Malachai Voidreaver

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Level 5 Elf Paladin (2) / Warlock, The Hexblade (3) 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Malachai Voidreaver
House Agent Neutral Shar Deniz
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of you as if it
STRENGTH Splint 17 were bright light, and in darkness as if it were dim light.

PROFICIENCY BONUS +3 Great Weapon Master. On your turn, when you score a critical hit

15
SHIELD
AC with a melee weapon or reduce a creature to 0 hit points with one,
you can make one melee weapon attack as a bonus action.Before
you make a melee attack with a heavy weapon that you are
N
CIE C
proficient with, you can choose to take a - 5 penalty to the attack
+2 Strength
Y
PROFI

roll. If the attack hits, you add +10 to the attack’s damage.
+2
+0 Dexterity Divine Sense (Action—5/Long Rest). You can open your awareness
to detect presence of strong evil. Until the end of your next turn,
+2 Constitution ARMOR CLASS you know the location of any celestial, fiend, or undead within 60
DEXTERITY feet of you that is not behind total cover. You know the type of any
-1 Intelligence being whose presence you sense, but not its identity. Within the
MAXIMUM HIT DICE TEMPORARY

10
same radius, you also detect the presence of any place or object
✘ +2 Wisdom that has been consecrated or desecrated.
41 2d10/3d8
✘ +7 Charisma Lay on Hands (Action—10/Long Rest). You can touch a creature and
CONDITIONAL draw power from the pool to restore a number of hp to that
+0 creature, up to the maximum amount remaining in your pool. You
can expend 5 hp from your pool of healing to cure the target of one
disease or neutralize one poison affecting it.This feature has no
CURRENT HIT POINTS effect on undead and constructs.
CONSTITUTION DEATH SAVING THROWS
Fighting Style.
SAVING THROWS Great Weapon Fighting. When you roll a 1 or 2 on a damage die

14 SPEED FLY CLIMB SWIM for an attack you make with a melee weapon that you are wielding
N
CIE C
with two hands, you can reroll the die and must use the new roll,
+0 Acrobatics (Dex) 30ft. 0ft. 0ft. 0ft. even if the new roll is a 1 or a 2. The weapon must have the two-
Y
PROFI

RT

EXPE
handed or versatile property for you to gain this benefit.
-1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION
+2 -1 Arcana (Int) Darkvision
Divine Smite. When you hit a creature with a melee weapon attack,
you can expend one spell slot to deal radiant damage to the target,
in addition to the weapon’s damage. The extra damage is 2d8 for a
+2 Athletics (Str) 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a
maximum of 5d8. The damage increases by 1d8 if the target is an
INTELLIGENCE +4 Deception (Cha) undead or a fiend.

8 ✘
-1 History (Int)
+2 Insight (Wis)
Eldritch Invocations.
Improved Pact Weapon. You can use any weapon you summon
with your Pact of the Blade feature as a spellcasting focus for your
warlock spells.
✘ +7 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Fiendish Vigor. You can cast false life on yourself at will, without
-1 ✘ +2 Investigation (Int)
expending a spell slot or material components.
Pact of the Blade (Action). Create a pact weapon in your empty
-1 Medicine (Wis) hand. This weapon counts as magical for the purpose of overcoming
WISDOM resistance and immunity to nonmagical attacks and damage.Your
-1 Nature (Int) pact weapon disappears if it is more than 5 feet away from you for 1
minute or more. It also disappears if you use this feature again, if

8 -1 Perception (Wis)
+4 Performance (Cha)
you dismiss the weapon (no action required), or if you die.You can
transform one magic weapon into your pact weapon by performing
a special ritual while you hold the weapon. You perform the ritual
over the course of 1 hour, which can be done during a short rest.
✘ +7 Persuasion (Cha)
-1 -1 Religion (Int)
You can then dismiss the weapon, shunting it into an
extradimensional space, and it appears whenever you create your
pact weapon thereafter. You can’t affect an artifact or a sentient
weapon in this way. The weapon ceases being your pact weapon if
+0 Sleight of Hand (Dex) you die, if you perform the 1-hour ritual on a different weapon, or if
CHARISMA +0 Stealth (Dex) you use a 1-hour ritual to break your bond to it. The weapon
appears at your feet if it is in the extradimensional space when the

18 -1 Survival (Wis) bond breaks.


SKILLS Hexblade’s Curse (Bonus Action—1/Short Rest). Choose one
creature you can see within 30ft. The target is cursed for 1 minute.
Until the curse ends, you gain the following benefits:You gain a +3
+4 9 PASSIVE PERCEPTION bonus to damage rolls against the cursed target and any attack roll
you make against the cursed target is a critical hit on a roll of 19 or
20 on the d20.If the cursed target dies, you regain 7 hp.

ADVANTAGE
Hex Warrior. Whenever you finish a long rest, you can touch one
weapon that you are proficient with and that lacks the two-handed
+0
property. When you attack with that weapon, you can use +7 for
INITIATIVE 1 Attack / Attack Action RACIAL TRAITS the attack and +4 damage.

NAME RANGE ATTACK DAMAGE / TYPE


Greatsword 5 ft +8 vs AC 2d6+5 slashing
Heavy, Two-Handed
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Heavy Armor, Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Poisoner’s kit, Pan flute

Languages. Common

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male
GENDER AGE HEIGHT WEIGHT
Malachai Voidreaver
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You have sworn fealty to a dragonmarked house, one of the mighty mercantile guilds that shapes Khorvaire. If you
possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an
outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering
I never let emotion complicate work. useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of
I never let emotion complicate work. the house. Such missions can be dangerous—but they’ll surely be lucrative.

PERSONALITY TRAITS

Tradition. I uphold traditions of my house and bring


honor to my family. (Lawful)

IDEAL

My house is my family, and I would do anything for


my family.

BOND

I’m overly concerned with following established


procedures and protocols.

FLAW BACKGROUND STORY

House Connections
As an agent of your house, you can always get food
and lodging for your friends at a house enclave. When
the house assigns you a mission, it will usually provide
you with necessary supplies and transportation.
Beyond this, you have many old friends, mentors, and
rivals in your house and you may encounter one of
them when you interact with a house business. As a
Lyrandar agent you may know the captain of an
airship; as a Ghallanda agent you know a lot of
innkeepers and bartenders. The degree to which such
acquaintances will be willing to help you out will
depend on your current standing in your house.
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
[Splint] 1 60
[Greatsword] 1 6

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

66 lb / 225 lb 450 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 +7 15 5

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Paladin

1ST LEVEL 2 SPELL SLOTS ● Compelled Duel ● Cure Wounds


● Searing Smite ● Thunderous Smite Bless
Ceremony Command Detect Evil and Good
Detect Magic Detect Poison and Disease Divine Favor
Heroism Protection from Evil and Good Purify Food and Drink
Shield of Faith Wrathful Smite

Charisma +7 15 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Warlock, The Hexblade

CANTRIPS Eldritch Blast True Strike

1ST LEVEL Hellish Rebuke Hex


Shield

2ND LEVEL 2 SPELL SLOTS Mirror Image

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

1ST LEVEL False Life (Fiendish Vigor)


Eldritch Blast True Strike Compelled Duel
Evocation Cantrip Divination Cantrip 1st-level enchantment

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 120 feet RANGE 30 feet RANGE 30 feet
DURATION Instantaneous DURATION Concentration, up to 1 round DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS S COMPONENTS V

A beam of crackling energy streaks toward a creature within range. You extend your hand and point a finger at a target in range. Your You attempt to compel a creature into a duel. One creature that you
Make a ranged spell attack against the target. On a hit, the target magic grants you a brief insight into the target’s defenses. On your can see within range must make a Wisdom saving throw. On a failed
takes 1d10 force damage. next turn, you gain advantage on your first attack roll against the save, the creature is drawn to you, compelled by your divine demand.
The spell creates more than one beam when you reach higher target, provided that this spell hasn’t ended. For the duration, it has disadvantage on attack rolls against creatures
levels: two beams at 5th level, three beams at 11th level, and four other than you, and must make a Wisdom saving throw each time it
beams at 17th level. you can direct the beams at the same target or attempts to move to a space that is more than 30 feet away from you
at different ones. Make a separate attack roll for each beam.

Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Prepared (Paladin) Player’s Handbook

Cure Wounds False Life Hellish Rebuke


1st-level evocation 1st-level necromancy 1st-level evocation

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


RANGE Touch RANGE Self RANGE 60 feet
DURATION Instantaneous DURATION 1 hour DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (a small amount of alcohol or distilled spirits) COMPONENTS V, S

A creature you touch regains a number of hit points equal to 1d8 + Bolstering yourself with a necromantic facsimile of life, you gain 1d4 Reaction: you are being damaged by a creature within 60 feet of you
your spellcasting ability modifier. This spell has no effect on undead + 4 temporary hit points for the duration. that you can see You point your finger, and the creature that
or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd damaged you is momentarily surrounded by hellish flames. The
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each creature must make a Dexterity saving throw. It takes 2d10 fire
level or higher, the healing increases by 1d8 for each slot level above slot level above 1st. damage on a failed save, or half as much damage on a successful one.
1st. At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d10 for each slot level
above 1st.

Prepared (Paladin) Player’s Handbook Fiendish Vigor (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook

Hex Searing Smite Shield


1st-level enchantment 1st-level evocation 1st-level abjuration

CASTING TIME 1 bonus action CASTING TIME 1 bonus action CASTING TIME 1 reaction
RANGE 90 feet RANGE Self RANGE Self
DURATION Concentration, up to 1 hour DURATION Concentration, up to 1 minute DURATION 1 round
COMPONENTS V, S, M (the petrified eye of a newt) COMPONENTS V COMPONENTS V, S

You place a curse on a creature that you can see within range. Until The next time you hit a creature with a melee weapon attack during Reaction trigger: You are hit by an attack or targeted by the magic
the spell ends, you deal an extra 1d6 necrotic damage to the target the spell’s duration, your weapon flares with white-hot intensity, and missile spell An invisible barrier of magical force appears and protects
whenever you hit it with an attack. Also, choose one ability when you the attack deals an extra 1d6 fire damage to the target and causes you. Until the start of your next turn, you have a +5 bonus to AC,
cast the spell. The target has disadvantage on ability checks made the target to ignite in flames. At the start of each of its turns until the including against the triggering attack, and you take no damage from
with the chosen ability. If the target drops to 0 hit points before this spell ends, the target must make a Constitution saving throw. On a magic missile.
spell ends, you can use a bonus action on a subsequent turn of yours failed save, it takes 1d6 fire damage. On a successful save, the spells
to curse a new creature. A remove curse cast on the target ends this ends. If the target or a creature within 5 feet of it uses an action to
spell early. put out the flames, or if some other effect douses the flames (such as
At Higher Levels. When you cast this spell using a spell slot of 3rd the target being submerged in water), the spell ends.
or 4th level, you can maintain your concentration on the spell for up At Higher Levels. When you cast this spell using a spell slot of 2nd
to 8 hours. When you use a spell slot of 5th level or higher, you can level or higher, the initial extra damage dealt by the attack increases
maintain your concentration on the spell for up to 24 hours. by 1d6 for each slot level above 1st.

Pact Magic (Warlock) Player’s Handbook Prepared (Paladin) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
Thunderous Smite Mirror Image
1st-level evocation 2nd-level illusion

CASTING TIME 1 bonus action CASTING TIME 1 action


RANGE Self RANGE Self
DURATION Concentration, up to 1 minute DURATION 1 minute
COMPONENTS V COMPONENTS V, S

The first time you hit with a melee weapon attack during this spell’s Three illusory duplicates of yourself appear in your space. Until the
duration, your weapon rings with thunder that is audible within 300 spell ends, the duplicates move with you and mimic your actions,
feet of you, and the attack deals an extra 2d6 thunder damage to the shifting position so it’s impossible to track which image is real. You
target. Additionally, if the target is a creature, it must succeed on a can use your action to dismiss the illusory duplicates. Each time a
Strength saving throw or be pushed 10 feet away from you and creature targets you with an attack during the spell’s duration, roll a
knocked prone. d20 to determine whether the attack instead targets one of your
duplicates. If you have three duplicates, you must roll a 6 or higher to
change the attack’s target to a duplicate. With two duplicates, you
must roll an 8 or higher. With one duplicate, you must roll an 11 or
higher. A duplicate’s AC equals 10 + your Dexterity modifier. If an
attack hits a duplicate, the duplicate is destroyed. A duplicate can be
destroyed only by an attack that hits it. It ignores all other damage
and effects. The spell ends when all three duplicates are destroyed. A
creature is unaffected by this spell if it can’t see, if it relies on senses
other than sight, such as blindsight, or if it can perceive illusions as
false, as with truesight.

Prepared (Paladin) Player’s Handbook Pact Magic (Warlock) Player’s Handbook


Splint Greatsword
Armor Weapons

This armor is made of narrow vertical strips of metal


riveted to a backing of leather that is worn over cloth
padding. Flexible chain mail protects the joints.

60 lb. Player’s Handbook 6 lb. Player’s Handbook

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