Pythor
Pythor
STEALTH DISADVANTAGE
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
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
19 +0 Survival (Wis)
SKILLS
+4 10 PASSIVE PERCEPTION
ADVANTAGE
Tool Proficiencies. –
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
Was human, from empire of man where most humans live concentrated on one continent
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
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
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 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.
0 0 0 0 0
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +6 14 N/A
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
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
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