
succeed on a DC 14 Strength
saving throw or be knocked Keen Smell. The badger has
prone. If the target is prone, advantage on Wisdom
the horse can make another (Perception) checks that rely on
attack with its hooves against it smell.
as a bonus action.
Githzerai City Watch
Narloth Lawful Neutral
6 Way of the Astral Self

+3 14
17 +3 55ft
17
51 BA. You spend 1 ki point to summon arms of your astral self.
◆ +2 When you do so, each creature of your choice that you can see

-1
● +2 within 10 feet of you must succeed on a Dexterity saving throw or
take force damage equal to two rolls of your Martial Arts die.
+4 SAVING THROW (WIS) Wisdom Modifier replaces Strength Modifier
+5ft to reach when attacking with Astral Arms

8
+7 ATHLETICS (WIS)

+6

6

+3
● +6
+3
+3

16
Physical Strike +6 1d6 + 3 Blunt
+3

+3
Astral Strike +7 1d6 + 4 Force

Light Crossbow +6 1d8 + 3 Pierce


16
+1

+1
+1
● +4
15 6
+1
d6
12 +1 BA. You can spend 1 ki point to summon your Visage, or Visage and Astral Arms, for 10 minutes.

+1 Astral Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Wisdom of the Spirit. You have advantage on Insight and Intimidation checks.

Words of the Spirit. When you speak, you can make your words audible to only one creature that you
+4 can see within 60 feet of you. You can also amplify your voice to where all creatures within 600 feet

+4
hear you.
+4
● +7
● +7

19 +4
+4

+0

+0
+0
+0
+0

10 +0

When you have both your astral arms and visage summoned, you cause the body of your astral self to
appear.
You have advantage on saving throws against the
Deflect Energy. When you take acid, cold, fire, force, lightning, or thunder damage, you can use your
charmed and frightened conditions; resistance to reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom
modifier (minimum reduction of 1).
psychic damage. Telepathy up to 60ft away.
Empowered Arms. Once on each of your turns when you hit a target with the Arms of the Astral Self,
At-will: Mage Hand (invisible) you can deal extra damage to the target equal to your Martial Arts die.

1/day: Shield
2/day: Detect Thoughts
These spells require no components

Common, Gith

Elvish, Aarakocran
As a bonus action, you can spend 5 ki points to awaken your
astral self for 10 minutes.
Woodcarving Tools Armor of the Spirit. You gain a +2 bonus to Armor Class.
Astral Barrage. You can attack three times instead of twice if all the
attacks are made with your astral arms.
60 6'10" 105lbs Eyes Glow Purple
Narloth
Purple Forest Green Bald

I'm always polite and respectful. Your experience in enforcing the law,
I'm haunted by visions of war. and dealing with lawbreakers, gives you
a feel for local laws and criminals. You
can easily find the local outpost of the
watch or a similar organization, and just
Ideals aren't worth killing over or as easily pick out the dens of criminal
going to war for. activity in a community, although you're
more likely to be welcome in the former
locations rather than the latter.

Someone saved my life on the


battlefield. To this day, I will never leave
a friend behind.

My hatred of my enemies is blind


and unreasoning.

Darts - 10
Bolts - 20
Pitons - 10
Torches - 10
Rations - 10

A Horn
A Set of Manacles
A Backpack
A Crowbar
10 A Tinderbox
A Tinderbox
A Waterskin
50 feet of hempen rope
Human Knight of Solamnia
Ormr Neutral Good
4 Battlemaster

+2 13
Defense.
17 +1 30 +1 to AC while wearing armor
11
34
+6

+4
● +6

18
+2

+2
+2
+2
3
+2

14
Halberd +6 1d10 + 4 Slash
◆ +3

+1
Shortsword +6 1d6 + 4 Slash

Handaxe +6 1d6 + 4 Slash


13
+1

+1
+1
+1

1 0 0
+1

12 +1
+1

+1

+1
+1
+1
Precise Strike. Once per turn, when you
+1
make a weapon attack roll against a
12 ●
+3
+3 creature, you can cause the attack roll to
have advantage. If the attack hits, you
-1 add a d8 of damage to the damage roll.

-1
-1

● +3
You can use this benefit a number of
-1 times equal to your proficiency bonus,
9 -1 but a use is expended only if the attack
hits. You regain all expended uses when
you finish a long rest.

Mount Up. Mounting or Scare. When you take the Attack action
dismounting costs you only 5 feet on your turn, you can replace one attack
of movement. with an attempt to demoralize one
humanoid you can see within 30 feet of
you that can see and hear you. Make a
Charisma (Intimidation) check contested
by the target's Wisdom (Insight) check. If
your check succeeds, the target is
Common frightened until the end of your next
● ●
Kothian (Minotaur) turn. If your check fails, the target can't
be frightened by you in this way for 1
hour.
● ●

Playing Cards
● ● Cook's Utensils
Wild Gnome Hermit
Quill Neutral Good None
4 Hunter

+2 13
When you hit a creature with a weapon attack, the
14 +3 25 creature takes an extra 1d8 damage if it's below its
hit point maximum. You can deal this extra
13 damage only once per turn.

33
◆ +2

+0
+0

10
+5

4

+3
+3
+3
● +5

16
Longbow +8 1d8 + 3 Pierce
+1
Shortsword +5 1d6 + 3 Slash
+1 Bone Dagger +5/+8 1d4 + 2d4 + 3
12
+1

+1
+1
+1
+1 Beasts Forest

12 ●


+3
+3

+3

+3

● +7
+3

+5 13
● ● ● ●
● +5
● ● ● ●

16 ●
+3
+5
● ● ●

-1 Action. Make a ranged attack against any number

-1
-1 0 Druidcraft 1 Cure Wounds
of creatures within 10 feet of a point within your
-1 1 ● Speak with Animals (CF) At-will
weapon's range. Must have ammunition for each
-1 1 Animal Friendship (CF) One-use target and an attack roll is made for each target.
9 -1 1

1
Hunter's Mark (H)

Ensnaring Strike

1 Jump

You have advantage on Intelligence, Wisdom, and


Charisma saving throws against spells
When an attacker that you can see hits you
You can see in dim light within 60 feet of you as if
it were bright light and in darkness as if it were with an attack, you can use your reaction to
dim light. You see colors in that darkness as halve the attack's damage against you.
shades of gray.

Common, Giant Eagle,


● ●
Gnomish

Alchemist's Kit
● Herbalism Kit +2 to all ranged attacks
22 3'5" 67 Exile Mark Neck
Quill
Black Dark Gray Emerald Green

I am utterly serene, even in the I discovered the fact that the


face of disaster. gods were coming back, but the
God of Nature, Chislev, told me
they had big plans for me and to
Greater Good. My gifts are meant to be keep training until a message of
shared with all, not used for my own death was received.
benefit. (Good)

I entered seclusion because I


loved someone I could not have.

I like keeping secrets and won't


share them with anyone.

Wild Gnome: Arrows - 20


You are proficient with alchemist's Evil-warding silver coin Amulet Torches - 10
supplies, and while you have them on
your person, you can cast the druidcraft
Day of Rations - 10
cantrip by using them as your A cracked faceless silver coin on
spellcasting focus. an amulet, that is believed to
ward off evil.
Critter Friend:
You learn the Speak with Animals spell
and can cast it at will, without
A scroll case stuffed full of notes
expending a spell slot. from your studies or prayers
You also learn the Animal Friendship A winter blanket
spell, and you can cast it once with this A set of common clothes
feat, without expending a spell slot. You An herbalism kit
regain the ability to cast it in this way
when you finish a long rest. Wisdom is
A backpack
Evil-warding silver coin Amulet A bedroll
your spellcasting ability for these spells.
An amulet believed to ward evil, A mess kit
Close Quarters Shooter: several cracks throughout
A tinderbox
When making a ranged attack while you Bone Dagger ● A waterskin
are within 5 feet of a hostile creature, Target must succeed on a DC 14 Con
you do not have disadvantage on the
50ft of Hempen Rope
Save or take 2d4 poison damage
attack roll. Your ranged attacks ignore
half cover and three-quarters cover
against targets within 30 feet of you.
You have a +1 bonus to ranged attack
rolls

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