Ander Lackman

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Level 4 Human Fighter (2) / Warlock, The Raven Queen (2) 2700

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Ander Lackman
Pirate Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR War Caster. You have advantage on Constitution


STRENGTH Plate 18 saving throws that you make to maintain your
concentration on a spell when you take damage.You
PROFICIENCY BONUS +2
18
SHIELD
AC can perform the somatic components of spells even
when you have weapons or a shield in one or both
N
CIE C
hands.When a hostile creature’s movement
+6 Strength provokes an opportunity attack from you, you can
Y
PROFI


+4 use your reaction to cast a spell at the creature,
+1 Dexterity
rather than making an opportunity attack. The spell
✘ +5 Constitution ARMOR CLASS must have a casting time of 1 action and must
DEXTERITY
-1 Intelligence
target only that creature.
MAXIMUM HIT DICE TEMPORARY

12 -1 Wisdom

+1 Charisma
37 2d10/2d8 Fighting Style.
Great Weapon Fighting. When you roll a 1 or 2 on
CONDITIONAL
a damage die for an attack you make with a melee
weapon that you are wielding with two hands, you
+1 can reroll the die and must use the new roll, even if
the new roll is a 1 or a 2. The weapon must have the
CURRENT HIT POINTS two-handed or versatile property for you to gain
CONSTITUTION DEATH SAVING THROWS
this benefit.
SAVING THROWS

16 N
CIE C

+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Second Wind (Bonus Action—1/Short Rest). You
regain 1d10+2 hp.
Y
PROFI

RT

EXPE

-1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


Action Surge (1/Short Rest). On your turn, you can
+3 -1 Arcana (Int) take one additional action on top of your regular
action.
✘ +6 Athletics (Str)
INTELLIGENCE +1 Deception (Cha) Eldritch Invocations.
Eyes of the Rune Keeper. You can read all writing.
8 -1 History (Int)
-1 Insight (Wis)
Repelling Blast. When you hit a creature with
eldritch blast, you can push the creature up to 10
feet away from you in a straight line.
✘ +3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
-1 -1 Investigation (Int) Sentinel Raven. While the raven is perched on your
shoulder, you gain darkvision with a range of 30 feet
-1 Medicine (Wis)
and a +1 bonus to your passive Perception score
WISDOM -1 Nature (Int) and to Perception checks. You can see through the
raven’s eyes and hear what it hears while it is within
9 ✘ +1 Perception (Wis)
+1 Performance (Cha)
100 feet of you. In combat, you roll initiative for the
raven and control how it acts. If it is slain by a
creature, you gain advantage on all attack rolls
✘ +3 Persuasion (Cha)
-1 against the killer for the next 24 hours. The raven
-1 Religion (Int) doesn’t require sleep. While it is within 100 feet of
you, it can awaken you from sleep as a bonus
+1 Sleight of Hand (Dex)
action. The raven vanishes when it dies, if you die,
CHARISMA +1 Stealth (Dex) or if the two of you are separated by more than 5
miles. At the end of a short or long rest, you can call
13 ✘ +1 Survival (Wis)
SKILLS
the raven back to you—no matter where it is or
whether it died—and it reappears within 5 feet of
you.
+1 11 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +1 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Halberd 5 ft +6 vs AC 1d10+4 slashing
Heavy, Reach, Two-Handed
FEATURES & TRAITS
Greatsword 5 ft +6 vs AC 2d6+4 slashing
Heavy, Two-Handed

Handaxe 20/60 +6 vs AC 1d6+4 slashing Armor Proficiencies. Light Armor, Medium Armor,
Light, Thrown
Heavy Armor, Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Navigator’s tools, Vehicles water

Languages. Common, Infernal

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'8" 110 lb.
GENDER AGE HEIGHT WEIGHT
Ander Lackman
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those
who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has
come to try your hand at something new.
I work hard so that I can play hard when the work is
done. Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval vessel, a
I stretch the truth for the sake of a good story. ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing
and presumed lost with all hands?

What were your duties on board—boatswain, captain, navigator, cook, or some other position? Who were the captain
PERSONALITY TRAITS
and first mate? Did you leave your ship on good terms with your fellows, or on the run?

Freedom. The sea is freedom—the freedom to go You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of
anywhere and do anything. (Chaotic) sharks and savages. You’ve indulged in larceny on the high seas and sent more than one deserving soul to a briny grave.
Fear and bloodshed are no strangers to you, and you’ve garnered a somewhat unsavory reputation in many a port town.

IDEAL If you decide that your sailing career involved piracy, you can choose the Bad Reputation feature instead of the Ship’s
Passage feature.

I was cheated out of my fair share of the profits, and


I want to get my due.

BOND

My pride will probably lead to my destruction.

FLAW BACKGROUND STORY

Ship’s Passage
When you need to, you can secure free passage on a
sailing ship for yourself and your adventuring
companions. You might sail on the ship you served
on, or another ship you have good relations with
(perhaps one captained by a former crewmate).
Because you’re calling in a favor, you can’t be certain
of a schedule or route that will meet your every
need. Your Dungeon Master will determine how long
it takes to get where you need to go. In return for
your free passage, you and your companions are
expected to assist the crew during the voyage.
BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Explorer’s Pack 1 10
Navigator’s Tools 1 2
[Greatsword] 1 6
Halberd 1 6
Handaxe 2 4
[Plate] 1 65

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 15 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

93.3 lb / 270 lb 540 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 +3 11 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Warlock, The Raven Queen

CANTRIPS Booming Blade Eldritch Blast

1ST LEVEL 2 SPELL SLOTS Arms of Hadar Expeditious Retreat


Hex
Booming Blade Eldritch Blast Arms of Hadar
Evocation Cantrip Evocation Cantrip 1st-level conjuration

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


RANGE Self (5-foot radius) RANGE 120 feet RANGE Self (10-foot radius)
DURATION 1 round DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, M (a melee weapon worth at least 1 sp) COMPONENTS V, S COMPONENTS V, S

You brandish the weapon used in the spell’s casting and make a A beam of crackling energy streaks toward a creature within range. You invoke the power of Hadar, the Dark Hunger. Tendrils of dark
melee attack with it against one creature within 5 feet of you. On a Make a ranged spell attack against the target. On a hit, the target energy erupt from you and batter all creatures within 10 feet of you.
hit, the target suffers the weapon attack’s normal effects and then takes 1d10 force damage. Each creature in that area must make a Strength saving throw. On a
becomes sheathed in booming energy until the start of your next The spell creates more than one beam when you reach higher failed save, a target takes 2d6 necrotic damage and can’t take
turn. If the target willingly moves 5 feet or more before then, the levels: two beams at 5th level, three beams at 11th level, and four reactions until its next turn. On a successful save, the creature takes
target takes 1d8 thunder damage, and the spell ends. beams at 17th level. you can direct the beams at the same target or half damage, but suffers no other effect.
This spell’s damage increases when you reach certain levels. At 5th at different ones. Make a separate attack roll for each beam. At Higher Levels. When you cast this spell using a spell slot of 2nd
level, the melee attack deals an extra 1d8 thunder damage to the level or higher, the damage increases by 1d6 for each slot level above
target on a hit, and the damage the target takes for moving increases 1st.
to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8)
and again at 17th level (3d8 and 4d8).

Pact Magic (Warlock) Sword Coast Adventurer’s Guide Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook

Expeditious Retreat Hex


1st-level transmutation 1st-level enchantment

CASTING TIME 1 bonus action CASTING TIME 1 bonus action


RANGE Self RANGE 90 feet
DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 hour
COMPONENTS V, S COMPONENTS V, S, M (the petrified eye of a newt)

This spell allows you to move at an incredible pace. When you cast You place a curse on a creature that you can see within range. Until
this spell, and then as a bonus action on each of your turns until the the spell ends, you deal an extra 1d6 necrotic damage to the target
spell ends, you can take the Dash action. whenever you hit it with an attack. Also, choose one ability when you
cast the spell. The target has disadvantage on ability checks made
with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use
a bonus action on a subsequent turn of yours 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) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
Explorer’s Pack Navigator’s Tools Greatsword
Equipment Packs Tools Weapons

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 Proficiency with navigator's tools helps you determine a
torches, 10 days of rations, and a waterskin. The pack also true course based on observing the stars. It also grants you
has 50 feet of hempen rope strapped to the side of it. insight into charts and maps while developing your sense of
direction.
Components. Navigator’s tools include a sextant, a
compass, calipers, a ruler, parchment, ink, and a quill.
Survival. Knowledge of navigator’s tools helps you avoid
becoming lost and also grants you insight into the most
likely location for roads and settlements.
Sighting. By taking careful measurements, you can
determine your position on a nautical chart and the time of
day.
NAVIGATOR’S TOOLS
Activity DC
Plot a course 10
Discover your position on a nautical chart 15

10 lbs. Player’s Handbook 2 lbs. Player’s Handbook 6 lb. Player’s Handbook

Halberd Handaxe Handaxe


Weapons Weapons Weapons

6 lb. Player’s Handbook 2 lb. Player’s Handbook 2 lb. Player’s Handbook

Plate
Armor

Plate consists of shaped, interlocking metal plates to cover


the entire body. A suit of plate includes gauntlets, heavy
leather boots, a visored helmet, and thick layers of padding
underneath the armor. Buckles and straps distribute the
weight over the body.

65 lb. Player’s Handbook

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