Kildi, Who Walks The Path: 1 Warlock (The Fiend) Isaac Folk Hero Dwarf, Hill 0

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1 Warlock (the Fiend) Isaac

Kildi, Who Walks the Path


LEVEL & CLASS PLAYER NAME

Folk Hero Dwarf, Hill 0 300


BACKGROUND ` RACE EXPERIENCE Next Level
CHARACTER NAME

-1 STR +1 INT

12 +2 14
12 Armor Studded Leather
AC DESCRIPTION

-1
+2 DEX +3 WIS
+3 CON +5 CHA
Shield

2 Dex Medium Armor Heavy Armor

Poison
RESISTANCES

9
Magic

+2
Misc
Temporary Hit Points: Misc

+2
Adv. vs. Poison

14

13
1 d8+3 25 ft
SUCCESSES LEVEL DIE USED ENCUMBERED

25 ft

+3
FAILURES

+2 Acrobatics (Dex)
ARMOR

16
Light Medium Heavy Shields

+3 Animal Handling (Wis) WEAPONS

+1 Arcana (Int) Battleaxe, Warhammer


FEATURE MAX RECOVER USED Simple Martial Other Weapons:

-1 Athletics (Str)

+1
+3 Deception (Cha) Common
LANGUAGES TOOLS & OTHERS
Type of artisan's tools
+1 History (Int) Dwarvish Vehicles (land)
+1 Insight (Wis) Abyssal
12
smith, brewer, or mason tools

+5 Intimidation (Cha)
+3 Investigation (Int)

+1
+1 Medicine (Wis)
+1 Nature (Int)
+1 Perception (Wis)
12 +3 Performance (Cha)
+3 Persuasion (Cha)
ACTIONS BONUS ACTIONS REACTIONS

+1 Religion (Int)

+3 +2 Sleight of Hand (Dex)


+2 Stealth (Dex)
+3 Survival (Wis)
16
Tool

11 Light Crossbow Dex 80/320 ft +4 1d8+2 Piercing


ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

Ammunition, loading, two-handed


PASSIVE WISDOM (PERCEPTION)

Darkvision 60 ft
Dart Dex 20/60 ft +4 1d4+2 Piercing
DESCRIPTION

Finesse, thrown

Dagger Dex Melee, 20/60 ft +4 1d4+2 Piercing


Finesse, light, thrown

Bolts
NAME TOTAL NAME TOTAL
Warlock (the Fiend), level 1:
Pact Magic (Warlock 1, PHB 107) [2 cantrips & 2 spells known]
I can cast warlock cantrips/spells that I know, using Charisma as my spellcasting ability
I can use an arcane focus as a spellcasting focus
I regain these spell slots on a short rest
Dark One's Blessing (the Fiend 1, PHB 109)
When I reduce a hostile to 0 HP, I gain Cha mod + warlock level temporary HP (min 1)

Feature Name: Rustic Hospitality

Since I come from the ranks of the common folk, I fit in among them
with ease. I can find a place to hide, rest, or recuperate among other
commoners, unless I have shown myself to be a danger to them.
They will shield me from the law or anyone else searching for me,
though they will not risk their lives for me.

Hill Dwarf (+2 Constitution, +1 Wisdom)

Stonecunning: Whenever I make an Intelligence (History) check


related to the origin of stonework, I am considered proficient in the
History skill and add double my proficiency bonus to the check,
instead of my normal proficiency bonus.

Dwarven Toughness: My hit point maximum increases by 1 for every


level I have.

Light Crossbow Backpack 25.48 gp


ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB
1 5 1 5
CP

Studded Leather Armor 1 13 Hammer 1 2


Crossbow Bolts 20 0.08 Piton 10 0.25
Crossbow Bolt Case Torch
SP

1 1 10 1
Dagger 1 1 Tinderbox 1 1
Dart 20 0.25 Ration 10 2
EP

Crystal Arcane Focus 1 1 Waterskin 1 12


Dungeoneer's Pack 1 Hempen Rope 50 0.2
Signal Whistle Traveler's Clothes
GP

20 0 1 4
Candle 10 0
Flask 1 1
PP

Sack 10 0.5

100 lb
WEIGHT CARRIED

46 - 90 lb
ENCUMBERED
ATTUNED MAGICAL ITEMS

91 - 135 lb
HEAVILY ENCUMBERED

33.5 66.5 136 - 270 lb


PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL SUBTOTAL
Kildi grew up in an undistinguished dwarvish town. He saw the rougher, sadder Pact 1: If Kildi is very bored, and sees an unreasonable cute and happy small
side of life early on: His sister's leg was broken during an incident with a cave animal, he'll poison it to death.
monster. His father was conscripted into the army of a migrating warlord, and was
never seen again. Oath 0: If following the Oath would seem to cause more harm than breaking it,
Kildi wanted to do what he could to make the world a better place. Including his Kildi will ask a trusted, Good individual are follow their guidance. If it's a crisis,
family, but not just his family. But how? He didn't have the aptitude to be a judgment may be exercised, but the guidance must be asked later, and if the
wizard, the inherent magic of a sorcerer, or the raw strength of a warrior. Then, a action was impermissible, own judgment must be revoked and sins confessed.,
voice whispered in his mind: I can hep you with that. Oath 1: Protect the Weak and Innocent, Truth, Mercy.
After significant negotiation, an agreement was reached: The Favor of the Patron,
a fiend from the depths below, in return for a change in disposition in certain
circumstances. Pact has no consequences except when it completely rewrites
goals.
To offset this, Kildi has been developing a personal Oath.
ST LEVEL ND LEVEL RD LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL

Kildi, Who Walks the Path


CHARACTER NAME

Charisma +5 DC 13
SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

Eldritch Blast Spell attack beam 1d10 Force damage; beams can be combined or split; CL5:2, CL11:3, CL17:4 beams Evoc 1a 120 ft V,S Instantaneous P 237
Poison Spray 1 creature save or 1d12 Poison dmg; +1d12 at CL 5, 11, and 17 Con Conj 1a 10 ft V,S Instantaneous P 266

Armor of Agathys 5+5/SL temp hp; as long as temp hp last any crea that hits in melee takes 5+5/SL Cold dmg Abjur 1a Self V,S,M 1 h P 215
Command 1+1/SL crea save or follows one word command, such as approach, drop, flee, grovel, halt Wis Ench 1a 60 ft V 1 rnd P 223
LINE

Point of Origin CONE CUBE SPHERE CYLINDER

(ACTION) (ACTION)
Make one melee or ranged attack with a weapon, or Hide from those that cant perceive you. Your Dex Fail checks involving sight. (CUMULATIVE)
multiple attacks with the Extra Attack class feature. (Stealth) check is the DC for anybodys Wis (Perception) Attacks have disadvantage. Disadvantage on ability checks
(See the Attack Action section below.) check to discover you. Enemy attacks have advantage. Speed halved
(CASTING TIME OF THE SPELL) (ACTION OR BONUS ACTION) (DMG 272) Disadvantage on attacks / saves
Effect depends on the spell being cast. Move through hostiles space once by winning opposing Cant harm/attack charmer. Hit Point maximum halved
(ACTION) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on Speed reduced to 0
Gain your speed as extra movement for this turn. disadvantage if you are smaller than the opponent. ability checks to interact socially. Death
(ACTION) (ACTION) (PHB 291)
Your movement doesnt provoke opportunity attacks for Choose an action that you will take in response to a set Fail checks involving hearing.
the rest of the turn. trigger. Taking the action uses your reaction. Readying a
(ACTION) spell requires concentration and expends the spell slot. Disadvantage to checks/attacks while the source of fear is in sight.
Attack rolls from attackers you can see have disadvantage (ACTION) Cant willingly move closer to the source of fear.
and you have advantage on Dex saving throws until the Search for something, possibly with a Wis (Perception)
start of your next turn, until you become incapacitated or or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
your speed drops to 0. (ACTION OR BONUS ACTION) (DMG 272) moved out of grapplers reach by an effect.
(ACTION) Move through hostiles space once by winning opposing
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Cant take actions or reactions.
(Acrobatics) check vs. grapplers Str (Athletics) check. (ACTION)
(ACTION) You can interact with an object once per turn for free. A Cant be seen (normally), but still make noise and tracks.
Give an ally advantage on next ability check or attack roll second interaction and special cases take an action to Attacks have advantage. Enemy attacks have disadvantage.
vs. an opponent within 5 ft of you, if done before the complete (e.g. draw a second weapon, equip a shield,
start of your next turn. drink a potion, retrieve an item from a backpack). Incapacitated. Cant move or speak. Fail Str and Dex saving throws.
(PHB 192) Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.

Incapacitated. Cant move or speak. Unaware of surroundings. Resistance


(ONE ATTACK) to all damage. Immune to poison / disease. Fail Str and Dex saving throws.
Normal attack on target within 5 ft. If attacking with a light +2 AC and Dex saving throws Enemy attacks have advantage. Stop aging. Weight increases by factor 10.
melee weapon in one hand, allowed to make an attack with a +5 AC and Dex saving throws
light melee weapon in other hand as a bonus action, see Two- Cant be targeted directly by attack or spell Disadvantage on attack rolls and ability checks.
Weapon Fighting. If either weapon has the thrown property, it (PHB 196)
may be thrown as part of this action. Crawl (at speed) or stand up (costs speed). Attacks have disadvantage.
(ONE ATTACK) Enemy attacks have advantage within 5 ft and disadvantage if further away.

Disadvantage on the attack if a hostile that is not incapacitated is within 5 ft and can see the attacker. Speed 0, regardless of bonus. Disadvantage on Dex saving throws.
(BONUS ACTION WITH ATTACK ACTION) Attacks have disadvantage. Enemy attacks have advantage.
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
Incapacitated. Cant move. Can speak only falteringly.
weapon has the thrown property, it may be thrown as part of this action. Fail Str and Dex saving throws. Enemy attacks have advantage.
(INSTEAD OF ONE ATTACK) (DMG 271)
Knock an item from grasp by winning weapon attack roll vs. opponents Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Cant move or speak. Unaware of surroundings.
Disadvantage on the weapon attack roll if the item is being held with two or more hands. Larger opponents have Drop everything. Fail Str and Dex saving throws.
advantage and smaller have disadvantage. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
(INSTEAD OF ONE ATTACK)
(PHB 290)
With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you
by winning Str (Athletics) check vs. opponents Str (Athletics) or Dex (Acrobatics) check.
(WITH MELEE ATTACK) (DMG 271)
Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
Effectively blinded (see conditions)
before the end of your next turn has advantage and doesnt cost you your reaction.
Out to range, perceive without sight.
(INSTEAD OF ONE ATTACK)
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the Out to range, treat dim light as bright light. Cant see colors.
opponent to a side rather than to directly away from you. Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
(PHB 195) (PHB 183)

(LIMITED BY MOVEMENT SPEED)


You can move your movement speed every turn. You can break up your Marching more than 8 hours per day requires a Con
movement between actions. You can switch back and forth between different saving throw at DC 10 + 1 per additional hour, at the Fast 400 feet 4 miles 30 miles -5 passive Perception
end of each additional hour. If failed, suffer one level Normal 300 feet 3 miles 24 miles
from the new speed. of exhaustion (see conditions). Slow 200 feet 2 miles 18 miles Able to use stealth
You can freely move through a nonhostiles space, and through a hostiles (ONE POUND PER DAY) (PHB 182)
space if it is two sizes larger or smaller than you. Another creatures space
days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions).
(AT SPEED) (ONE GALLON PER DAY)
If only half a gallon is consumed, DC 15 Con saving throw at end of day. If failed or consumed less than half, suffer
(AT SPEED) one level of exhaustion, or two levels of exhaustion if currently already exhausted (see conditions).
Crawl while prone (see conditions). Dropping prone costs no movement speed.
(AT SPEED) 1d6 bludgeoning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from the fall.

rounds, after which drop to 0 hit points and dying.


After moving at least 10 feet on foot, you can jump your Str score in feet straight
A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit points.
performing a standing jump.
(COSTS SPEED) A long rest takes 8 hours with nothing too strenuous for more than 1 hour of that. Regain all hit points and half hit
Standing up from being prone costs half your movement speed for this turn. dice at end. If food and water are consumed, reduce exhaustion level by 1. Maximum of 1 long rest per 24 hours.
(PHB 182) (PHB 183)

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