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Name: Zaknafein A'Daragon Player: William Show extra features

1 Class: Sorcerer (Draconic Bloodline)


Experience: Add: Next level: 300
Background: Criminal Spy
LEVEL Race: Elf, Dark (Drow) Size: Medium Height: 5'4" Weight: 110lb
Gender: Male Hair: White Eyes: REd Skin: Gray
Age: 150 Alignment: Chaotic Neutral Faith:

Skills
Abilities
ADV
DIS BONUS NAME (ABILITY) PROF. EXP.
Show 2nd DC +3 Acrobatics (DEX)
Ability Save DC +1 Animal Handling (WIS)
+2
ABILITY MODIFIER SAVING THROW PROF.
BONUS
PROFIENCY
+1 Arcana (INT)
STR
BONUS

8 -1 -1
+ 8 +
Cha 13 -1 Athletics (STR)
STRENGTH

Senses +5 Deception (CHA)


16 DEX +3 +3 -1 History (INT)
Proficiency
DEXTERITY
13 Passive Perception
Bonus +1 Insight (WIS)
14 CON +2 +4
Darkvision 120 ft; Sunlight
+3 Intimidation (CHA)
CONSTITUTION
Sensitivity
INSPIRATION
-1 Investigation (INT)

8 INT -1 -1 Limited Features SR LR Dawn +1 Medicine (WIS)


INTELLIGENCE
FEATURE MAX. USAGES RECOVERY USED -1 Nature (INT)

12 WIS +1 +1 +3 Perception (WIS)


WISDOM
+3 Performance (CHA)

16 CHA +3 +5 +5 Persuasion (CHA)


CHARISMA
-1 Religion (INT)
+3 Sleight of Hand (DEX)
Saving Throw Advantages / Disadvantages +5 Stealth (DEX)
Adv. on saves vs. being charmed; Magic can't put me to sleep
+1 Survival (WIS)
+5 Thieves' Tools (Dex)
SPEED
DEX MISC. SPEED ENCUMBERED
Combat +3 Initiative 3 + 30 ft 20 ft
Defense Health
AC DURING REST Set Max HP WOUNDS
13 ARMOR
BONUS Draconic Resilience
+

16
SHIELD TEMPORARY HP
BONUS CURRENT
+ RESISTANCE
AC 3
+
DEXTERITY
MOD
MEDIUM ARMOR (MAX = 2)
HEAVY ARMOR (MOD = 0)
STEALTH
DISADV. Fire
HP 9 Heal
DIE LIVE
1 d6 + 2
MAGIC
+
MAX HIT POINTS I DC10 I
MISC
MOD 1 + II II
+ RECOVER HALF OF YOUR MAXIMUM HIT III III
MISC HALF DAMAGE +
MOD 2 HIT DICE AFTER A LONG REST. DICE
LEVEL DIE CON USED DEATH SAVING THROWS

Attacks ATTACKS
PER ACTION 1 Actions
D PROF ABILITY D D AND

Rapier Dex Melee +5 1d8+3 Piercing Attack / Cast a Spell


Finesse Dash / Disengage / Dodge

Shocking Grasp Cha Melee +5 1d8 Lightning Escape Grapple / Help / Hide
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.98 (Colorful - A4)

Advantage if target is wearing metal armor, target cannot take reactions until its next turn (PHB 275) Ready / Search / Use Object
Overrun / Tumble (or as bonus action)
Fire Bolt Cha 120 ft +5 1d10 Fire
As 1 attack: Disarm / Grapple / Shove
Unattended flammable objects ignite (PHB 241)

Light Crossbow Dex 80/320 ft +5 1d8+3 Piercing


Ammunition, loading, two-handed
BONUS ACTIONS REACTIONS USED THIS ROUND

Opportunity Attack
Shield

TYPE TOTAL TYPE TOTAL


Bolts 20
Reload AMMUNITION Reload AMMUNITION
Add Features

Features Background
PERSONALITY TRAITS
Racial Traits I always a have a plan for what to do when things go wrong.

Drow (+2 Dexterity, +1 Charisma)


Trance: Elves don't need to sleep, but meditate semiconsciously, for 4 hours a day. This IDEAL
gives the same benefit as a human gets from 8 hours of sleep (long rest still 8 hours).
Theres a spark of good in everyone.
Sunlight Sensitivity: Disadvantage on attack rolls and Wisdom (Perception) checks that
rely on sight when I or what I am trying to attack/perceive is in direct sunlight.
Drow Magic: 1st level: Dancing Lights cantrip; 3rd level: Faerie Fire; 5th level: Darkness.
BOND
Both spells can be used once per long rest. Charisma is my spellcasting ability for these. Im trying to pay off an old debt I owe to a generous benefactor.

Choose Feature
Class Features FLAW
I turn tail and run when things look bad.
Sorcerer (Draconic Bloodline), level 1:
Spellcasting (Sorcerer 1, PHB 101) [4 cantrips & 2 spells known]
I can cast sorcerer cantrips/spells that I know, using Charisma as my spellcasting ability
I can use an arcane focus as a spellcasting focus Feats
Draconic Resilience (Draconic Bloodline 1, PHB 102)
When I am not wearing armor, my AC is 13 + Dexterity modifier
FEAT:
My hit point maximum increases by an amount equal to my sorcerer level
Dragon Ancestor (Draconic Bloodline 1, PHB 102)
Choose a Dragon Ancestor using the "Choose Feature" button above
When interacting with dragons, if I can add my proficiency bonus, I can double it
FEAT:

FEAT:

FEAT:

FEAT:

Add Equipment

Equipment
ADVENTURING GEAR # LBS ADVENTURING GEAR # LBS
- Component pouch 2

- Poisoner's kit 2

Background Feature
Criminal Contact
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I have a reliable and trustworthy contact who acts as my liaison to a network of other
criminals. I know how to get messages to and from my contact, even over great distances;
specifically, I know the local messengers, corrupt caravan masters, and seedy sailors who
can deliver my messages.
ATTUNED MAGICAL ITEMS (MAX 3)

Proficiencies
SUBTOTAL 4 SUBTOTAL
ARMOR: LIGHT MEDIUM HEAVY SHIELDS OTHER: ENCUMBERED HEAVILY ENCUMBERED PUSH/DRAG/LIFT TOTAL WEIGHT
41 - STR 5 81 - STR 10 121 - STR 15 - 30
WEAPONS: SIMPLE MARTIAL OTHER: Dagger, Dart, Hand Crossbow, Light Crossbow, Quarterstaff, Rapier, Shortsword,
80 Sling
lb -10 FT SPEED
120 lb -D20 FT SPEED
240 lb SPEED = 5 FT 4,3 lb
ISADV. STR, DEX, CON
GEAR & COINS
Languages Tools & Others PLATINUM
= 10 GP
GOLD
=10 SP
ELECTRUM
= 5 SP
SILVER
= 10 CP
COPPER LIFESTYLE:
Poor
Common A type of gaming set 15 DAILY PRICE: 2 sp
Draconic Thieves' tools
GEMS AND OTHER VALUABLES:
Elvish

DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE WIZARDS OF THE COAST
CHARACTER: Zaknafein A'Daragon

Status Possessions

Exhaustion Magic Items


LEVEL EFFECT (CUMULATIVE) MAGIC ITEM: ATTUNED

SOME FOOD AND DRINK.


PROVIDED THAT YOU ALSO INGESTED
THE EXHAUSTION LEVEL BY 1,
FINISHING A LONG REST REDUCES
1 Disadvantage on Ability Checks
2 Speed halved

DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE WIZARDS OF THE COAST
3 Disadvantage on Attack Rolls and Saving Throws
MAGIC ITEM: ATTUNED
4 Hit Point maximum halved
5 Speed reduced to 0
ig
g
6 Death
MAGIC ITEM: ATTUNED

Conditions
Blinded Petrified
Fail checks involving sight. Attacks have Incapacitated. Cant move or speak. Unaware
disadvantage. Enemy attacks have advantage. of surroundings. Resistance to all damage. MAGIC ITEM: ATTUNED
Immune to poison/disease. Fail Str and Dex
Charmed saving throws. Enemy attacks have advantage.
Cant harm/attack charmer. Charmer has Stop aging. Weight increases by factor 10.
advantage on ability checks to interact socially.
Poisoned
Deafened Disadvantage on attack rolls and ability checks.
Fail checks involving hearing. MAGIC ITEM: ATTUNED
Prone
Frightened Crawl (at speed) or stand up (costs speed).
Disadvantage to checks/attacks while source Attacks have disadvantage. Enemy attacks
of fear is in sight. Cant willingly move closer have advantage within 5 ft and disadvantage if
to the source of fear. further away.

Grappled Restrained
Speed 0, regardless of bonus. Disadvantage on
Speed drops to 0, regardless of any bonus.
Dex saving throws. Attacks have disadvantage. MAGIC ITEM: ATTUNED
Enemy attacks have advantage.
Incapacitated
Cant take actions or reactions.
Stunned
Incapacitated. Cant move. Can speak only
Invisible falteringly. Fail Str and Dex saving throws.
Cant be seen, but noise and tracks. Attacks Enemy attacks have advantage.
have advantage, enemy attacks disadvantage.
Unconscious MAGIC ITEM: ATTUNED
Paralyzed Incapacitated. Cant move or speak. Unaware
Incapacitated. Cant move or speak. Fail Str of surroundings. Drop everything. Fail Str
and Dex saving throws. Enemy attacks have and Dex saving throws. Enemy attacks have
advantage. Enemy attacks within 5 ft are advantage. Enemy attacks within 5 ft are
critical hits. critical hits.

Choose Visible Sections

Combat Rules Extra Equipment


GEAR # LBS GEAR # LBS
Backpack, with 5
Dash Action Gain your speed as extra movement for this turn.
- Bedroll 7
Disengage Action Your movement doesnt provoke opportunity attacks for this turn.
- Mess kit 1
Attack rolls from attackers you can see have disadvantage and you have
Dodge Action - Tinderbox 1
advantage on Dex saving throws until the start of your next turn.
- Torches 10 1
Escape a grapple by winning a Str (Athletics) or Dex (Acrobatics) check
Escape Action
vs. grapplers Str (Athletics) check. - Rations, days of 10 2

- Waterskin 5
Give an ally advantage on next ability check or attack roll vs. an opponent
Help Action
within 5 ft of you, if done before the start of your next turn. - Hempen rope, feet of 50 0,2

Hide from those that cant perceive you. Your Dex (Stealth) check is the
Hide Action
DC for anybodys Wis (Perception) check to discover you.
Action or Move through opponents space once by winning opposing Str (Athletics)
Overrun* Bonus Action check. Advantage if you are larger and disadvantage if you are smaller.
Choose an action that you will take in response to a set trigger. Taking
Ready Action
the action uses your reaction. Readying a spell requires concentration.

Search Action Search for something with a Wis (Perception) or Int (Investigation) check.
Action or Move through opponents space once this turn by winning opposing
Tumble* Bonus Action Dex (Acrobatics) check.
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.98 (Colorful - A4)

You can interact with an object once per turn for free. A second interaction
Use Object Action and special cases take an action to complete (e.g. draw a second weapon,
equip a shield, drink a potion, retrieve an item from a backpack).
Knock an item from grasp by winning weapon attack roll vs. opponents
Disarm* Attack Str (Athletics) or Dex (Acrobatics) check. Disadvantage if item is held by
two hands. A larger opponent has advantage, smaller has disadvantage. TOTAL WEIGHT 59 TOTAL WEIGHT
With a free hand, give the grappled condition to an opponent that is
Grapple
Other Holdings
Attack within reach and up to one size larger than you by winning Str (Athletics)
check vs. opponents Str (Athletics) or Dex (Acrobatics) check.
Melee Mark target of a melee attack. Next opportunity attack against the mark
Mark* Attack before the end of your next turn has advantage and doesnt use a reaction.
Move opponent 5 ft or make prone by winning opposing Str (Athletics)
Shove Attack
check. Disadvantage if trying to move the opponent to a side.*
Move Bring grappled opponent along as part of your move. You move at half
Move
Grappled speed unless the opponent is two or more sizes smaller than you.
*This action is an optional rule introduced in the Dungeon Master Guide (and is therefore not eligible in Adventurers League play).

Half Cover Gain +2 to AC and +2 to Dex saving throws.

Three-Quarters Cover Gain +5 to AC and +5 to Dex saving throws.


Cant be targeted directly by attack or spell.
Total Cover
Some spells can reach you by including you in its area of effect.
Background

Character History
Zaknafein A'Daragon, nasceu em Gracklstugh, onde seus pais cultuavam Themberchaud, um Drago vermelho que
mantinham as forjas da cidade acesa. Quando criana conseguiu sobreviver ao ataque que matou Themberchaud e o
culto que o servia, passando a viver pelas ruas Gracklstugh.
Com o passar dos anos Zaknafein A'Daragon roubava para se alimentar e para sobreviver s ruas traioeiras, alm de
espionar mercadores e lordes de Gracklstugh, adquirindo a capacidade de esconder-se facilmente. Ao mesmo tempo que
iria descobrindo que seu sangue fervia em suas veias e podia usar esse poder para lanar alguns feitios, mesmo sem
saber como.
Sua curiosidade levou a superfcie, descobrindo uma rota de sada de underdark, e descobrindo um novo mundo, apesar
de no adentrar muito essa nova descoberta, ficava apenas a volta da sada, para roubar caravanas que passavam
perto da estrada e paravam para descansar. Em um desses ataques ele foi derrotado por um poderoso mago, Zelraun
Roaringhorn, que liderava a caravana de harpistas que saiu de Waterdeep e estava indo para Everlund, Zelraun
Roaringhorn decidiu levar aquele Dark elf para torre Moongleam, com intuido de descobrir mais sobre aquele elfo plido
que conseguia manipular de forma diferente as energias que magos estudiosos demoravam a aprender.
Na torre Moongleam, Zaknafein A'Daragon sentiu-se bem recebido e ficou agradecido por ainda estar vivo. Krowen
Valharrow acolheu o jovem elfo drow, a pedido de Zelraun Roaringhorn, ajudando-o a entender mais sobre o poder do
seu sangue e a us-lo a favor da Faco.
Zaknafein A'Daragon, trabalha para harpistas espionando Gracklstugh, trazendo informaes sobre o que acontece em
underdark, alm de fazer alguns trabalhos sujos dos harpistas. Em troca, ele recebe ensinamentos, proteo e moradia
Character Portrait
em Everlund.

Appearance

Enemies

Allies & Organizations


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.98 (Colorful - A4)

Organization Symbol
Companion Options Name: Gender: Age:
Familiar Race: Size: Type:
Height: Weight: Alignment:

ABILITY MODIFIER SAVING THROW PROF. Skills Attacks PER


ATTACKS
ACTION
BONUS

STR Acrobatics Medicine ATTACK / DESCRIPTION PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

Animal Nature
STRENGTH Handling
Arcana Perception
DEX
Athletics Performance
DEXTERITY
Deception Persuasion
CON History Religion
CONSTITUTION Sleight of
Insight
Hand
INT Intimidation Stealth
INTELLIGENCE Investigation Survival Initiative +
DEX MISC. SPEED
WIS Defense Health
WISDOM
Set Max HP WOUNDS DIE LIVE
CHA Heal I DC10 I
TEMPORARY HP
CHARISMA II II
CURRENT
AC III III

HP DEATH SAVING THROWS


Senses PASSIVE
PERCEPTION
MAX HIT POINTS HIT DICE +
LEVEL DIE CON USED

Features Traits

Proficiency
Bonus

Notes
Visibility Options

Click Here
to change
this Icon

Companion's Appearance
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.98 (Colorful - A4)

Equipment
EQUIPMENT # LBS EQUIPMENT # LBS

TOTAL WEIGHT TOTAL WEIGHT


DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE WIZARDS OF THE COAST
Notes
Notes Page Options

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.98 (Colorful - A4)
CHARACTER: Zaknafein A'Daragon
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
Spell
Slots

Sorcerer Spells Spell attack modifier: +5 Spellcasting ability


Spell save DC: 13 Charisma

Cantrips (0 Level)
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Fire Bolt Spell attack for 1d10 Fire dmg; unattended flammable objects ignite; +1d10 at CL 5, 11, and 17 Evoc 1a 120 ft V,S Instantaneous P 241
Mage Hand Create spectral hand for simple tasks or carry up to 10 lb; 1 a to control; can't have multiple instances Conj 1a 30 ft V,S 1 min (D) P 256
Prestidigitation Minor trick; harmless sensory effect, illusory image, snuff light, clean/soil/chill/warm/flavor etc. Trans 1a 10 ft V,S 1 h (D) P 267
Shocking Grasp Spell attack, adv. if metal armor, 1d8 Lightning dmg, no rea 1 turn; +1d8 at CL 5, 11, and 17 Evoc 1a Touch V,S Instantaneous P 275

1st Level
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Fog Cloud 20-ft+20-ft/SL rad fog that spreads around corners; heavily obscures; 10 mph wind disperses it Conj 1a 120 ft V,S Conc, 1 h P 243
Shield If hit by attack +5 AC until start of next turn; or stop Magic Missile spell from doing any dmg to you Abjur 1 rea Self V,S 1 rnd P 275

Drow Spells Spell attack modifier: +5 Spellcasting ability


Spell save DC: 13 Charisma

Cantrips (0 Level)
KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
AT
WILL Dancing Lights 4 torch-sized lights or 1 humanoid-sized light; 10-ft rad dim light; bns a to move 60 ft Evoc 1a 120 ft V,S,M Conc, 1 min P 230

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.98 (Colorful - A4); Spell Sheet 1/1 DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE WIZARDS OF THE COAST

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