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Pythor

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73 views6 pages

Pythor

Copyright
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Level 1 Yuan-Ti Pureblood Warlock, The Great Old One 0

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Pythor
Acolyte Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

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


STRENGTH Leather 13 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
14
SHIELD
AC
Awakend Mind. You can communicate
N
CIE C
telepathically with any creature you can see within
+2 Strength 30 feet of you. You don’t need to share a language
Y
PROFI

+2 with the creature for it to understand your


+2 Dexterity
telepathic utterances, but the creature must be able
+3 Constitution ARMOR CLASS to understand at least one language.
DEXTERITY
+0 Intelligence
MAXIMUM HIT DICE TEMPORARY

14 ✘


+2 Wisdom

+6 Charisma
11 1d8
CONDITIONAL

+2
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS

16 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI

RT

EXPE

+0 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+3 +0 Arcana (Int) Darkvision

+2 Athletics (Str) Immunities. Poison


INTELLIGENCE +4 Deception (Cha)

11 ✘
+0 History (Int)
+2 Insight (Wis)
✘ +6 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 ✘ +2 Investigation (Int)
+0 Medicine (Wis) Innate Spellcasting. You know the poison spray
WISDOM
cantrip. You can cast animal friendship an
+0 Nature (Int) unlimited number of times with this trait, but you

10 +0 Perception (Wis) can target only snakes with it. (Charisma)


+4 Performance (Cha) Magic Resistance. You have advantage on saving
+4 Persuasion (Cha) throws against spells and other magical effects.
+0 ✘ +2 Religion (Int) Poison Immunity. You are immune to poison
+2 Sleight of Hand (Dex) damage and the poisoned condition.
CHARISMA +2 Stealth (Dex)

19 +0 Survival (Wis)
SKILLS

+4 10 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Dagger of Venom 20/60 +5 vs AC 1d4+3 piercing
Finesse, Light, Thrown
FEATURES & TRAITS

Armor Proficiencies. Light Armor

Weapon Proficiencies. Simple Weapons

Tool Proficiencies. –

Languages. Common, Abyssal, Draconic, Dwarvish,


Elvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male
GENDER AGE HEIGHT WEIGHT
Pythor
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Was human, from empire of man where most humans live concentrated on one continent

Strange Artifact: Ritual Dagger


I’ve spent so long in the temple that I have little Dagger of Venom
practical experience dealing with people in the Curvy bladed dagger with a sickly looking green gem at the base of the blade. Blade is ivory white
outside world.I am tolerant (or intolerant) of other Snake skin wrapped handle with a snake head made of dark jade snake head for a pommel
faiths and respect (or condemn) the worship of other
gods. Found in a pyramid, when back on ship serpent attacks and I wake up like this on the shore of the empire

PERSONALITY TRAITS
City of Lahmia: Ruins, many years since ancient civilation fell
Fasicination with death, made a lot of pyramids with a lot of traps
Plenty of treasure hunters

Wasn't there as a grave digger, but almost as an archeologist


Sailed from the empire to there (sailed a long way) city relatively close to the water
IDEAL
Cult of Sotek
Part of a very small cult
I will someday get revenge on the corrupt temple Sneak with a group of treasure hunters
hierarchy who branded me a heretic. This is the

Parents are middle ranked in the cult


BOND
Don't tell inquisitors
I am suspicious of strangers and expect the worst of
them. Initiation into cult was letting a snake bite me and withstanding poison
Lahmia trip is first opportunity to gain leadership

FLAW
Forced into a role as a figurehead that I dont want so I slithered away to regroup and find a way to take control
BACKGROUND STORY

Parents, Esssmerelda, Damien


Shelter of the Faithful
Sotek is cool
As an acolyte, you command the respect of those who share your
faith, and you can perform the religious ceremonies of your deity. Sotek Tenets
You and your adventuring companions can expect to receive free
healing and care at a temple, shrine, or other established presence
Release Sotek and be rewarded and be placed as the leaders of the new world
of your faith, though you must provide any material components
needed for spells. Those who share your religion will support you Sect Leader: Lady Aspheera
(but only you) at a modest lifestyle.You might also have ties to a
specific temple dedicated to your chosen deity or pantheon, and
you have a residence there. This could be the temple where you
used to serve, if you remain on good terms with it, or a temple
where you have found a new home. While near your temple, you
can call upon the priests for assistance, provided the assistance you
ask for is not hazardous and you remain in good standing with your
temple.

BACKGROUND FEATURE

A rope necklace from which dangles four mummified


elf fingers

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Dagger of Venom. You gain a +1 bonus to attack and
Explorer’s Pack 1 10 [Dagger of Venom] 1 1 damage rolls made with this magic weapon.
[Leather] 1 10 Shortsword +1 1 2 You can use an action to cause thick, black poison to
Crossbow Bolt 1 .05 Crossbow, Light +1 1 5 coat the blade. The poison remains for 1 minute or until
an attack using this weapon hits a creature. That
creature must succeed on a DC 15 Constitution saving
throw or take 2d10 poison damage and become
poisoned for 1 minute. The dagger can't be used this
way again until the next dawn.

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

28.1 lb / 210 lb 420 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 +6 14 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Warlock, The Great Old One

CANTRIPS Eldritch Blast Infestation

1ST LEVEL 1 SPELL SLOTS Distort Value Hex

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Poison Spray (Yuan-Ti Pureblood)

1ST LEVEL Animal Friendship (Yuan-Ti Pureblood)


Eldritch Blast Infestation Poison Spray
Evocation Cantrip Conjuration Cantrip Conjuration Cantrip

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


RANGE 120 feet RANGE 30 feet RANGE 10 feet
DURATION Instantaneous DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (a living flea) COMPONENTS V, S

A beam of crackling energy streaks toward a creature within range. You cause a cloud of mites, fleas, and other parasites to appear You extend your hand toward a creature you can see within range
Make a ranged spell attack against the target. On a hit, the target momentarily on one creature you can see within range. The target and project a puff of noxious gas from your palm. The creature must
takes 1d10 force damage. must succeed on a Constitution saving throw, or it takes 1d6 poison succeed on a Constitution saving throw or take 1d12 poison damage.
The spell creates more than one beam when you reach higher damage and moves 5 feet in a random direction if it can move and its This spell’s damage increases by 1d12 when you reach 5th level
levels: two beams at 5th level, three beams at 11th level, and four speed is at least 5 feet. Roll a d4 for the direction: 1., north; 2, south; (2d12), 11th level (3d12), and 17th level (4d12).
beams at 17th level. you can direct the beams at the same target or 3, east; or 4, west. This movement doesn’t provoke opportunity
at different ones. Make a separate attack roll for each beam. attacks, and if the direction rolled is blocked, the target doesn’t
move.
The spell’s damage increases by 1d6 when you reach 5th level
(2d6), 11th level (3d6), and 17th level (4d6).

Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Xanathar’s Guide to Everything Innate Spellcasting (Yuan-Ti Pureblood) Player’s Handbook

Animal Friendship Distort Value Hex


1st-level enchantment 1st-level illusion 1st-level enchantment

CASTING TIME 1 action CASTING TIME 1 minute CASTING TIME 1 bonus action
RANGE 30 feet RANGE Touch RANGE 90 feet
DURATION 24 hours DURATION 8 hours DURATION Concentration, up to 1 hour
COMPONENTS V, S, M (a morsel of food) COMPONENTS V COMPONENTS V, S, M (the petrified eye of a newt)

This spell lets you convince a beast that you mean it no harm. Choose Do you need to squeeze a few more gold pieces out of a merchant as You place a curse on a creature that you can see within range. Until
a beast that you can see within range. It must see and hear you. If the you try to sell that weird octopus statue you liberated from the chaos the spell ends, you deal an extra 1d6 necrotic damage to the target
beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast temple? Do you need to downplay the worth of some magical assets whenever you hit it with an attack. Also, choose one ability when you
must succeed on a Wisdom saving throw or be charmed by you for when the tax collector stops by? Distort value has you covered. cast the spell. The target has disadvantage on ability checks made
the spell’s duration. If you or one of your companions harms the You cast this spell on an object no more than 1 foot on a side, with the chosen ability. If the target drops to 0 hit points before this
target, the spell ends. doubling the object’s perceived value by adding illusory nourishes or spell ends, you can use a bonus action on a subsequent turn of yours
At Higher Levels. When you cast this spell using a spell slot of 2nd polish to it, or reducing its perceived value by half with the help of to curse a new creature. A remove curse cast on the target ends this
level or higher, you can affect one additional beast for each slot level illusory scratches, dents, and other unsightly features. Anyone spell early.
above 1st. examining the object can ascertain its true value with a successful At Higher Levels. When you cast this spell using a spell slot of 3rd
Intelligence (Investigation) check against your spell save DC. 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 maximum size of the object increases by 1 foot maintain your concentration on the spell for up to 24 hours.
for each slot level above 1st.

Innate Spellcasting (Yuan-Ti Pureblood) Player’s Handbook Pact Magic (Warlock) Acquisitions Incorporated Pact Magic (Warlock) Player’s Handbook
Explorer’s Pack Leather Dagger of Venom
Equipment Packs Armor Weapons

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 The breastplate and shoulder protectors of this armor are You gain a +1 bonus to attack and damage rolls made with
torches, 10 days of rations, and a waterskin. The pack also made of leather that has been stiffened by being boiled in this magic weapon.
has 50 feet of hempen rope strapped to the side of it. oil. The rest of the armor is made of softer and more You can use an action to cause thick, black poison to coat
flexible materials. the blade. The poison remains for 1 minute or until an
attack using this weapon hits a creature. That creature
must succeed on a DC 15 Constitution saving throw or take
2d10 poison damage and become poisoned for 1 minute.
The dagger can't be used this way again until the next
dawn.

10 lbs. Player’s Handbook 10 lb. Player’s Handbook 1 lb. Dungeon Master’s Guide

Shortsword +1 Crossbow, Light +1 Crossbow Bolt


Weapons Weapons Ammunition

You have a +1 bonus to attack and damage rolls made with You have a +1 bonus to attack and damage rolls made with Crossbow bolts are used with a crossbow to make a ranged
this magic weapon. this magic weapon. attack.

2 lb. Dungeon Master’s Guide 5 lb. Dungeon Master’s Guide 1/20 lb. Player’s Handbook

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