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Elauna (A5E)

3 Level (1200/2700 XP for level-up) Dragonborn Heritage Circusfolk Culture Cultist Background medium Size a tiny dog made of stone Memento
Excellence Destiny Failure Source of Inspiration Practiced Edge Inspiration Feature A Technique perfected; Craftsmanship: You aim to do the best possible. Fulfillment Feature
Warlock
Bewilderment
Level 2
Hit Dice: 2/2
1d8+0 Class 1
Fighter
Something
Level 1
Hit Dice: 1/1
1d10+0 Class 2

STR 8
-1 Save: -1
DEX 16
+3 Save: +3
CON 10
+0 Save: +0
INT 10
+0 Save: +2
WIS 14
+2 Save: +4
CHA 14
+2 Save: +2
Ability or Skill Check
Initiative
30/60/-
Speed (walk/run/fly)
24
Hit Points
Succeeded

Failed
Death Saves

Fatigue
Strife
16
Draconic Fins Armor Class (AC) 22
Tower Shield Armor Class w/Shield
Spellcasting ...
+4 Attack mod
WIS Ability
+2 Abi Mod
12 Save DC

+4 Expertise Bonus +2 Proficiency Bonus
Pr  Roll  Skill Specialty  Roll Abi PrDie
+5 Acrobatics escape artistry +8 DEX d4
+0 Animal Handling calming +2 WIS
+7 Arcana forbidden knowledge +7 INT d6
+0 Athletics -1 STR d12
+0 Culture +2 INT
+0 Deception +2 CHA
+0 Engineering +2 INT
+0 History +0 INT
+4 Insight detecting lies +6 WIS
+0 Intimidation +2 CHA
+0 Investigation +0 INT
skills
Pr  Roll  Skill Specialty  Roll Abi PrDie
+0 Medicine +2 WIS
+0 Nature +0 INT
+0 Perception +2 WIS
+0 Performance +2 CHA
+0 Persuasion +2 CHA
+0 Religion +0 INT
+0 Sleight of Hand +3 DEX
+2 Stealth casing +5 DEX
+0 Survival +2 WIS
+2 Custom Skill 1 something +5 DEX d4
+1 Custom Skill 2 something else +1 INT d6
skills
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Sickle +1 STR 1d4-1 Slashing
 Dual-wielding, simple
Quarterstaff +2 STR 1d6-1 Bludgeoning
 Parrying, simple, two-handed
Attacks
W T  Armor Base AC D Properties
Padded Leather 14
Draconic Fins 12
Buckler 2
Tower Shield 6
Armor ( AC Mod: +1 )

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Guidance +4 1 action touch conc (1 min) VS
 Notes:Target: One willing creature
Color Spray +4 1 action self 1 round VSM 5
 Notes:Target: 6d10 hit points worth of creatures, Area: 15-foot cone, Components: pinch of red, yellow, and blue colored sand or powder
Sleep +4 1 action
Eldritch Disturbance +4 1 action 60 ft 1d10
 Notes:Strike with a reality-distorting curse, blending pain both mental and physical. Damage: force, WIS-save.

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Eldritch Disturbance +4 1 action 60 ft 1d10 +
 Notes:Strike with a reality-distorting curse, blending pain both mental and physical. Damage: force, WIS-save.

Level 2 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Eldritch Disturbance +4 1 action 60 ft 1d10 +
 Notes:Strike with a reality-distorting curse, blending pain both mental and physical. Damage: force, WIS-save.
Treasure and Equipment
Quarterstaff
Padded Cloth
Crystal Arcane Focus
Dice set
Laudanum

Copper: 0, Silver: 0, Gold: 0, Platinum: 0 Money 12 rations
Supply (max carried: 18 )
Features & Traits

Planetouched

Darkvision: Thanks to your supernatural ancestors, your vision is not impeded by darkened conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
Immortal Blessing: Your connection with the source of your bloodline allows you to cheat death. When you would ordinarily be reduced to 0 hit points, you are instead reduced to 1 hit point. You cannot use this trait again until you have finished a long rest.
Divine Protection: You have resistance to radiant damage.
Celestial Legacy: You know the guidance cantrip. In addition, you can use an action to touch a willing creature and restore a number of hit points equal to your level. Once you use this trait, you must finish a long rest before doing so again.

Circusfolk

Rapid Escape: You can use the Disengage action as a bonus action.
Slapstick: You are proficient with improvised weapons, and improvised weapons you use can deal 1d6 damage rather than the damage they normally deal. You can use Dexterity instead of Strength for the attack and damage rolls of your improvised weapons.
Trickster’s Veil: You can cast disguise self once per long rest. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (whichever is highest).

Cultist

Ability Score Increases: +1 to Intelligence and one other ability score.
Skill Proficiencies: Religion, and either Arcana or Deception.
Languages: One of your choice.
Suggested Equipment (Cost 7 gold): Holy symbol (amulet or reliquary), common clothes, robes, 5 torches.
Feature: Forbidden Lore. When you fail an Arcana or Religion check, you know what being or book holds the knowledge you seek — finding the book or paying the being’s price is another matter.
Adventures and Advancement: Members of your former order may be hunting you for reenlistment, punishment, or both.
Additionally, your cult still seeks to open a portal, effect an apotheosis, or otherwise cause catastrophe. Eventually you may have to face the leader of your cult and perhaps even the being you once worshiped.
Connection: The charismatic cultist whose honeyed words and promises first tempted you.
Memento: The sinister tattoo which occasionally speaks
to you.

Warlock

Patron Expanded Spell List: Bewilderment


Source of Inspiration: Failure. Every failed attempt is a chance for growth and each time you fall you stand up stronger. You gain inspiration whenever the Narrator calls for you to make an ability check, attack roll, or saving throw and the final result of the d20 roll is a natural 1.

Inspiration Feature: Practiced Edge. A perfected technique is often the difference between victory and defeat. After you roll an ability check, attack roll, or saving throw but before you know the outcome, you may spend your inspiration to add a +5 bonus to that roll.

Fulfillment Feature: A Technique Perfected: You have achieved the apex in at least some small area
of mortal ability. Choose an ability score, combat tradition, or school of magic. Ability Score: When you make an ability check using the chosen ability score and can add your proficiency bonus, you gain an expertise die. Combat Tradition: Attacks you make using combat maneuvers from this tradition gain a +2 bonus to attack and damage rolls. School of Magic: When you cast a spell from this school of magic, your spell save DC is treated as 2 higher and you gain a +2 bonus on any spell attack roll it requires.

Notes
Some notes about the character.

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some stuff

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™ & © 2021 by EN Publishing
Advanced 5e Character Sheet v1.0, made by Tillerz - Updated: 2024-04-20
To print this sheet: click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the PDF to A4 etc. with "fit to page".

Created by

Tillerz.

Statblock Type

Character

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