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Cleric (2) / Monk (1) Sage Laser Shark

CLASS & LEVEL BACKGROUND PLAYER NAME


Nao-Malai
Lizardfolk Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH -I am driven by my curiosity and will pursue
19 +3 30 what knowledge I find the most fascinating.
11 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
-I assess value only as a function of
potential and utility.

0 PERSONALITY TRAITS

Hit Point Maximum 25


0 Strength
DEXTERITY
+3 Dexterity
Knowledge is the path to
power and domination.
16 +2 Constitution
CURRENT HIT POINTS IDEALS
+1 Intelligence

+3 +5 Wisdom
+1 Charisma
My life's work is a series of tomes
CONSTITUTION
related to a specific field of lore.
SAVING THROWS
TEMPORARY HIT POINTS BONDS
15
+3 Acrobatics (Dex)
Total 2d8 / 1d8 SUCCESSES
I overlook obvious solutions
+2 +3 Animal Handling (Wis) FAILURES
in favor of complicated ones.

+5 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE 0 Athletics (Str)

12 -1 Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE

+3 History (Int) ----------Bonus Actions----------
Javelin +5 1d6 + 3 piercing
+1
+5 Insight (Wis)
Hungry Jaws. Special attack
-1 Intimidation (Cha) Mace +5 1d6 + 3 bludgeoning
with your bite. If you hit, you
WISDOM +1 Investigation (Int)
gain 2 temp. hit points (use

+5 Medicine (Wis)
16
+5 Nature (Int) - Martial Arts. Unarmed strike or monk
once/rest, see VGM 113).
weapon, melee, 1d4 + 3 damage.

+5 Perception (Wis)
+3 - Bite. Melee, 1d6 piercing damage (see Martial Arts. Make an extra
-1 Performance (Cha) VGM 113).
unarmed strike when you take
CHARISMA -1 Persuasion (Cha)
Attack action (see PHB 78).
+1 Religion (Int)
8 +3 Sleight of Hand (Dex)
---------------Actions--------------
+3 Stealth (Dex)
-1 Channel Divinity: Knowledge

+5 Survival (Wis)
of the Ages. Become
SKILLS ATTACKS & SPELLCASTING
proficient in a tool or skill for
10 mins. (see PHB 59).
15 PASSIVE WISDOM (PERCEPTION)
Pouch (1); Clothes,
CP
common (1); Knife, Channel Divinity: Turn
Small (1); Waterskin (1);
Weapon Proficiencies:
SP
Shield (1); Bedroll (1);
Undead. Undead within 30
Shortsword; Simple Rations (1 day) (10); feet must make a DC 13
EP
Rope, hempen (1); Wisdom save or be turned for
Armor Proficiencies: Light; Letter with question from 1 min. or until damaged (see
Medium; Shields
GP 10 dead colleague (1); PHB 59).
Tinderbox (1); Mess kit
PP (1); Quill (1); Backpack
Language Proficiencies: (additional features & traits on
(1); Chain mail (1); Torch
Common; Draconic; Dwarvish; (10); Emblem (1); Ink (1) page 2)
Elvish; Gnomish; Orc
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
23 6'8" (2.03m) 232lb (105kg)
AGE HEIGHT WEIGHT
Nao-Malai
Dark Orange Turquoise N/A
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Channel Divinity. Channel divine power using Turn Undead or


Quirk: Money is meaningless one of your domain Channel Divinity options. (use once/rest, see
to you. PHB 59).

Cleric of Waukeen, Goddess Cunning Artisan. Craft certain weapons and armor from creature
of Trade remains. (see VGM 113).
Self-trained monk
Hold Breath. Up to 15 min. (see VGM 113).
Inquisitive lizardfolk with a
fascination of soft-skinned Researcher. If you don't know a piece of info you often know
humanoids. He studied under where to find it (see PHB 139).
a dwarf cleric/merchant for a
couple years before an
encounter with a particularly
adept hafling monk. After that,
ADDITIONAL FEATURES & TRAITS
he started developing his own
martial art and looking for a
new group to study/travel Holy symbol: One sided gold coin with Waukeen's likeness
with.

CHARACTER BACKSTORY TREASURE

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wisdom 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Guidance
Light
Mending

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 3 7
EPAR
SPELL NAME
ED
PR

Bane

Bless
4
Command (Domain)

Create or Destroy Water


SPELLS KNOWN

Cure Wounds

Detect Evil and Good

Detect Magic

Detect Poison and Disease

Guiding Bolt

Healing Word
8
Identify (Domain)

Inflict Wounds

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wisdom 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 3 7
EPAR
SPELL NAME
ED
PR

Protection from Evil and Good

Purify Food and Drink


4
Sanctuary

Shield of Faith
SPELLS KNOWN

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Page 1

Level-1 enchantment Level-1 enchantment Level-1 enchantment


Bane Bless Command
1 act. 30 ft V,S,M Conc, 1 min 1 act. 30 ft V,S,M Conc, 1 min 1 act. 60 ft V 1 rnd
Up to three creatures of your choice that you You bless up to three creatures of your You speak a one-word command to a
can see within range must make Charisma choice within range. Whenever a target creature you can see within range. The target
saving throws. Whenever a target that fails makes an attack roll or a saving throw before must succeed on a Wisdom saving throw or
this saving throw makes an attack roll or a the spell ends, the target can roll a d4 and follow the command on its next turn. The
saving throw before the spell ends, the target add the number rolled to the attack roll or spell has no effect if the target is undead, if it
must roll a d4 and subtract the number rolled saving throw. At Higher Levels. When you doesn't understand your language, or if your
from the attack roll or saving throw. At Higher cast this spell using a spell slot of 2nd level or command is directly harmful to it. Some
Levels. When you cast this spell using a spell higher, you can target one additional creature typical commands and their effects follow.
slot of 2nd level or higher, you can target one for each slot level above 1st. You might issue a command other than one
additional creature for each slot level above described here. If you do so, the GM
1st. determines how the target behaves. If the
target can't follow your command, the spell
ends. Approach. The target moves toward
you by the shortest and most direct route,
ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding
and then ends its turn. Flee. The target
spends its turn moving away from you by the
fastest available means. Grovel. The target
falls prone and then ends its turn. Halt. The
target doesn't move and takes no actions. A
Cleric DC 13 Mod +5 Cleric DC 13 Mod +5 Cleric DC 13 Mod +5

Level-1 transmutation Level-1 evocation Level-1 divination


Create or Destroy Water Cure Wounds Detect Evil and Good
1 act. 30 ft V,S,M Inst 1 act. Touch V,S Inst 1 act. Self V,S Conc, 10 mins
You either create or destroy water. Create A creature you touch regains a number of hit For the duration, you know if there is an
Water. You create up to 10 gallons of clean points equal to 1d8 + your spellcasting ability aberration, celestial, elemental, fey, fiend, or
water within range in an open container. modifier. This spell has no effect on undead undead within 30 feet of you, as well as
Alternatively, the water falls as rain in a or constructs. At Higher Levels. When you where the creature is located. Similarly, you
30-foot cube within range, extinguishing cast this spell using a spell slot of 2nd level or know if there is a place or object within 30
exposed flames in the area. Destroy Water. higher, the healing increases by 1d8 for each feet of you that has been magically
You destroy up to 10 gallons of water in an slot level above 1st. consecrated or desecrated. The spell can
open container within range. Alternatively, penetrate most barriers, but it is blocked by 1
you destroy fog in a 30-foot cube within foot of stone, 1 inch of common metal, a thin
range. At Higher Levels. When you cast this sheet of lead, or 3 feet of wood or dirt.
spell using a spell slot of 2nd level or higher,
you create or destroy 10 additional gallons of
water, or the size of the cube increases by 5
feet, for each slot level above 1st.

Cleric DC 13 Mod +5 Cleric DC 13 Mod +5 Cleric DC 13 Mod +5

Level-1 divination Level-1 divination Divination cantrip


Detect Magic Detect Poison and Disease Guidance
1 act. Self V,S Conc, 10 mins 1 act. Self V,S,M Conc, 10 mins 1 act. Touch V,S Conc, 1 min
For the duration, you sense the presence of For the duration, you can sense the presence You touch one willing creature. Once before
magic within 30 feet of you. If you sense and location of poisons, poisonous creatures, the spell ends, the target can roll a d4 and
magic in this way, you can use your action to and diseases within 30 feet of you. You also add the number rolled to one ability check of
see a faint aura around any visible creature identify the kind of poison, poisonous its choice. It can roll the die before or after
or object in the area that bears magic, and creature, or disease in each case. The spell making the ability check. The spell then ends.
you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked
can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a
by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
thin sheet of lead, or 3 feet of wood or dirt.

Cleric DC 13 Mod +5 Cleric DC 13 Mod +5 Cleric DC 13 Mod +5


Page 1 (reverse)

Command (reverse)
flying creature stays aloft, provided that it is
able to do so. If it must move to stay aloft, it
flies the minimum distance needed to remain
in the air. At Higher Levels. When you cast
this spell using a spell slot of 2nd level or
higher, you can affect one additional creature
for each slot level above 1st. The creatures
must be within 30 feet of each other when
you target them.
Page 2

Level-1 evocation Level-1 evocation Level-1 divination


Guiding Bolt Healing Word Identify
1 act. 120 ft V,S 1 rnd 1 b.a. 60 ft V Inst 1 min Touch V,S,M Inst
A flash of light streaks toward a creature of A creature of your choice that you can see You choose one object that you must touch
your choice within range. Make a ranged within range regains hit points equal to 1d4 + throughout the casting of the spell. If it is a
spell attack against the target. On a hit, the your spellcasting ability modifier. This spell magic item or some other magic-imbued
target takes 4d6 radiant damage, and the has no effect on undead or constructs. At object, you learn its properties and how to
next attack roll made against this target Higher Levels. When you cast this spell using use them, whether it requires attunement to
before the end of your next turn has a spell slot of 2nd level or higher, the healing use, and how many charges it has, if any.
advantage, thanks to the mystical dim light increases by 1d4 for each slot level above You learn whether any spells are affecting the
glittering on the target until then. At Higher 1st. item and what they are. If the item was
Levels. When you cast this spell using a spell created by a spell, you learn which spell
slot of 2nd level or higher, the damage created it. If you instead touch a creature
increases by 1d6 for each slot level above throughout the casting, you learn what spells,
1st. if any, are currently affecting it.

Cleric DC 13 Mod +5 Cleric DC 13 Mod +5 Cleric DC 13 Mod +5

Level-1 necromancy Evocation cantrip Transmutation cantrip


Inflict Wounds Light Mending
1 act. Touch V,S Inst 1 act. Touch V,M 1 hr 1 min Touch V,S,M Inst
Make a melee spell attack against a creature You touch one object that is no larger than 10 This spell repairs a single break or tear in an
you can reach. On a hit, the target takes 3d10 feet in any dimension. Until the spell ends, object you touch, such as a broken chain link,
necrotic damage. At Higher Levels. When the object sheds bright light in a 20-foot two halves of a broken key, a torn cloak, or a
you cast this spell using a spell slot of 2nd radius and dim light for an additional 20 feet. leaking wineskin. As long as the break or tear
level or higher, the damage increases by The light can be colored as you like. is no larger than 1 foot in any dimension, you
1d10 for each slot level above 1st. Completely covering the object with mend it, leaving no trace of the former
something opaque blocks the light. The spell damage. This spell can physically repair a
ends if you cast it again or dismiss it as an magic item or construct, but the spell can't
action. If you target an object held or worn by restore magic to such an object.
a hostile creature, that creature must succeed
on a Dexterity saving throw to avoid the spell.

Cleric DC 13 Mod +5 Cleric DC 13 Mod +5 Cleric DC 13 Mod +5

Level-1 abjuration Level-1 transmutation Level-1 abjuration


Protection from Evil and Good Purify Food and Drink Sanctuary
1 act. Touch V,S,M Conc, 10 mins 1 act. 10 ft V,S Inst 1 b.a. 30 ft V,S,M 1 min
Until the spell ends, one willing creature you All nonmagical food and drink within a You ward a creature within range against
touch is protected against certain types of 5-foot-radius sphere centered on a point of attack. Until the spell ends, any creature who
creatures: aberrations, celestials, elementals, your choice within range is purified and targets the warded creature with an attack or
fey, fiends, and undead. The protection rendered free of poison and disease. a harmful spell must first make a Wisdom
grants several benefits. Creatures of those saving throw. On a failed save, the creature
types have disadvantage on attack rolls must choose a new target or lose the attack
against the target. The target also can't be or spell. This spell doesn't protect the warded
charmed, frightened, or possessed by them. creature from area effects, such as the
If the target is already charmed, frightened, or explosion of a fireball. If the warded creature
possessed by such a creature, the target has makes an attack or casts a spell that affects
advantage on any new saving throw against an enemy creature, this spell ends.
the relevant effect.

Cleric DC 13 Mod +5 Cleric DC 13 Mod +5 Cleric DC 13 Mod +5


Page 2 (reverse)
Page 3

Level-1 abjuration
Shield of Faith
1 b.a. 60 ft V,S,M Conc, 10 mins
A shimmering field appears and surrounds a
creature of your choice within range, granting
it a +2 bonus to AC for the duration.

Cleric DC 13 Mod +5
Page 3 (reverse)
Nao-Malai (Wise-Idiot in draconic)
Quirk: Money is meaningless to you.
Cleric of Waukeen, Goddess of Trade - Holy symbol: One sided gold coin with Waukeen's likeness
Self-trained monk
Backstory:
Childhood was nothing special apart from a couple brief encounters with soft ones. These began seeding an
interest in these strange seemingly helpless creatures. On reaching adulthood, Nao set out to study these
creatures and learn how they work. It wasn't long until he became a disciple of a traveling dwarven
cleric/merchant of Waukeen, Goddess of Trade. The dwarf, named Thar Grandstump, wasnt thrilled with his
new greedless disciple, but Naos enthusiasm was enough to make him tolerable. A couple years into his
study, the group was ransacked by bandits. The bandits were led by a highly skilled halfling monk who
managed to avoid everything thrown at her. When Nao came to, his mentor was dead and he had a new
interest in the ways of the monk. Now without a tutor, Noa began developing a martial art of his own creation
and seeking his next subject of study.
Motivation:
Softies have somehow become the dominant species(s) despite being squishy and having no sharp bits. He
understands that once tools and armor were invented such things became less relevant but how did these
things survive long enough to develop these tools? While primarily driven by curiosity, he also wants to use
whatever it is that let them succeed to make himself even more capible.
Studies:
Nao keeps a detailed compendium of all of his theories and conclusions. He writes these in countless journals
and hides full journals in various places as he travels. The locations of these hiding spots are kept in a well-
guarded notebook he always keeps on his person. His tutelage under the cleric was born out of a later
disproven theory that the softies had a greater affinity for magic than lizardfolk. He concluded, however, that
this was not true though there may be a greater propensity for the prerequisite faith associated with favor from
gods. His current study is into the ability of well-trained martial arts to perform beyond their physical constraints.
Ideological Progression:
As Naos studies advance, his views on the soft ones will change. In time, he will reach a conclusion and begin
acting in accordance with that new view. Along the path of good, he will conclude that all beings have a value
particular to themselves and it is Naos duty to embrace and uplift those abilities. A neutral view will see things
objectively as some soft ones have particular talents that earn respect and others do not. In this instance, Nao
will likely continue seeking knowledge of successful softies to improve his own abilities. It is also possible that
Nao will come to the realization that softies are a pest, surviving only by gluttony and excess and that their
wasteful existence is a scourge that he will seek to eradicate. All of these are subject to change as the story
progresses.
Playstyle:
Nao acts as a sort of field medic on the battlefield. He joins the fray, dodging blows and dealing them back
where needed prioritizing keeping his allies healthy as possible. His limited cleric spells generally allow for
either AC buffs before fights in the form of shield of faith, damage during fights from inflict wounds, or healing
after fights using cure wounds.
Behavior:
As a lizardfolk, Nao-Malai primarily views things on a basis of function. For instance, people are often
described more by their distinguishing characteristics than their names or titles. He does, however, have an
odd sense of naming. A barbarian would be called Ralph by his peers, Mad Axe by the average lizardfolk, and
Chop Grumpy by Nao. Nao is by no means unfriendly but he lacks understanding of the social protocol most
expect. For instance, if he comes across a noble fattened by wealth, he will not associate their money and
ability to eat in excess and he will also begin asking what happened to make them fat and whether they are
fixing it. They aren't insulting the person, just wondering why they are in an unhealthy state. It isn't uncommon
for lizardfolk to repurpose fallen foes into weapons and dinner but Ghriv performs a full on autopsy, taking
notes on the anatomy and physical distinctions of the corpse.
Speech:
Ghriv tends to vary in the speed at which he speaks as he moves in and out of thought mid-sentence. He tends
to speak his mind when his mind has something to say so he'll occasionally interrupt or speak out of place. He
also doesn't change the volume of his voice unless he is consciously considering the importance of it. He's not
very talkative but once he gets into an investigative mood he will ask questions with such zeal that the
questioned will barely be given time to answer.

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