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Dimi (Complete)

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0% found this document useful (0 votes)
9 views

Dimi (Complete)

Uploaded by

atomaplays
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Sorcerer 4 Warlock 6 Faceless H

CLASS & LEVEL BACKGROUND PLAYER NAME


Dimi Silverroot
Satyr Lawful Evil
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I behave like an extreme
16 +3 35ft opposite of my persona.
6 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
Persona: A scoundrel with a
masked guise.
-2 PERSONALITY TRAITS

Hit Point Maximum 91


-2 Strength
DEXTERITY
Anonymity. It's my deeds that should

16 ●
+3

+7
Dexterity
Constitution
91-30 be remembered, not their instrument.

CURRENT HIT POINTS IDEALS


+1 Intelligence

+3 +0 Wisdom
I do everything for my family. My
● +9 Charisma
first thought is keeping them safe.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

16
+3 Acrobatics (Dex) Total 4+6 SUCCESSES I never make eye contact or hold
+3 Animal Handling (Wis) it unflinchingly.
+0
D6+D8 FAILURES
● +5 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE -2 Athletics (Str)

13 ● +9

+1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
- Fey. Your creature type is
STICK +5 1d8 B
+1 ● +4 Insight (Wis) fey, rather than humanoid.
● +9 Intimidation (Cha) L. CrBow +3 1d8 Pi - Ram. You can use your
WISDOM +1 Investigation (Int) head and horns to make
Kicks 1d8 B
+0 Medicine (Wis) unarmed strikes. If you hit
10 +1 Nature (Int) 100 CrBolt with them, you deal
+0
+0 Perception (Wis) Afro Sheild +2AC bludgeoning damage equal to
● +9 Performance (Cha) Bonus: STICK Storage. 1d4 + your Strength modifier.
CHARISMA
● +9 Persuasion (Cha) + d4 save - Magic Resistance. You have
● +5 Religion (Int) advantage on saving throws
20 +3 Sleight of Hand (Dex) 120 SuperVision against spells and other
+3 Stealth (Dex) Eachthighern: Patron magical effects.
+5 +0 Survival (Wis) 4/6 Sorcery Points - Mirthful Leaps. Whenever
SKILLS ATTACKS & SPELLCASTING
you make a long or high
jump, you can roll a d8 and
10 PASSIVE WISDOM (PERCEPTION) Disguise kit, a costume, a add the number rolled to the
CP 8 pouch, Crystal (Focus), number of feet you cover,
Hurdy Gurdy, Explorer's even when making a standing
Common, Sylvan, Elvish SP Pack jump. This extra distance
Hell Ring. costs movement as normal.
EP
Disguise kit, Daggers, Darts, - Reveler. You have
Slings, Quarterstaffs, Light proficiency in the
Crossbows, Hurdy Gurdy GP 10 Performance and Persuasion
skills, and you have
Resistance: Radiant, Thunder
PP 200 proficiency with one musical
instrument of your choice.
Kills: 9
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
21 5'7" 133lb
AGE HEIGHT WEIGHT
Aci / Dimi
Violet Pale White
CHARACTER NAME EYES SKIN HAIR

White cloak & mask with purple


NAME
and teal accent, STICK Is a Full
metal Q. Staff that is White,
Purple and Teal, With Fae
Symbols

Eldritch Sight,
Devil's Sight,
Armor of Shadows.

SYMBOL

RIP. POMPOM
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

- Subtle Spell. When you cast a spell, you can spend 1 sorcery
Advantage on ranged spell point to cast it without any somatic or verbal components.
attacks whill mask on. - Quickened Spell. When you cast a spell that has a casting time
of 1 action, you can spend 2 sorcery points to change the casting
Grimoir time to 1 bonus action for this casting.
Spare the Dying. - Distant Spell. When you cast a spell that has a range of 5 feet
Vicious Mockery. 2d4 or greater, you can spend 1 sorcery point to double the range of
Sapping Sting. 2d4 the spell. When you cast a spell that has a range of touch, you
can spend 1 sorcery point to make the range of the spell 30 feet.
Hedge Clippers - Twined Spell. YOU KNOW WHAT THIS DOES
Glaive - Favored by the Gods. Starting at 1st level, divine power guards
Ring Of Resistance (Thunder) your destiny. If you fail a saving throw or miss with an attack roll,
Cloak Of Displacement you can roll 2d4 and add it to the total, possibly changing the
Disadvantage on attack outcome. Once you use this feature, you can't use it again until
you finish a short or long rest. (1/1)
ADDITIONAL FEATURES & TRAITS

- Healing Light. At 1st level, you gain the ability to channel


celestial energy to heal wounds. You have a pool of d8s that you
spend to fuel this healing. The number of dice in the pool equals
1 + your level. As a bonus action, you can heal one creature you
can see within 60 feet of you, spending dice from the pool. The
maximum number of dice you can spend at once equals your
Charisma modifier (minimum of one die). Roll the dice you spend,
add them together, and restore a number of hit points equal to
the total. Your pool regains all expended dice when you finish a
long rest. (5/11)

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Sorcerer +5 17 +9
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0/3 0/1 6 0 0


Light | Touch | action | 1 hour +5ft Dispell Magic...

Minor Illusion | 30ft | action | 1 minute CounterSpell...

Blade Ward | Self | action | Res Phy DayLight

Fire Bolt | 120ft | action | 2d10 Fire Revivify

Shillelagh | Touch | bonus | SAB On melee THUNDER STEP | 90ft | action | Tele Con Save 3d10

Eldritch Blast | 120ft | action | 2(1d10) Force


Resistance | Touch | action | d4 saving
Booming Blade | 5ft | action | 1d8 Thu, 2d8 Thu

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4/3 1/1 7 0 0
EPAR
SPELL NAME
ED
PR

● Inflict Wounds | Touch | action | 3d10 Nec

Bless | 30ft | action | d4


4 0 0
Magic Missile | 120ft | action | 3(1d4+1)

● Sheild | Self | reaction | +5 AC


SPELLS KNOWN

Absorb Element | Self | reaction | 1d6 extra

● Cure Wounds | Touch | action | 1d8+5

● Guiding Bolt | 120ft | action | 4d6 Radiant Next Atk Adv

● Armor of Agathyst | Self | action | 5&5

8 0 0

2 3/3 2/1
Misty Step | Self | bonus | 30ft

Flaming Sphere | 60ft | action | Dex/2 2d6

Tasha's Mind Whip | 90ft | action | 3d6


5 0 0
Crown of Madness | 120ft | action | Wis Save

Shatter | 60ft | action | 3d8 thunder


9 0 0
Mirror Image | Self | action

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

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