Aukon Aetherwielder of Clan Thunukalathi
Aukon Aetherwielder of Clan Thunukalathi
Aukon Aetherwielder of Clan Thunukalathi
STEALTH DISADVANTAGE
✘
+3 Wisdom
+4 Charisma
13 1d10
Lay on Hands (Action—5/Long Rest). You can touch
CONDITIONAL
a creature and draw power from the pool to restore
a number of hp to that creature, up to the
-1 maximum amount remaining in your pool. You can
expend 5 hp from your pool of healing to cure the
CURRENT HIT POINTS target of one disease or neutralize one poison
CONSTITUTION DEATH SAVING THROWS
affecting it.This feature has no effect on undead and
SAVING THROWS
constructs.
16 N
CIE C
-1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI
RT
EXPE
8 ✘
-1 History (Int)
+3 Insight (Wis)
+2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
-1 -1 Investigation (Int)
+1 Medicine (Wis) Stone's Endurance (1/Short Rest). When you take
WISDOM
damage, you can use your reaction to roll a d12+3
-1 Nature (Int) and reduce the damage by that total.
12 ✘ +3 Perception (Wis)
+2 Performance (Cha)
Powerful Build. You count as one size larger when
determining your carrying capacity and the weight
✘ +4 Persuasion (Cha) you can push, drag, or lift.
+1 -1 Religion (Int) Mountain Born. You’re acclimated to high
-1 Sleight of Hand (Dex) altitude, including elevations above 20,000 feet.
CHARISMA -1 Stealth (Dex)
15 +1 Survival (Wis)
SKILLS
+2 13 PASSIVE PERCEPTION
ADVANTAGE
Dagger 20/60 +5 vs AC 1d4+3 piercing Armor Proficiencies. Light Armor, Medium Armor,
Finesse, Light, Thrown
Heavy Armor, Shields
NAME
Clan Thunukalathi
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
I grew up as a part of clan Thunukalathi, deep within the mountains. At a young age I wielded magic whilst on a hunt
and was honorarily dubbed my nickname: Aetherwielder. I was an honored member of my tribe before a night my life
was torn like lightning on a mountaintop.
I expect danger around every corner.
I refuse to become a victim, and I will not allow Slavers, in the night, came to our mountaintop and slew my parents, and dragged me away. I was forced to mine as a
others to be victimized. slave to these people for 2 years before I was once again sold as property - to the Magnus Klepta. They sought to use my
I sleep with my back to a wall or tree, with
everything I own wrapped in a bundle in my arms. abilties for their own purpose. Reginald Phantus, my master and instructor, attempted to carve me for his own purposes
for 2 more years.
PERSONALITY TRAITS
Whilst a slave, I befriended an elf man named Yelris. We grew close over the year we knew each other. One fateful day,
we saw an opportunity. He was the brains behind the plan - I could never quite grasp at its details. We made our escape
Chains are meant to be broken, as are those who late at night. but my friend... he was killed just before we felt the cold air of freedom. I ran for days along a great river,
would forge them.The rich need to be shown what life hoping to find safety. I knew the Magnus Klepta would not let one of their slaves go so easily.
and death are like in the gutters.I try to help those in
need, so nobody suffers as I did. I passed through some small fishing communities alongst the river, but did not reveal myself. I don't know who amongst
IDEAL Reginald's assistants could be among them. I followed civilization until I reached the town of Turbak. A great
tournament would be hosted here. The winners could study at a place called Twixenhalle. I know I do not belong at such
a place, but it may prove a good place to hone my strength as I wait to strike with my vengeance at those who have
I keep my thoughts and discoveries in a journal. My wronged me. For my family, my tribe, and my friend Yelris.
journal is my legacy.I will get revenge on the slavers
who killed my family and enslaved me.
BOND
Ex-Slave
The knowledge gained during your incarceration lets
you gain insight into local guards and jailors. You
know which will accept bribes, or look the other way
for you. You can also seek shelter for yourself from
authorities with other criminals in the area.
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
[Maul] 1 10
[Chain Mail] 1 55
Explorer’s Pack 1 10
Handaxe 1 2
Emblem 1 —
Dagger 1 1
0 0 0 0 0
78 lb / 510 lb 1020 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Booming Blade Prestidigitation Armor of Agathys
Evocation Cantrip Transmutation Cantrip 1st-level abjuration
As part of the action used to cast this spell, you must make a melee This spell is a minor magical trick that novice spellcasters use for A protective magical force surrounds you, manifesting as a spectral
attack with a weapon against one creature within the spell’s range, practice. You create one of the following magical effects within frost that covers you and your gear. You gain 5 temporary hit points
otherwise the spell fails. On a hit, the target suffers the attack’s range: for the duration. If a creature hits you with a melee attack while you
normal effects, and it becomes sheathed in booming energy until the • You create an instantaneous, harmless sensory effect, such as a have these hit points, the creature takes 5 cold damage.
start of your next turn. If the target willingly moves before then, it shower of sparks, a puff of wind, faint musical notes, or an odd odor. At Higher Levels. When you cast this spell using a spell slot of 2nd
immediately takes 1d8 thunder damage, and the spell ends. • You instantaneously light or snuff out a candle, a torch, or a level or higher, both the temporary hit points and the cold damage
This spell’s damage increases when you reach higher levels. At 5th small campfire. increase by 5 for each slot above 1st.
level, the melee attack deals an extra 1d8 thunder damage to the • You instantaneously clean or soil an object no larger than 1 cubic
target, and the damage the target takes for moving increases to 2d8. foot.
Both damage rolls increase by 1d8 at 11th level and 17th level. • You chill, warm, or flavor up to 1 cubic foot of nonliving material
for 1 hour.
• You make a color, a small mark, or a symbol appear on an object
or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit
in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its
non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.
Warlock Sword Coast Adventurer’s Guide Warlock Player’s Handbook Warlock Player’s Handbook
Maul Chain Mail Explorer’s Pack
Weapons Armor Equipment Packs
Made of interlocking metal rings, chain mail includes a Includes a backpack, a bedroll, a mess kit, a tinderbox, 10
layer of quilted fabric worn underneath the mail to prevent torches, 10 days of rations, and a waterskin. The pack also
chafing and to cushion the impact of blows. The suit has 50 feet of hempen rope strapped to the side of it.
includes gauntlets.