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Malice

1) Malice is a level 6 demigod ghost sorcerer who follows the god Nerull. 2) As a ghost sorcerer, Malice has darkvision, can transform sorcery points into spell slots, and can use metamagic options like quickened spell and careful spell. 3) Malice also has the Godly Ancestor ability, allowing her proficiency bonus to be doubled on charisma checks related to gods and celestials.

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Xaris Moufas
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0% found this document useful (0 votes)
77 views

Malice

1) Malice is a level 6 demigod ghost sorcerer who follows the god Nerull. 2) As a ghost sorcerer, Malice has darkvision, can transform sorcery points into spell slots, and can use metamagic options like quickened spell and careful spell. 3) Malice also has the Godly Ancestor ability, allowing her proficiency bonus to be doubled on charisma checks related to gods and celestials.

Uploaded by

Xaris Moufas
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
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Level 5 Ghost Sorcerer, Demigod 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Malice
Dead Chaotic Evil Nerull MopChild
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

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


STRENGTH Unarmored (13) 13 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +3
10
SHIELD
AC
Font of Magic (Bonus Action). You have 5 Sorcery
N
CIE C
Points. You can transform unexpended sorcery
+3 Strength points into one spell slot (2 > 1st, 3 > 2nd, 5 > 3rd, 6
Y
PROFI


+0 > 4th, 7 > 5th) on your turn or you can expend one
+3 Dexterity
spell slot and gain a number of sorcery points equal
✘ +6 Constitution ARMOR CLASS to the slot’s level.
DEXTERITY
+0 Intelligence
MAXIMUM HIT DICE TEMPORARY Metamagic. You can use only one Metamagic
16 ✘
-1 Wisdom

+8 Charisma
37 5d6 option on a spell when you cast it, unless otherwise
noted.
CONDITIONAL
Quickened Spell. When you cast a spell that has a
casting time of 1 action, you can spend 2 sorcery
+3 points to change the casting time to 1 bonus action
for this casting.
CURRENT HIT POINTS Careful Spell. When you cast a spell that forces
CONSTITUTION DEATH SAVING THROWS
other creatures to make a saving throw, you can
SAVING THROWS
protect some of those creatures from the spell’s full
16 N
CIE C

+3 Acrobatics (Dex)
SPEED
30ft.
FLY
20ft.
CLIMB
0ft.
SWIM
0ft.
force. To do so, you spend 1 sorcery point and
choose up to 5 of those creatures. A chosen
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION creature automatically succeeds on its saving throw


-1 Animal Handling (Wis)
against the spell.
+3 +0 Arcana (Int) Darkvision
Immunities. Poison Godly Ancestor. Whenever you make a Charisma
+0 Athletics (Str)
check when interacting with gods or celestials, your
INTELLIGENCE ✘ +8 Deception (Cha) proficiency bonus is doubled if it applies to the
check.
10 ✘ +3 History (Int)
-1 Insight (Wis)
Death Domain (1/Short Rest). You can cast bane
or ray of sickness without expending a spell slot.
✘ +8 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Inherited Strength. You may choose to add your
+0 +0 Investigation (Int) Charisma modifier to melee attack and damage rolls
Past Life. instead of your Strength.
-1 Medicine (Wis) Elf. Before your death, you were a Elf and appear as an undead version of it.
WISDOM +0 Nature (Int) Living Dead. You are immune to disease. You do not need to eat or breathe.
Additionally, you have two creature types: humanoid and undead. You can be

9
affected by a spell or ability if it works on either of your creature types.
-1 Perception (Wis)
Restless. You treat exhaustion as if it was one level less. In addition, instead of
+5 Performance (Cha) sleeping, you enter an inactive state for 4 hours each day. You do not dream in
this state; you are fully aware of your surroundings and notice approaching
✘ +8 Persuasion (Cha) enemies and other events as normal.
-1 +0 Religion (Int)
Unholy. When you regain hit points from a source that specifies it does not
function on undead, you only receive half as many hit points as the source would
normally provide, rounded down.
+3 Sleight of Hand (Dex)
Bloodless. You are immune to poison damage and the poisoned condition.
CHARISMA +3 Stealth (Dex) Flight. You gain a flying speed of 20 feet. When using your flying speed from this

20
source, you cannot end your turn more than 5 feet above a solid surface, and
-1 Survival (Wis) gently descend down to this distance at a speed of 60 feet per round if you are
any higher.
SKILLS
Withering Touch. Your unarmed strike deals necrotic damage instead of
bludgeoning damage.

+5 9 PASSIVE PERCEPTION Incorporeal Stride (1/Short Rest). You can move through other creatures and
objects other than physical barriers (such as walls, floors, or ceilings) as if they
were difficult terrain. On your turn, you can pass through up to 10 feet of
physical barriers (treating them as difficult terrain) as a part of your movement.
If you end your turn inside an object or barrier, you take 1d10 force damage and
ADVANTAGE are immediately ejected to the closest available space. After passing through a
physical barrier.
INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Spear 20/60 +0 vs AC 1d6+0 piercing
Thrown, Versatile
FEATURES & TRAITS
Dagger 20/60 +6 vs AC 1d4+3 piercing
Finesse, Light, Thrown

Dagger 20/60 +6 vs AC 1d4+3 piercing Armor Proficiencies. –


Finesse, Light, Thrown
Weapon Proficiencies. Dagger, Dart, Sling,
Future Sight 6 Sceconds Quarterstaff, Crossbow, Light
You can see 6 seconds into the future
Tool Proficiencies. –

Languages. Common, Primordial, Elvish, Abyssal

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 274 187 72
GENDER AGE HEIGHT WEIGHT
Malice Blue Pale Gray
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You died and came back. This experience changed you and defines who you are today. The specifics of your death are
up to you, but the following questions and suggestions will help you determine your odd personal history.

The story of my demise, like all my stories, is greatly How did you die? It probably wasn’t of old age. Spells like raise dead can bring back those who die before old age takes
exaggerated. them, but after dying of old age there is almost no magic which can bring a person back to life. Was it combat? An
If I don’t want to do something, I simply don’t do it. accident? A disease?

How long were you dead? Spells like true resurrection allow a character to return from death after as many as 200 years.
How has the world changed politically, technologically, and culturally since your death? What remains of your family,
PERSONALITY TRAITS
friends, and personal life?

Freedom. Life is short so live how you want. What was your life after death like? Did you spend time in the glory of eternal battle is Ysgard? Were you enjoying the
(Chaotic) paradise of Elysium? Were you being tortured in the Nine Hells or Abyss? Do you remember nothing from that time?

Maybe you didn’t completely pass on, but lived life as an undead, such as a ghost or vampire. Why did you become such
IDEAL a being? What acts did you commit that you now regret? Who still thinks of you as a monster?

Finally someone brought you back. Who was it, and why? Maybe it was to face an old enemy. Maybe it was a loved one
I never wish to return to my gravesite. who searched for a long time and sacrificed much to revive you. Maybe you were brought back for a secret only you
knew. How did this person bring you back? Was it straightforward magic? What about a spell like reincarnate, which
could bring your spirit back in the body of a different humanoid race? Or maybe it was some other magic that has a
more sinister secret.
BOND

I would rather cheat, lie, and steal than be honest


because none of this matters.

FLAW BACKGROUND STORY

Spirit Talk
You can connect with the souls of the dead thanks to
the long time you spent dead. You may spend a day
of downtime communicating with the souls to learn
a piece of information by asking a question. The
quality and specifics of the information you get is up
to the DM.

BACKGROUND FEATURE

A piece of crystal that faintly glows in the moonlight

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Spear] 1 3 Spell Scroll, Gate 1 —
Staff 1 4 Spell Scroll, Time Stop 1 —
Dagger 2 2 Spell Scroll, True Resurrection 1 —
Spell Scroll, Power Word Kill 1 —

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

9 lb / 150 lb 300 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

The Maze Piece


#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 +8 16 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Sorcerer, Demigod

CANTRIPS Fire Bolt Frostbite


Minor Illusion Prestidigitation Shocking Grasp

1ST LEVEL 4 SPELL SLOTS Bane Burning Hands


Magic Missile Ray of Sickness Shield
Thunderwave

2ND LEVEL 3 SPELL SLOTS Enlarge/Reduce

3RD LEVEL 2 SPELL SLOTS Fireball


Fire Bolt Frostbite Minor Illusion
Evocation Cantrip Evocation Cantrip Illusion Cantrip

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


RANGE 120 feet RANGE 60 feet RANGE 30 feet
DURATION Instantaneous DURATION Instantaneous DURATION 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS S, M (a bit of fleece)

You hurl a mote of fire at a creature or object within range. Make a You cause numbing frost to form on one creature that you can see You create a sound or an image of an object within range that lasts
ranged spell attack against the target. On a hit, the target takes 1d10 within range. The target must make a Constitution saving throw. On a for the duration. The illusion also ends if you dismiss it as an action or
fire damage. A flammable object hit by this spell ignites if it isn’t failed save, the target takes 1d6 cold damage, and it has cast this spell again. If you create a sound, its volume can range from
being worn or carried. disadvantage on the next weapon attack roll it makes before the end a whisper to a scream. It can be your voice, someone else’s voice, a
This spell’s damage increases by 1d10 when you reach 5th level of its next turn. lion’s roar, a beating of drums, or any other sound you choose. The
(2d10), 11th level (3d10), and 17th level (4d10). The spell’s damage increases by 1d6 when you reach 5th level sound continues unabated throughout the duration, or you can make
(2d6), 11th level (3d6), and 17th level (4d6). discrete sounds at different times before the spell ends. If you create
an image of an object—such as a chair, muddy footprints, or a small
chest—it must be no larger than a 5-foot cube. The image can’t
create sound, light, smell, or any other sensory effect. Physical
interaction with the image reveals it to be an illusion, because things
can pass through it. If a creature uses its action to examine the sound
or image, the creature can determine that it is an illusion with a
successful Intelligence (Investigation) check against your spell save
DC. If a creature discerns the illusion for what it is, the illusion
becomes faint to the creature.

Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Xanathar’s Guide to Everything Spellcasting (Sorcerer) Player’s Handbook

Prestidigitation Shocking Grasp Bane


Transmutation Cantrip Evocation Cantrip 1st-level enchantment

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


RANGE 10 feet RANGE Touch RANGE 30 feet
DURATION Up to 1 hour DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a drop of blood)

This spell is a minor magical trick that novice spellcasters use for Lightning springs from your hand to deliver a shock to a creature you Up to three creatures of your choice that you can see within range
practice. You create one of the following magical effects within try to touch. Make a melee spell attack against the target. You have must make Charisma saving throws. Whenever a target that fails this
range: advantage on the attack roll if the target is wearing armor made of saving throw makes an attack roll or a saving throw before the spell
• You create an instantaneous, harmless sensory effect, such as a metal. On a hit, the target takes 1d8 lightning damage, and it can’t ends, the target must roll a d4 and subtract the number rolled from
shower of sparks, a puff of wind, faint musical notes, or an odd odor. take reactions until the start of its next turn. the attack roll or saving throw.
• You instantaneously light or snuff out a candle, a torch, or a The spell’s damage increases by 1d8 when you reach 5th level At Higher Levels. When you cast this spell using a spell slot of 2nd
small campfire. (2d8), 11th level (3d8), and 17th level (4d8). level or higher, you can target one additional creature for each slot
• You instantaneously clean or soil an object no larger than 1 cubic level above 1st.
foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material
for 1 hour.
• You make a color, a small mark, or a symbol appear on an object
or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit
in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its
non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.

Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook Death Domain (Sorcerer) Player’s Handbook

Burning Hands Magic Missile Ray of Sickness


1st-level evocation 1st-level evocation 1st-level necromancy

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


RANGE Self (15-foot cone) RANGE 120 feet RANGE 60 feet
DURATION Instantaneous DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

As you hold your hands with thumbs touching and fingers spread, a You create three glowing darts of magical force. Each dart hits a A ray of sickening greenish energy lashes out toward a creature
thin sheet of flames shoots forth from your outstretched fingertips. creature of your choice that you can see within range. A dart deals within range. Make a ranged spell attack against the target. On a hit,
Each creature in a 15-foot cone must make a Dexterity saving throw. 1d4 + 1 force damage to its target. The darts all strike simultaneously, the target takes 2d8 poison damage and must make a Constitution
A creature takes 3d6 fire damage on a failed save, or half as much and you can direct them to hit one creature or several. saving throw. On a failed save, it is also poisoned until the end of
damage on a successful one. The fire ignites any flammable objects in At Higher Levels. When you cast this spell using a spell slot of 2nd your next turn.
the area that aren’t being 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
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
level or higher, the damage increases by 1d6 for each slot level above 1st.
1st.

Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook Death Domain (Sorcerer) Player’s Handbook
Shield Thunderwave Enlarge/Reduce
1st-level abjuration 1st-level evocation 2nd-level transmutation

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


RANGE Self RANGE Self (15-foot cube) RANGE 30 feet
DURATION 1 round DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a pinch of powdered iron)

Reaction trigger: You are hit by an attack or targeted by the magic A wave of thunderous force sweeps out from you. Each creature in a You cause a creature or an object you can see within range to grow
missile spell An invisible barrier of magical force appears and protects 15-foot cube originating from you must make a Constitution saving larger or smaller for the duration. Choose either a creature or an object
you. Until the start of your next turn, you have a +5 bonus to AC, throw. On a failed save, a creature takes 2d8 thunder damage and is that is neither worn nor carried. If the target is unwilling, it can make a
including against the triggering attack, and you take no damage from pushed 10 feet away from you. On a successful save, the creature Constitution saving throw. On a success, the spell has no effect.
magic missile. takes half as much damage and isn’t pushed. In addition, unsecured If the target is a creature, everything it is wearing and carrying
objects that are completely within the area of effect are changes size with it. Any item dropped by an affected creature returns
automatically pushed 10 feet away from you by the spell’s effect, and to normal size at once.
the spell emits a thunderous boom audible out to 300 feet. Enlarge. The target’s size doubles in all dimensions, and its weight is
At Higher Levels. When you cast this spell using a spell slot of 2nd multiplied by eight. This growth increases its size by one category -
level or higher, the damage increases by 1d8 for each slot level above from Medium to Large, for example. If there isn’t enough room for the
1st. target to double its size, the creature or object attains the maximum
possible size in the space available. Until the spell ends, the target also
has advantage on Strength checks and Strength saving throws. The
target’s weapons also grow to match its new size. While these weapons
are enlarged, the target’s attack with them deal 1d4 extra damage.
Reduce. The target’s size is halved in all dimensions, and its weight is
reduced to one-eighth of normal. This reduction decreases its size by
one category - from Medium to Small, for example. Until the spell ends,
the target also has disadvantage on Strength checks and Strength
saving throws. The target’s weapons also shrink to match its new size.
While these weapons are reduced, the target’s attacks with them deal
1d4 less damage (this can’t reduce the damage below 1).

Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook

Fireball
3rd-level evocation

CASTING TIME 1 action


RANGE 150 feet
DURATION Instantaneous
COMPONENTS V, S, M (a tiny ball of bat guano and sulfur)

A bright streak flashes from your pointing finger to a point you


choose within range and then blossoms with a low roar into an
explosion of flame. Each creature in a 20-foot-radius sphere centered
on that point must make a Dexterity saving throw. A target takes 8d6
fire damage on a failed save, or half as much damage on a successful
one.
The fire spreads around corners. It ignites flammable objects in the
area that aren’t being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 4th
level or higher, the damage increases by 1d6 for each slot level above
3rd.

Spellcasting (Sorcerer) Player’s Handbook


Spear Staff Dagger
Weapons Spellcasting Focus Weapons

An arcane focus is a special item—an orb, a crystal, a rod, a


specially constructed staff, a wand—like length of wood, or
some similar item designed to channel the power of arcane
spells. A sorcerer, warlock, or wizard can use such an item
as a spellcasting focus.

3 lb. Player’s Handbook 4 lb. Player’s Handbook 1 lb. Player’s Handbook

Dagger
Weapons

1 lb. Player’s Handbook

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