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5E22 Silverleaf1 5P

The document provides background information on a character named Silverleaf Half-moon. It includes details on their race, class, abilities, personality traits, ideals, bonds and flaws.

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Brett Sidford
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0% found this document useful (0 votes)
14 views5 pages

5E22 Silverleaf1 5P

The document provides background information on a character named Silverleaf Half-moon. It includes details on their race, class, abilities, personality traits, ideals, bonds and flaws.

Uploaded by

Brett Sidford
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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Elven Exile, Scholar,

Wizard Level 1 Fugitive, Apprentice Brett Sidford


CLASS & LEVEL BACKGROUND
Mage PLAYER NAME
Silverleaf Half-moon High Elf Neutral Good 0
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

The leader of my community had something wise to say on every


topic and I am eager to share that wisdom. I’m oblivious to
+2 PROFICIENCY BONUS etiquette and social expectations. I use polysyllabic words to

14
ARMOR
+4 30'
convey the impression of great erudition. I am aloof and will not
waste my time talking to the uneducated or ignorant. I treat
others as though they are unintelligent. I am nervous in urban
settings and am only comfortable on the open road or in the
INSPIRATION CLASS
wilderness. I ask questions faster than people can answer. It can’t
INITIATIVE SPEED hurt me but I avoid handling silver with my bare hands. I pay very
close attention to the cycles of the moon. I feel overconfident
when facing magic or curses.
PERSONALITY TRAITS
+0 SAVING THROWS HIT POINT MAXIMUM
+0 +0 Free-Thinking: Inquiry and Curiosity are the pillars of progress. Power: Solitude
ATHLETICS and Contemplation are paths towards mystical or magical power. Logic: Emotions
must not cloud our logical thinking. No limits: Nothing should fetter the infinite

10
possibilities inherent in all of creation. Vanity: My creations are proof that I am

10
STRENGTH
better than others. Protection: Magic can protect us from all the evils in the
worlds. Vengeance: Power always corrupts and authority needs to be brought
low. Beauty: Appreciate what’s here now because nothing lasts. Appreciate the
good things, do not take them for granted because you never know how long
they’ll last. Freedom: People should live their lives their own way.
CURRENT HIT POINTS IDEALS

I entered Seclusion to hide from the ones who might still be hunting
me, I must someday confront them. My isolation gave me great insight
+4 SAVING THROWS
+4 +4 Tough: Whenever you gain a level
into a great evil that only I can destroy. I’ve been searching my whole
life so far for the answer to a certain question. I must rediscover
ACROBATICS thereafter, your hit point maximum the secrets of a powerful form of enchantment long lost to our
society. My former mentor was a saint, I will avenge his death. I must
+4 SLEIGHT OF HAND increases by an additional 2 hit points
18
DEXTERITY
+4 STEALTH TEMPORARY HIT POINTS
have justice or vengeance against my accuser. The thing that cursed
me is still out there. I feel a personal connection to the type of
animal I become. I am compelled to learn more about my affliction.
BONDS

Now that I’ve returned to the world I enjoy its delights and pleasures a
Total 1 little too much. I harbour dark, bloodthirsty thoughts that my isolation and
SUCCESSES meditation failed to quell. I overlook obvious solutions in favour of
complicated ones. I am arrogant and feel superior to others. I have no skill

+2 +2 SAVING THROWS
D6 FAILURES
at social interaction. I quietly removed myself from areas where authority
is present. I’d rather complain and criticize than be positive and compliment
others. I still enjoy the taste of fresh meat. I still suffer from my curse.
When under the affects of my affliction I give in to my base instincts and
HIT DICE DEATH SAVES urges and seek carnal pleasures or to slake my blood lust in carnage.
FLAWS
14
CONSTITUTION
NAME ATK BONUS DAMAGE/TYPE
Darkvision
Elfin Quarterstaff +2 1D6+2 (Bludg) Keen Senses
+7 SAVING THROWS
+5 +7 Fey Ancestry
ARCANA Green-flame Blade - 5 w/5' (Fire)
+3 HISTORY Trance
20
INTELLIGENCE
+7
+5
INVESTIGATION
NATURE
Hex (1hr) - 1D6 (Necro) Elven Weapon Training
Spellcasting
+7 RELIGION Fire Bolt +7 1D10 (Fire) Arcane Recovery
Remnants of Home
+3 SAVING THROWS
+1 +1
Short Sword +6 1D6+4 (Slash) Librarian Access
ANIMAL HANDLING Researcher/Arcane
+3 INSIGHT
13
WISDOM
+1
+3
MEDICINE
PERCEPTION Green-Flame Blade: You brandish the weapon used in the
Researcher/Historical
researcher
+3 SURVIVAL spell’s casting and make a melee attack with it against Enchanter
one creature within 5 feet of you. On a hit, the target
suffers the weapon attack’s normal effects, and you
Mentor
+2 +2 SAVING THROWS can cause green fire to leap from the target to a Cover Story
different creature of your choice that you can see
+4 DECEPTION within 5 feet of it. The second creature takes fire Wanderer
+4 damage equal to your spellcasting ability modifier. Feats:
INTIMIDATION
14
CHARISMA
+4
+4
PERFORMANCE
PERSUASION
Hex: Until the spell ends, you deal an extra 1d6 necrotic
damage to the target whenever you hit it with an
Elven Accuracy
Fey Teleportation
attack. Also, choose one ability when you cast the spell.
+2
LEADERSHIP The target has disadvantage on ability checks made
Fey Touched* [free]
+2 with the chosen ability. If the target drops to 0 hit
SEDUCTION points before this spell ends, you can use a bonus action
on a subsequent turn of yours to curse a new
Tough
13 PASSIVE WISDOM (PERCEPTION) creature.
ATTACKS & SPELLCASTING FEATURES & TRAITS

LANGUAGES: Local, Common, Elvish, Elven Accuracy: Whenever you have advantage on an attack roll using Dexterity,
Draconic, Sylvan (with +3 bonus), Dwarven, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
Gnomish, Lizard-tongue, Orcish, Wolfish,
Feral, Bird speak, Earth-speak (Ignan). Fey Teleportation: You learn the Misty Step spell and can cast it once without
expending a spell slot. You regain the ability to cast it in this way when you finish a
ELVEN: Longsword, Shortsword, Shortbow, short or long rest. Intelligence is your spellcasting ability for this spell.
Longbow, WIZARD: Daggers, Darts, Slings,
Quarterstaffs, light Crossbows. OTHER: Fey Touched: You learn the Misty Step spell and one 1st-level spell of your choice.
Xylophone, Drums, Dice, Alchemists The 1st-level spell must be from the Divination or Enchantment school of magic. You
Supplies, Water Vehicles, Herbalist Kit, can cast each of these spells without expending a spell slot. Once you cast either of
Disguise Kit, Locksmith Tools, Magical these spells in this way, you can’t cast that spell in this way again until you finish a
Supplies. long rest. You can also cast these spells using spell slots you have of the
appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT & CHARACTER NOTES
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
None
TITLES PLAYER NAME
Silverleaf Half-moon Aurëimbë Aurënandë
CHARACTER NAME HOMETOWN HOMELAND

TERTIARY SKILLS
+2 PROFICIENCY BONUS
SAVING THROW

12 PASSIVE ALLURE
None FACTION
None RANK
RANK
0
RENOWN
+2 SAVING THROW DISTANCE
+2 +2 None
ACROBATICS
+2 ATHLETICS SAVING THROW +1
+1
14
COURAGE
+4 PERSUASION HISTORY
INSIGHT
+3
+3
FACTION PERKS & FAVOURS PERSUATION +3
12
HONOUR
+3 SAVING THROW
+1 +3 INSIGHT
+1 LETTERS OF RECOMMENDATION
INVESTIGATION SAVING THROWS +2
+2
13
SANITY
None INSIGHT +4
PERSUASION +4
MADNESS
15
EMPATHY
+2 SAVING THROW
+2 +2 INTIMIDATION
+4 MEDALS
PERSUASION SAVING THROWS +0
+0
14
COMPOSURE
None INSIGHT +2
NATURE +0

PERFORMANCE +2
PERSUASION +2
10
PIETY
+1 SAVING THROW RELIGION +2
+1 +3 DECEPTION SPECIAL RIGHTS
+3 INTIMIDATION
15
ALLURE
+3
+3
PERFORMANCE
PERSUASION
None

+1 SAVING THROW
+1
LAND & STRONGHOLDS

None
13
LUCK
LUCK
POINTS
0
+1 SAVING THROW
+1 +1 ACROBATICS
+1 HOLY SYMBOL
ATHLETICS
12
STYLE
+3
+3
INTIMIDATION
PERFORMANCE
None
DEITY DOMAINS ALIGNMENT

DIVINE FAVOURS/BLESSINGS/CHARMS
[COU/WIS] Courage: +2/+1
[INT] Etiquette: +5
[LCK/DEX] Luck: +1/+4
[PIE/WIS] Piety: +0/+1
[STY/DEX] Style: +1/+4
[CON] Endurance: +2
[CMP/INT/CON] Composure: +2/+5/+2
[SAN/WIS] Sanity: +1/+1
[CHA] Empathy: +2
[DEX] Sex: +4
[ALU] Temptation: +2
LUCK REQUESTS, PLOT POINTS & HERO POINTS NPC & ACQUAINTANCE NOTES
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
52 (Appears to be about 13-14)
Silverleaf Half-moon AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

Current Appearance

SYMBOL

At some point in his recent history


Silverleaf is over 50 years old and although Silverleaf has been cursed and afflicted with
experianced he has not pursued his carer in lycanthropey. He does not yet know about
wizardary for fear of persecution. Events are Lycanthrope Form
about to unfold which will force the apprentice this; it's discovery, as well as the effect on
mage to fight or die. the rest of the party, should be amusing.
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

PLAYER CHARACTERS AS LYCANTHROPES The Pulse of Evil: You have learned to tap into the residual magic left in your body
From the curse placed on you. You may spend a day of downtime in quiet meditation. By doing so you can
A character who becomes a lycanthrope retains his or her statistics
except as specified by lycanthrope type. The character gains the sense the direction of the closest creature with the undead or fiend type --‐ whichever is closest.
lycanthrope’s speeds in nonhumanoid form, damage immunities, traits, Meditating this way does not tell you the distance to the creature or give you any details about it. You
and actions that don’t involve equipment. The character is proficient simply know which direction the creature is from you at the time you end your meditation.
with the lycanthrope’s natural attacks, such as its bite or claws,
which deal damage as shown in the lycanthrope’s statistics. The Your prolonged period connected to the dark energies that cursed you have left you sensitive to those
character can’t speak while in animal form. energies. When a creature of the same type as your curse comes within a mile of you, you can sense that
presence. The hair on the back of your neck stands up, you get knots in your stomach, or some other
A non-lycanthrope humanoid hit by an attack that carries the curse
of lycanthropy must succeed on a Constitution saving throw (DC 8 + distinctive uneasy feeling occurs. You have no sense of what or how many are present, but you get an
the lycanthrope’s proficiency bonus + the lycanthrope’s Constitution indistinct feeling of what direction and how far they are from you (if there is only one) or the feeling
modifier) or be cursed. If the character embraces the curse, his or that you are surrounded (if they are all around you).
her alignment becomes the one defined for the lycanthrope. The DM
is free to decide that a change in alignment places the character
under DM control until the curse of lycanthropy is removed. Naked Survival: You are used to waking up cold and naked somewhere in the woods miles from home.
As such, your body is a bit heartier and can withstand harsher conditions than most. You are able to do
The following information applies to lycanthropes:
things like sleep naked in the cold without a bedroll or go a day without food without having gaining
A lycanthropic character typically inherits the curse from their levels of exhaustion. If harsh conditions persist or are unbearably extreme (as determined by the DM)
parents or is afflicted after suffering a wound from another you may still gain levels of exhaustion as normal.
lycanthrope. Lycanthropy acquired via an injury can be dispelled by
Remove Curse, though a lycanthrope who inherits the condition from
their family can only be cured via Wish. ADDITIONAL FEATURES & TRAITS

Werewolf. The character gains a Strength of 15 if his or her score


isn’t already higher, and a +1 bonus to AC while in wolf or hybrid
form (from natural armor). Attack and damage rolls for the
natural weapons are based on Strength.

A lycanthrope has three different forms: a humanoid state, a hybrid


one that combines humanoid and animal traits, and a pure animal
form. Lycanthropes have the same stats as normal characters in
humanoid form but benefit from the damage immunities and
non-weapon stat block actions of their associated werecreature, as
well as occasional bonuses in their animal and hybrid forms.

For instance, a character with werewolf lycanthropy gains a


Strength of 15 and a +1 Armor Class bonus in their wolf and hybrid
forms, as well as Bite and Claw abilities, which they can use for
Multiattack. The character also gains immunity to bludgeoning,
piercing, and slashing damage from nonmagical attacks but becomes
vulnerable to silvered weapons (the main weakness for all
lycanthropes).
CHARACTER BACKSTORY TREASURE
Silverleaf Half-moon 50lbs 100lbs 150lbs

NOTE: Elven made items are 1/2 normal weight

Elven Made Quarterstaff Xylophone


A souvenir from home
A scholars robes x3
borrowed book
Elven Made Component Pouch A small knife
a letter from my dead master posing a question I
Explorer’s Pack have not yet been able to answer

Elven Made Spellbook – Hidden Message a set of non-descript common clothes x2

Elven clothes suitable to your caste Small common charm


3x Scroll case with a total of 18 sheets of parchment Book of crafting recipes
A set of fine robes
A set of fine clothes
Travelling clothes x2
Writing kit (small pouch with quill, ink, folded parchment, small penknife)

A bottle of black ink x5; a quill x5


Disguise kit
Forged identity documents
Locksmith tools
3 regional maps

Chalk
A candle x7
tinderbox
Empty Book
2x Parchment with a few notes and questions 85
Wizard INT 16 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Blade Ward
Booming Blade
Fire Bolt
Green Flame Blade

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
SPELL NAME

Chromatic Orb
Mage Armour 4
Magic Missile
Misty Step [2/day Feat]
SPELLS KNOWN

Hex [1/day Feat]

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

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