Nephenee DND

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Nephenee – Fighter (battle Master)6, Paladin (Oath of Acients)11

Human - Variant

Stärke 17 +1
Geschick 14
Konstitution 13 +1
Intelligenz 12
Weisheit 12
Charisma 16

Feat Polearm Master

+Animal Handling

Background: Feylost

+ Deception, Survival,

 Languages: Sylvan, Common, elvish

 Tool Proficiencies: One type of musical instrument Lyre

Equipment: A musical instrument (one of your choice), a set of traveler's clothes, three trinkets (each
determined by rolling on the Feywild Trinkets table), and a pouch containing 8 gp

Saving Throws: Strength, Constitution

1st +2 Fighting Style (Defense) , Second Wind


2nd +2 Action Surge
3rd +2 Martial Archetype (Arc Type Battle Master)
At 3rd level, you gain proficiency with one type of artisan's tools of your choice.
Superiority Dice 4x 8d,
Manöver: Riposte, Trip Attack, Distracting Strike
4th +2 Feat, Sentinel
5th +3 Extra Attack
6th +3 Ability Score Improvement, Spear Mastery

Spear +1, Shield, Half Plate Armor

Tenets of the Ancients


The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath
emphasizes the principles of good above any concerns of law or chaos. Its four central principles are
simple.
Kindle the Light.
Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating
back despair.
Shelter the Light.
Where there is good, beauty, love, and laughter in the world, stand against the wickedness that
would swallow it. Where life flourishes, stand against the forces that would render it barren.
Preserve Your Own Light.
Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you
can't preserve it in the world.
Be the Light.
Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all
your deeds

1st +2 Divine Sense, Lay on Hands


2nd +2 Divine Smite, Fighting Style (Duellist) , Spellcasting 2
3rd +2 Divine Health, Sacred Oath Nature's Wrath 3
4th +2 Ability Score Improvement +2 st 3
5th +3 Extra Attack 4 2
6th +3 Aura of Protection 4 2
7th +3 Sacred Oath feature: Aura of Warding 4 3
8th +3 Ability Score Improvement: feat: Vitality 4 3
9th +4 4 3 2
10th +4 Aura of Courage 4 3 2
11th +4 Improved Divine Smite
12th +4 Ability Score Improvement +2Charisma 4 3 3
13th +5 4 3 3 1
14th +5 Cleansing Touch 4 3 3 1
Spells: lvl. 1 - Divine Favor, Protection from Evil and Good, Shield of Faith, Purify Food and
Drink
Lvl.2 - Warding Bond, Lesser Restoration, Find Steed

Lvl. 3 Aura of Vitality, Remove Curse, Daylight

Lvl. 4 Aura of Purity

+moonbeam, misty step, ensnaring strike, speak with animals, plant growth,
protection from energy

HP: 204 AC: 20 Attack: 6+5+1 Dmg 1d8+7+1+1d8 x3

Saves: Str: +10Con:+7 Dex:+2 Int:+1 Wis+1: Cha:+4

Skills + Deception, Survival, Animal Handling, Persuasion, Athletics


Tyra-nok
Lizardfolk - Druid (Star)

Stärke 12
Geschick 13 +1
Konstitution 15 +1
Intelligenz 12
Weisheit 17 +1
Charisma 8

Bite
You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike
deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for
an unarmed strike.
Hold Breath.
You can hold your breath for up to 15 minutes at a time.
Hungry Jaws.
You can throw yourself into a feeding frenzy. As a bonus action, you can make a special attack with
your Bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to
your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and
you regain all expended uses when you finish a long rest.
Natural Armor.
You have tough, scaly skin. When you aren't wearing armor, your base AC is 13 + Dexterity modifier.
You can use your natural armor to determine your AC if the armor you wear would leave you with a
lower AC. A shield's benefits apply as normal while you use your natural armor.
Nature's Intuition.
Thanks to your mystical connection to nature, you gain proficiency with two of the following skills of
your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.

Background: Quandrix Student


Skill Proficiencies: Arcana, Nature, Survival, Perception, Athletic, Insight

Tool Proficiencies: Herbalism kit Languages: Common, Dragonic, Druidic, Primial

Saving Throws: Intelligence, Wisdom

Equipment: A bottle of black ink, an ink pen, an abacus, a book of arcane theory, a school uniform,
and a pouch containing 55 gp
(a) a wooden shield or (b) any simple weapon
Leather armor, an explorer's pack, and a druidic focus

Feature: Quandrix Initiate[–]

You gain the Strixhaven Initiate feat


Spells
1st Entangle, Guiding Bolt
2nd Enlarge/Reduce, Vortex Warp
3rd Aura of Vitality, Haste
4th Control Water, Freedom of Movement
5th Circle of Power, Passwall
+Cantrip: Druidcraft, guidance, Poison Spray, Shillelagh, Mage Hand

Lvl. 1: Cure light Wounds, Goodberry, Protection from Evil and Good
Ismene

Tiefling - (Variant; Winged)

Stärke 7
Geschick 15
Konstitution 12
Intelligenz 11 +1
Weisheit 12
Charisma 18 +2

Darkvision.
Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in
dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You
can't discern color in darkness, only shades of gray.
Hellish Resistance. - You have resistance to fire damage.
Winged.
You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while
you aren't wearing heavy armor.
Languages. You can speak, read, and write Common and Infernal.

Criminal (Spy)
Skill Proficiencies:
Tool Proficiencies: One type of gaming set, thieves' tools

Feature: Spy Contact


You have a reliable and trustworthy contact who acts as your liaison to a network of other spies. You
know how to get messages to and from your contact, even over great distances; specifically, you
know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for
you.
Specialty

Personality Trait - I would rather make a new friend than a new enemy.
Ideal - Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
Bond - My ill-gotten gains go to support my family.
Flaws - An innocent person is in prison for a crime that I committed. I'm okay with that.

Warlock

Proficiencies
Armor: light armor
Weapons: simple weapons
Saving Throws: Wisdom, Charisma
Skills: Intimidation, Investigation, Deception, Stealth
Starting Equipment
You start with the following items, plus anything provided by your background.
• (a) a light crossbow and 20 bolts
• an arcane focus
• (a) a scholar's pack
• Leather armor, any simple weapon, and two daggers
• A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp

Warlock (Fiend)
Cantrips Spells Slots Level Invocations
1st +2 Pact Magic, Otherworldly Patron 2 2 1 1st —

Spells

Cantrips: Eldritch Blast, Friends

Lvl.1: burning hands, command, Illusory Script, Hex


Syrios cleric (Zeal)

Dragonborn- Metallic (bronce)

Stärke 16 +2
Geschick 10
Konstitution 14
Intelligenz 13
Weisheit 17 +1
Charisma 13

Backround: Archaeologist

 Skill Proficiencies: History, Survival


 Tool Proficiencies: Cartographer's tools
 Languages: Primordial, Dwarf
 Equipment: A wooden case containing a map to a ruin or dungeon, a bullseye lantern,
a miner's pick, a set of traveler's clothes, a shovel, a two-person tent, a trinket
recovered from a dig site, and a pouch containing 25 gp

Feature: Historical Knowledge[–]

When you enter a ruin or dungeon, you can correctly ascertain its original purpose and
determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other
known race. In addition, you can determine the monetary value of art objects more than a
century old.

Personality Trait

You might think I'm a scholar, but I love a good brawl. These fists were made
for punching.
Bond:
I hope to bring prestige to a library, a museum, or a university.
Flaws
When given the choice of going left or right, I always go left.
1st +2 Spellcasting,Divine Domain 3/2
2nd +2 Channel Divinity (1/rest),Divine Domain feature 3/3
3rd +2 — 3/4/2
4th +2 Ability Score Improvement, Feat: Dragon Wing 4/4/3
5th +3 Destroy Undead (CR 1/2) 4/4/3/2
6th +3 Channel Divinity (2/rest),Divine Domain feature 4/4/3/3
7th +3 — 4/4/3/3/1
8th +3 Ability Score Improvement,Destroy Undead (CR 1),
Divine Domain feature Feat:Sentinel 4/4/3/3/2
9th +4 — 4/4/3/3/3/1
10th +4 Divine Intervention 5/4/3/3/3/2
11th +4 Destroy Undead (CR 2) 543332 1
12th +4 Ability Score Improvement, Feat:Tough 543332 1
13th +5 — 543332 11
14th +5 Destroy Undead (CR 3) 543332 11

Fighter
1st +2 Fighting Style, Martial Versatility,Second Wind,
2nd +2 Action Surge
3rd +2 Martial Archetype
4th +2 Ability Score Improvement, +2 Wis
5th +3 Extra Attack
6th +2 Ability Score Improvement, +2 Str

Cantrips: Thaumaturgy, Light, Guidance, Restistance, Mending


Spells: lvl. 1 - searing smite, thunderous smite, Detect Magic, Healing Word, Cure Wounds
Protection from Evil and Good
Lvl. 2 - Prayer of Healing, Lesser Restoration, Warding Bond, magic weapon, shatter

Lvl. 3 Aura of Vitality, Remove Curse, Daylight

Lvl. 4 Aura of Purity

Lvl. 5

Lvl. 6

Lvl. 7

Lvl. 8

Lvl. 9

+moonbeam, misty step, ensnaring strike, speak with animals, plant growth,
protection from energy

HP: 204 AC: 20 Attack: 6+5+1 Dmg 1d8+7+1+1d8 x3

Saves: Str: +10Con:+7 Dex:+2 Int:+1 Wis+1: Cha:+


Mizore

Reborn

Stärke 12
Geschick 17 +
Konstitution 13 +1
Intelligenz 12
Weisheit 13
Charisma 18 +2

Ancestral Legacy.
If you replace a race with this lineage, you can keep the following elements of that race: any skill
proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
If you don't keep any of those elements or you choose this lineage at character creation, you gain
proficiency in two skills of your choice.
Deathless Nature.
You have escaped death, a fact represented by the following benefits:
You have advantage on saving throws against disease and being poisoned, and you have resistance to
poison damage.
You have advantage on death saving throws.
You don't need to eat, drink, or breathe.
You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you
spend those hours in an inactive, motionless state, during which you retain consciousness.
Knowledge from a Past Life.
You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a
previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after
seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a
number of times equal to your proficiency bonus, and you regain all expended uses when you finish a
long rest.
Languages.
You can speak, read, and write Common, Primordial

Background Witherbloom Student

• Skill Proficiencies: Nature, Survival


• Tool Proficiencies: Herbalism kit
• Languages: One of your choice
• Equipment: A bottle of black ink, an ink pen, a book about plant identification, an iron pot, an
herbalism kit, a school uniform, and a pouch containing 15 gp
Feature: Witherbloom Initiate[–]
You gain the Strixhaven Initiate feat and must choose Witherbloom within it.
In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Witherbloom Spells
table are added to the spell list of your spellcasting class. (If you are a multiclass character with
multiple spell lists, these spells are added to all of them.)
Witherbloom Spells

Spell Level Spells


1st Cure Wounds, Inflict Wounds

2nd Lesser Restoration, Wither and Bloom


3rd Revivify, Vampiric Touch

4th Blight, Death Ward

5th Antilife Shell, Greater Restoration

Sorcerer (Frostbiter)
Proficiencies
Armor: none
Weapons: daggers, darts, slings, quarterstaffs, light crossbows
Tools: : Herbalism kit
Saving Throws: Constitution, Charisma
Skills: Arcana, Persuasion, Nature, Survival, Perform, Akrobatic
Starting Equipment

(a) a light crossbow and 20 bolts, (b) an arcane focus, (b) an explorer's pack, Two daggers
(b) : A bottle of black ink, an ink pen, a book about plant identification, an iron pot, an herbalism kit,
a school uniform, and a pouch containing 15 gp

1st +2 Spellcasting, Sorcerous Origin — 4 2 2

Spells:

Cantrips: Shape Water, Ray of Frost, Mending, Prestidigitation, Frostbite, chill touch,
druidcraft

Lvl. 1; Ice Knife, Mage Armor, Cure Wounds, Inflict Wounds,

+Find Familiar
Byleth

Stärke 16 +2
Geschick 13
Konstitution 14
Intelligenz 12
Weisheit 9
Charisma 15

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