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Vraska

The document details the character sheet for Vraska, a Level 9 Simic Hybrid Fighter and Eldritch Knight, including her abilities, skills, spells, and background as a pirate. Vraska has a chaotic good alignment and possesses various combat and magical skills, alongside a reputation that allows her to evade minor legal repercussions. The character sheet also includes her inventory, racial traits, and personality traits that reflect her adventurous and rebellious nature.

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0% found this document useful (0 votes)
6 views6 pages

Vraska

The document details the character sheet for Vraska, a Level 9 Simic Hybrid Fighter and Eldritch Knight, including her abilities, skills, spells, and background as a pirate. Vraska has a chaotic good alignment and possesses various combat and magical skills, alongside a reputation that allows her to evade minor legal repercussions. The character sheet also includes her inventory, racial traits, and personality traits that reflect her adventurous and rebellious nature.

Uploaded by

thotharceus
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Level 9 Simic Hybrid Fighter, Eldritch Knight 48000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Vraska
Pirate Chaotic Good Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet


STRENGTH Leather 17 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +4
18
SHIELD
AC
Shield Weapon Master.
N
CIE C

+8 Strength War Caster. You have advantage on Constitution


Y
PROFI


+4 saving throws that you make to maintain your
+4 Dexterity
concentration on a spell when you take [Link]
✘ +7 Constitution ARMOR CLASS can perform the somatic components of spells even
DEXTERITY
+3 Intelligence
when you have weapons or a shield in one or both
MAXIMUM HIT DICE TEMPORARY [Link] a hostile creature’s movement
18 +0 Wisdom

+0 Charisma
85 9d10 provokes an opportunity attack from you, you can
use your reaction to cast a spell at the creature,
CONDITIONAL
rather than making an opportunity attack. The spell
must have a casting time of 1 action and must
+4 target only that creature.
CURRENT HIT POINTS Fighting Style.
CONSTITUTION DEATH SAVING THROWS
Dueling. When you are wielding a melee weapon
SAVING THROWS
in one hand and no other weapons, you gain a +2
17 N
CIE C

+8 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
30ft.
SWIM
0ft.
bonus to damage rolls with that weapon.
Y
PROFI


RT

EXPE

VISION INSPIRATION EXHAUSTION Second Wind (Bonus Action—1/Short Rest). You


+0 Animal Handling (Wis)
regain 1d10+9 hp.
+3 +3 Arcana (Int) Darkvision
Action Surge (1/Short Rest). On your turn, you can
✘ +8 Athletics (Str)
take one additional action on top of your regular
INTELLIGENCE +0 Deception (Cha) action.

17 ✘ +7 History (Int)
+0 Insight (Wis)
Extra Attack. You can attack twice, instead of once,
whenever you take the Attack action on your turn
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Indomitable (1/Long Rest). You can reroll a saving
+3 +3 Investigation (Int) throw that you fail. If you do so, you must use the
Animal Enhancement. Your body has been altered new roll.
+0 Medicine (Wis)
WISDOM
to incorporate certain animal characteristics.
+3 Nature (Int) Nimble Climber. You have a climbing speed Weapon Bond. You perform a ritual over the course
of 1 hour, which can be done during a short rest.
11 ✘ +4 Perception (Wis) equal to your walking speed.
Grappling Appendages. As an action, you can The weapon must be within your reach throughout
+0 Performance (Cha) use one of your special appendages to try to the ritual, at the conclusion of which you touch the
grapple a creature. Each one is also a natural weapon and forge the [Link] you have bonded
+0 Persuasion (Cha)
+0 weapon, which you can use to make an unarmed a weapon to yourself, you can’t be disarmed of that
+3 Religion (Int) strike. If you hit with it, the target takes weapon unless you are incapacitated. If it is on the
bludgeoning damage equal to 1d6+4. Immediately same plane of existence, you can summon that
+4 Sleight of Hand (Dex)
after hitting, you can try to grapple the target as a weapon as a bonus action on your turn, causing it to
CHARISMA +4 Stealth (Dex) teleport instantly to your [Link] can have up to
bonus action. These appendages can't precisely
two bonded weapons, but can summon only one at
11 +0 Survival (Wis) manipulate anything and can't wield weapons,
magic items, or other specialized equipment. a time with your bonus action. If you attempt to
SKILLS bond with a third weapon, you must break the bond
with one of the other two.
+0 14 PASSIVE PERCEPTION
War Magic (Bonus Action). When you use your
action to cast a cantrip, you can make one weapon
ADVANTAGE
attack.

INITIATIVE +4 2 Attacks / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Shortsword 5 ft +8 vs AC 1d6+4 piercing
Finesse, Light
FEATURES & TRAITS
Shotgun 30/90 +8 vs AC 2d8+4 piercing
Ammunition, Reload, Two-Handed

Handaxe 20/60 +8 vs AC 1d6+4 slashing Armor Proficiencies. Light Armor, Medium Armor,
Light, Thrown
Heavy Armor, Shields

Shortsword 5 ft +8 vs AC 1d6+4 piercing Weapon Proficiencies. Simple Weapons, Martial


Finesse, Light Weapons

Tool Proficiencies. Navigator’s tools, Vehicles water

Languages. Common, Elvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Female 21 5'0" 100 lb.
GENDER AGE HEIGHT WEIGHT
Vraska Purple Obsidian Red
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those
who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has
come to try your hand at something new.
I work hard so that I can play hard when the work is
done. Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval vessel, a
I enjoy sailing into new ports and making new friends ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing
over a flagon of ale.
and presumed lost with all hands?

What were your duties on board—boatswain, captain, navigator, cook, or some other position? Who were the captain
PERSONALITY TRAITS
and first mate? Did you leave your ship on good terms with your fellows, or on the run?

Freedom. The sea is freedom—the freedom to go You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of
anywhere and do anything. (Chaotic) sharks and savages. You’ve indulged in larceny on the high seas and sent more than one deserving soul to a briny grave.
Fear and bloodshed are no strangers to you, and you’ve garnered a somewhat unsavory reputation in many a port town.

IDEAL If you decide that your sailing career involved piracy, you can choose the Bad Reputation feature instead of the Ship’s
Passage feature.

I’ll always remember my first ship.

BOND

I can’t help but pocket loose coins and other trinkets


I come across.

FLAW BACKGROUND STORY

Bad Reputation
No matter where you go, people are afraid of you
due to your reputation. When you are in a civilized
settlement, you can get away with minor criminal
offenses, such as refusing to pay for food at a tavern
or breaking down doors at a local shop, since most
people will not report your activity to the
authorities.

BACKGROUND FEATURE

The deed for a parcel of land in a realm unknown to


you

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Shield] 1 6
[Leather] 1 10
[Shortsword] 1 2
Handaxe 1 2
Shotgun 1 7
Crossbow, Hand 1 3

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

30 0 0 83 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

32.3 lb / 270 lb 540 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.
Intelligence +7 15 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Eldritch Knight

CANTRIPS Glacial Blade Lightning Lure

1ST LEVEL 4 SPELL SLOTS Acid Stream Bone Storm


Frost Fingers Magic Missile

2ND LEVEL 2 SPELL SLOTS Glacious Magic Weapon


Glacial Blade Lightning Lure Acid Stream
Evocation Cantrip Evocation Cantrip 1st-level evocation

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


RANGE 5 feet RANGE 15 feet RANGE Self (30-foot line)
DURATION 1 round DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, M (a weapon) COMPONENTS V COMPONENTS V, S, M (a bit of rotten food)

As part of the action used to cast this spell, you must make a melee You create a lash of lightning energy that strikes at one creature of A stream of acid emanates from you in a line 30 feet long and 5 feet
attack with a weapon against one creature within the spell’s range, your choice that you can see within range. The target must succeed wide in a direction you choose. Each creature in the line must
otherwise the spell fails. On a hit, the target suffers the attack’s on a Strength saving throw or be pulled up to 10 feet in a straight line succeed on a Dexterity saving throw or be covered in acid for the
normal effects, and it becomes encased in a sheath of ice until the toward you and then take 1d8 lightning damage if it is within 5 feet spell’s duration or until a creature uses its action to scrape or wash
start of your next turn. If the target uses its action to make a weapon of you. the acid off itself or another creature. A creature covered in the acid
attack, it immediately takes 1d8 cold damage, and the spell ends. This spell’s damage increases by 1d8 when you reach 5th level takes 3d4 acid damage at start of each of its turns.
At 5th level, the melee attack deals an extra 1d8 cold damage to (2d8), 11th level (3d8), and 17th level (4d8). At Higher Levels. When you cast this spell using a spell slot of 2nd
the target, and the damage the target takes for making a weapon level or higher, the damage increases by 1d4 for each slot level above
attack increases to 2d8. Both damage rolls increase by 1d8 at 11th 1st.
level and 17th level.

Spellcasting (Fighter) Grimlore’s Grimoire Spellcasting (Fighter) Sword Coast Adventurer’s Guide Spellcasting (Fighter) UA: Spells and Magic Tattoos

Bone Storm Frost Fingers Magic Missile


1st-level conjuration 1st-level evocation 1st-level evocation

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


RANGE Self (15-foot cone) RANGE Self (15-foot cone) RANGE 120 feet
DURATION Instantaneous DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

You conjure shards of bone to shoot forth from your hand in a 15- Freezing cold blasts from your fingertips in a 15-foot cone. Each You create three glowing darts of magical force. Each dart hits a
foot cone in front of you. Creatures in the area must make a creature in that area must make a Constitution saving throw, taking creature of your choice that you can see within range. A dart deals
Dexterity saving throw or take 5d4 piercing damage. 2d8 cold damage on a failed save, or half as much damage on a 1d4 + 1 force damage to its target. The darts all strike simultaneously,
At Higher Levels. When you cast this spell using a spell slot of 2nd successful one. and you can direct them to hit one creature or several.
level or higher, the damage increases by 1d4 and the size of the cone The cold freezes nonmagical liquids in the area that aren't being At Higher Levels. When you cast this spell using a spell slot of 2nd
increases by 5 feet for each spell slot level above 1st. worn or carried. level or higher, the spell creates one more dart for each slot level
At Higher Levels. When you cast this spell using a spell slot of 2nd above 1st.
level or higher, the damage increases by 1d8 for each slot level above
1st.

Spellcasting (Fighter) Grimlore’s Grimoire Spellcasting (Fighter) Icewind Dale: Rime of the Frostmaiden Spellcasting (Fighter) Player’s Handbook

Glacious Magic Weapon


2nd-level evocation 2nd-level transmutation

CASTING TIME 1 action CASTING TIME 1 bonus action


RANGE 60 feet RANGE Touch
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 hour
COMPONENTS V, S COMPONENTS V, S

The ground freezes in a 10-foot-radius sphere centered on a point You touch a nonmagical weapon. Until the spell ends, that weapon
you choose within range. Any creature that starts its turn or moves becomes a magic weapon with a +1 bonus to attack rolls and damage
into the area for the first time must make a Constitution saving throw rolls.
or take 2d8 cold damage and gain one level of exhaustion. On a At Higher Levels. When you cast this spell using a spell slot of 4th
successful save, a creature takes half as much damage and does not level or higher, the bonus increases to +2. When you use a spell slot
suffer exhaustion. Creatures resistant or immune to cold damage of 6th level or higher, the bonus increases to +3.
automatically succeed on the saving throw.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d8 for each slot level above
2nd.

Spellcasting (Fighter) Grimlore’s Grimoire Spellcasting (Fighter) Player’s Handbook


Shield Leather Shortsword
Armor Armor Weapons

A shield is made from wood or metal and is carried in one The breastplate and shoulder protectors of this armor are
hand. Wielding a shield increases your Armor Class by 2. made of leather that has been stiffened by being boiled in
You can benefit from only one shield at a time. oil. The rest of the armor is made of softer and more
flexible materials.

6 lb. Player’s Handbook 10 lb. Player’s Handbook 2 lb. Player’s Handbook

Handaxe Shotgun Crossbow, Hand


Weapons Weapons Weapons

2 lb. Player’s Handbook 7 lb. Dungeon Master’s Guide 3 lb. Player’s Handbook

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