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Alko Character Sheet

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

Alko Character Sheet

Uploaded by

Alain Goup
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

15 Cleric (Twilight Domain) 14, Lunar Sorcerer 1

Alko LEVEL & CLASS PLAYER NAME

Rakdos Cultist Kobold, Multiverse 165,000 195,000


CHARACTER NAME BACKGROUND RACE EXPERIENCE Next Level

AC DESCRIPTION
+2 STR +2 INT
17 Armor +1 Chain Mail

167 +5 21
+3 DEX +11 WIS
3 Shield +1 Shield

+1 +10 CON
RESISTANCES
+6 CHA
0 Dex Medium Armor Heavy Armor

1 Magic Cloak of Protection


13 Misc
Temporary Hit Points: Misc

Adv. on Con
+2
+2 (Concentration) saves
14
LEVEL DIE USED ENCUMBERED
when damaged
SUCCESSES
14 d8+4 20 ft

FAILURES
1 d6+4
30 ft 20 15
+4 ARMOR
+7 Acrobatics (Dex) Light Medium Heavy Shields

18 +5 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED Simple Martial Other Weapons:
+1 Arcana (Int) Draconic Cry 5 LR
+1 Athletics (Str) Eyes of Night (grant others) 1 LR/SS 1+
LANGUAGES TOOLS & OTHERS

+1
0 Deception (Cha) Channel Divinity 2 SR Common Musical instrument
+1 History (Int) Channel Divinity: Harness Divine Power 2 LR Draconic
+10 Insight (Wis) Steps of Night 5 LR Abyssal
12
0 Intimidation (Cha) Divine Intervention (14% chance) 1 LR
+1 Investigation (Int) 1st-level lunar phase spell 1 LR
+5 Medicine (Wis) Amulet of the Devout +2 (Channel Divinity) 1 Dawn
+5 +1 Nature (Int)
+5 Perception (Wis)
20 +5 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

+5 Persuasion (Cha) Eyes of Night (grant others) Draconic Cry War Caster - Opportunity Spell
+1 Religion (Int) Vigilant Blessing Channel Divinity: Harness Divine Power

0 +2 Sleight of Hand (Dex) Channel Divinity: Turn Undead Steps of Night


+2 Stealth (Dex) [disadv.] Channel Divinity: Twilight Sanctuary Telekinetic Shove
+5 Survival (Wis) Divine Intervention
10
Tool Bag of Holding (retrieve item)

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

15 PASSIVE WISDOM (PERCEPTION) Sacred Flame Wis 60 ft DC 20 3d8 Radiant


Dex save, no bonus from cover, success - no damage; up to 2 creatures within 5 ft; Once per round +1d8 radiant damage
DESCRIPTION

Darkvision 300 ft Acid Splash Int 60 ft DC 16 3d6 Acid


Dex save, success - no damage; 1 or 2 creatures within 5 ft of each other; Once per round +1d8 radiant damage

Word of Radiance Wis 5-ft radius DC 20 3d6 Radiant


Con save, success - no damage; Only chosen creatures I can see are affected; Once per round +1d8 radiant damage
NAME TOTAL NAME TOTAL
Toll the Dead Wis 60 ft DC 20 3d12 Necrotic
Wis save, success - no damage; If target is at full HP, d8 instead of d12 damage; Once per round +1d8 radiant damage

Flail Str Melee +6 1d8+1 Bludgeoning


+1d8 radiant damage
Cleric (Twilight Domain), level 14:
Spellcasting (Cleric 1, PHB 58) [5 cantrips known]
I can cast prepared cleric cantrips/spells, using Wisdom as my spellcasting ability
I can use a holy symbol as a spellcasting focus for my cleric spells
I can cast my prepared cleric spells as rituals if they have the ritual tag
Bonus Proficiency (Twilight Domain 1, TCoE 34)
I gain proficiency with martial weapons and heavy armor
Eyes of Night (Twilight Domain 1, TCoE 34) [grant others, 1× per long rest or SS 1+]
I gain darkvision out to a range of 300 ft; As an action, I can grant others this as well
I can grant it for 1 hour to my Wis mod (min 1) of willing targets I can see within 10 ft
I can do this once per long rest, or by expending a spell slot (SS 1+)
Vigilant Blessing (Twilight Domain 1, TCoE 35)
As an action, I can grant myself or a creature I touch adv. on the next initiative roll
This benefit ends immediately after the roll or when I use this feature again
Channel Divinity (Cleric 2, PHB 58) [2× per short rest]
I can channel divine energy to cause an effect; the save for this is my cleric spell DC
Channel Divinity: Turn Undead (Cleric 2, PHB 59)
As an action, all undead within 30 ft that can see/hear me must make a Wisdom save
If an undead fails this save, it is turned for 1 minute or until it takes any damage
Turned: move away, never within 30 ft of me, no reactions or actions other than Dash
Turned: may Dodge instead of Dash when nowhere to move and unable to escape bonds
Channel Divinity: Twilight Sanctuary (Twilight Domain 2, TCoE 35) [1d6 + 14 temp HP]
As an action, I can use my holy symbol to create a 30-ft radius sphere around myself
It moves with me, is filled with dim light, and lasts for 1 min or until I'm incapacitated
When a creature, including me, ends its turn inside the sphere, I can grant it a benefit:
• I grant it temporary hit points equal to 1d6 + my cleric level
• I end one effect on it causing it to be charmed or frightened
From 17th-level onwards, me and my allies have half cover while inside the sphere
Destroy Undead (Cleric 5, PHB 59) [CR 3 or lower]
An undead up to the CR above that fails its save when I use Turn Undead is destroyed Feature Name: Bad Reputation
Steps of Night (Twilight Domain 6, TCoE 35) [Proficiency bonus per long rest]
As a bonus action when I'm in dim light or darkness, I can magically grant myself flight No matter where I go, people are afraid of me due to my
I gain a flying speed equal to my walking speed for 1 minute reputation. When I am in a civilized settlement, I can get away
Blessed Strikes (Twilight Domain 8, TCoE 31)
with minor criminal offenses, such as refusing to pay for food
When my weapon attack or cantrip damages a creature, I can do +1d8 radiant damage
Once I deal this extra damage, I can't do so again until the start of my next turn at a tavern or breaking down doors at a local shop, since most
Divine Intervention (Cleric 10, PHB 59) [14% chance, 1× per long rest] people will not report my activity to the authorities.
As an action, I can implore my deity for help; the DM determines the form of help
Without intervention, I can retry after a long rest; otherwise, I have to wait a week

Lunar Sorcerer, level 1:


Spellcasting (Sorcerer 1, PHB 101) [4 cantrips & 2 spells known] Kobold
I can cast sorcerer cantrips/spells that I know, using Charisma as my spellcasting ability • Kobold Legacy (Draconic Sorcery): I know one cantrip from
I can use an arcane focus as a spellcasting focus for my sorcerer spells
the sorcerer spell list. Intelligence, Wisdom is my spellcasting
Lunar Embodiment (Lunar Sorcery 1, D:SotDQ) [3 additional spells known]
When I finish a long rest, I can choose a lunar phase: Full, New, or Crescent Moon ability for it (one-time choice).
I can cast the 1st-level spell of that lunar phase once per long rest without a spell slot • Draconic Cry: As a bonus action, I can let out a cry. Until the
Full: Shield start of my next turn, my allies and I have advantage on attack
New: Ray of Sickness
rolls against any enemies within 10 ft of me who could hear the
Crescent: Color Spray
Moon Fire (Lunar Sorcery 1, D:SotDQ) cry. I can do this a number of times per long rest equal to my
I know the Sacred Flame cantrip and can use it on 2 creatures within 5 ft of each other Proficiency Bonus.

ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB


Backpack, with: 5 Bag of Holding 15 Common clothes 3 CP

- Bedroll 7 Potion of Invulnerability 0.5 Dragon Arcane Necklase


- Mess kit 1 Potion of Invulnerability 0.5 Belt pouch (with coins) 1 SP
- Tinderbox 2 1 Potion of Healing (Superior) 0.5
- Torches 20 1 Potion of Healing (Superior) 0.5
- Rations, days of 10 2 Spell scroll (lst level) Bless 0.5 EP

- Waterskin 5 Spell scroll (lst level) Bless 0.5


- Hempen rope, feet of
- Musical instrument
50 0.2 Spell scroll (lst level) Healing Word
Spell scroll (lst level) Healing Word
0.5
0.5
10 GP

- Costume 4
PP
- Hooded lantern of wrought iron 2
- Chain with spiked links, feet of 10 1
WEIGHT CARRIED
- Sweet, red juice, bottle of 4
113 lb
ENCUMBERED
ATTUNED MAGICAL ITEMS
66 - 130 lb
HEAVILY
CARRYING
ENCUMBERED
CAPACITY
195 lb
PUSH/DRAG/LIFT
SUBTOTAL 90 SUBTOTAL 19 SUBTOTAL 4 196 - 390 lb
Additional Cleric Spells (Optional Cleric 1, TCoE 30) FEAT: Telekinetic [Wisdom] [TCoE 81]
Channel Divinity: Harness Divine Power (Optional I know the Mage Hand cantrip, can cast it without components, and
the spectral hand can be invisible. As a bonus action, I can shove
Cleric 2, TCoE 30) [2× per long rest] one creature I can see within 30 ft. It must make a Str save vs. this
feat's spell save DC or be moved 5 ft from or towards me. Wisdom
As a bonus action, I can expend a use of my channel is my spellcasting ability for these. [+1 Wisdom]

divinity to regain one used spell slot FEAT: Resilient [Constitution] [PHB 168]
The level of this spell slot can be no more than half
I gain proficiency with Constitution
my Proficiency Bonus (rounded up)
saving throws. [+1 Constitution]
I can only do this so many times per long rest, even if
I have uses of channel divinity left
FEAT: War Caster [PHB 170]
Cantrip Versatility (Optional Cleric 4, TCoE 31) [ASI = Advantage on Con saves to maintain concentration on spells when
damaged. Perform somatic components even when holding
Ability Score Improvement] weapons or shield in one or both hands. Cast spell of 1 action

Whenever I gain an ASI from the cleric class, I can casting time that targets only one creature instead of an
opportunity attack.
change one cleric cantrip for another
FEAT:
Additional Sorcerer Spells (Optional Sorcerer 1, TCoE
65)

MAGIC ITEM: Amulet of the Devout +2 [TCoE 119] Attuned

This amulet bears the symbol of a deity inlaid with precious stones or
metals. While I wear this holy symbol, I gain a +2 bonus to spell attack
rolls and saving throw DCs of my spells. Once per dawn, it allows me
to use my Channel Divinity feature without expending one of the
ADVENTURING GEAR # LB ADVENTURING GEAR # LB feature's uses.

MAGIC ITEM: Armor +1 (Chain Mail) [DMG 152]

I have a +1 bonus to AC while


wearing this chain mail armor.

MAGIC ITEM: Bag of Holding [DMG 153]

This bag is 2 ft in diameter at the mouth, 4 ft deep, and 15 lb


regardless of content. It can hold up to 500 lb, not exceeding a volume
of 64 cu ft. Retrieving an item from it requires an action. If it's
overloaded, pierced, or torn, it's destroyed with its contents in the
Astral plane. If turned inside out, all its contents spill forth.

MAGIC ITEM: Shield +1 [DMG 200]

While holding this shield, I have a +1


SUBTOTAL SUBTOTAL
bonus to AC. This bonus is in addition to
the shield's normal bonus to AC.
MAGIC ITEM: Cloak of Protection [DMG 159] Attuned

While I wear this cloak, I gain a +1


bonus to AC and saving throws.
Couatl Medium
Couatl
RACE SIZE HEIGHT WEIGHT

Celestial Lawful Good


FAMILIAR TYPE AGE GENDER ALIGNMENT
NAME

+3 STR +4 INT Temporary HP: SUCCESSES

+5 DEX +7 WIS 19 +2 97
+3 +5 CON +6 CHA FAILURES

16
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

30 ft,

+5 +5 Fly 90 ft. DESCRIPTION

20 LEVEL USED

DIE

+3
17 +5 Acrobatics (Dex) Innate Spellcasting. The couatl's Languages All, Telepathy 120 ft.
+5 Animal Handling (Wis) spellcasting ability is Charisma (spell
Damage Resistances Radiant
+4 Arcana (Int) save DC 14). It can innately cast the
+3 Athletics (Str) following spells, requiring only Damage Immunities Psychic;
+4 +4 Deception (Cha) verbal components: Bludgeoning, Piercing, and Slashing
+4 History (Int) At will: detect evil and good, detect
18 from Nonmagical Attacks
+5 Insight (Wis) magic, detect thoughts
+4 Intimidation (Cha) 3/day each: bless, create food and Magic Weapons. The couatl's weapon
+4 Investigation (Int) water, cure wounds, lesser attacks are magical.
+5 +5 Medicine (Wis)
+4 Nature (Int)
restoration, protection from poison,
sanctuary, shield
Shielded Mind. The couatl is immune

1/day each: dream, greater


to scrying and to any effect that
20 +5 Perception (Wis)
+4 Performance (Cha) restoration, scrying would sense its emotions, read its
+4 Persuasion (Cha) thoughts, or detect its location.
+4 Religion (Int)
+4 +5 Sleight of Hand (Dex)
+5 Stealth (Dex)
18 Actions
+5 Survival (Wis) Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and
the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this
poison ends, the target is unconscious. Another creature can use an action to shake the target awake.

15 PASSIVE WISDOM (PERCEPTION) Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6 +
3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target
is restrained, and the couatl can't constrict another target.
Senses Truesight 120 ft.
Change Shape. The couatl magically polymorphs into a humanoid or beast that has a challenge rating
equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any
equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice).

In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes,
Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics
and capabilities (except class features, legendary actions, and lair actions) that the new form has but
that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.
ST LEVEL ND LEVEL RD LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL

Alko
CHARACTER NAME

Wisdom +12 DC 20
SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

Guidance 1 willing creature adds 1d4 to ability check of its choice, after rolling, once during the duration Div 1a Touch V,S Conc, 1 min P 248
Sacred Flame 1 creature that I can see save or 3d8 Radiant dmg; no bonus for cover on save Dex Evoc 1a 60 ft V,S Instantaneous P 272
Spare the Dying 1 living creature with 0 current HP becomes stable Necro 1a Touch V,S Instantaneous P 277
Toll the Dead 1 crea save or 3d12 Necrotic damage (d8 instead of d12 if at full HP) Wis Necro 1a 60 ft V,S Instantaneous X 169
Word of Radiance Any crea within range save or 3d6 Radiant damage Con Evoc 1a 5 ft V,M Instantaneous X 171

Bless 3+1/SL creatures can add 1d4 on every attack roll or saving throw during the duration Ench 1a 30 ft V,S,M Conc, 1 min P 219
Command 1+1/SL crea, each max 30 ft apart, save or follow one word command, e.g. approach, drop, flee, halt Wis Ench 1a 60 ft V 1 rnd P 223
Faerie Fire 20-ft cube all obj/crea save or outlined in 10 ft dim light and attacks have adv.; see invisible crea Dex Evoc 1a 60 ft V Conc, 1 min P 239
Healing Word 1 living creature heals 1d4+1d4/SL+5 (Wis) HP Evoc 1 bns 60 ft V Instantaneous P 250
Sleep 20-ft rad 5d8+2d8/SL HP of conscious creatures fall asleep, starting with the lowest current HP crea Ench 1a 90 ft V,S,M 1 min P 276

Aid 3 creatures gain 5+5/SL current HP and HP max for the duration Abjur 1a 30 ft V,S,M 8 h P 211
Locate Object Learn direction to closest named or described kind or specific object within 1000 ft; see book Div 1a Self V,S,M Conc, 10 min P 256
Moonbeam 5-ft rad 40-ft high all enter/start turn 2d10+1d10/SL Radiant dmg; save half; 1 a move it 60 ft; see B Con Evoc 1a 120 ft V,S,M Conc, 1 min P 261
See Invisibility See invisible/ethereal creatures and objects as if they were visible; ethereals are ghostly, translucent Div 1a Self V,S,M 1 h P 274

Animate Dead Turn corpses into 1+2/SL Skeletons or Zombies; control for 24h; bns a command within 60 ft Necro 1 min 10 ft V,S,M Instantaneous P 212
Aura of Vitality As a bonus action for the duration, I can heal 2d6 HP to 1 creature in range (can be me) Evoc 1a S:30-ft rad V Conc, 1 min P 216
Dispel Magic Dispel all magical effects on crea or object; if above this SL, DC 10+SL Wisdom check (+5) Abjur 1a 120 ft V,S Instantaneous P 234
Leomund's Tiny Hut (R) 10-ft rad immobile dome of force holds 9 Medium crea; blocks magic; ends if I leave; see book Evoc 1 min S:10-ft rad V,S,M 8 h P 255
Revivify Restores a creature's body that has died in the last min to life with 1 HP (300gp cons.) Necro 1a Touch V,S,M† Instantaneous P 272
Spirit Guardians Undesignated crea start turn/enter in area half speed, 3d8+1d8/SL Radiant/Necrotic dmg; save half Wis Conj 1a S:15-ft rad V,S,M Conc, 10 min P 278

Aura of Life Me + any crea while in area Necrotic dmg resist.; at turn start, 0 HP living in area heal 1 HP Abjur 1a S:30-ft rad V Conc, 10 min P 216
Banishment 1+1/SL crea save or banished; crea return if spell lasts < 1 min Cha Abjur 1a 60 ft V,S,M Conc, 1 min P 217
Death Ward Once, when crea drops to 0 HP it drops to 1 HP instead; or negates first instantaneous kill effect Abjur 1a Touch V,S 8h P 230
Greater Invisibility 1 crea invisible until end of the spell; anything the target is wearing or carrying is also invisible Illus 1a Touch V,S Conc, 1 min P 246

Circle of Power Any crea while in area adv. on saves vs. magical effects; if save would half dmg it takes no dmg Abjur 1a S:30-ft rad V Conc, 10 min P 221
Dawn 30-ft rad 40-ft high all crea 4d10 Radiant dmg at cast/end turn; bns a move it 60 ft (100gp) Con Evoc 1a 60 ft V,S,Mƒ Conc, 1 min X 153
Mislead I go invisible; create illusionary duplicate of me, 1 a move it, bns a switch between its senses and mine Illus 1a Self S Conc, 1 h P 260

Forbiddance (R) 40k sq ft 30-ft high no extraplanar travel; 1 crea type 5d10 Radiant/Necrotic dmg per rnd (1000gp) Abjur 10 min Touch V,S,Mƒ 1 day P 243
Heal 1 living creature heals 70+10/SL HP and is cured of blindness, deafness, and all diseases Evoc 1a 60 ft V,S Instantaneous P 250
Heroes' Feast Up to 12 crea; 1h to consume; for 24h: disease/poison immune, +2d10 max HP, see B (1000gp cons.) Conj 10 min 30 ft V,S,M† Instantaneous P 250

Conjure Celestial CR 4+1/2SL celestial; obeys my verbal commands if they do not go against its alignment Conj 1 min 90 ft V,S Conc, 1 h P 225
Divine Word Any crea save or deaf/blind/stunned/dead depending on current HP; banishes extraplanar crea Cha Evoc 1 bns 30 ft V Instantaneous P 234
Intelligence +8 DC 16
SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

Acid Splash 1 crea or 2 crea within 5 ft of each other save or 3d6 Acid dmg Dex Conj 1a 60 ft V,S Instantaneous P 211

Wisdom +12 DC 20
SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

Mage Hand Create (in)visible spectral hand for simple tasks or carry up to 10 lb; 1 a to control; can't have multiple Conj 1a 30 ft 1 min (D) P 256

Charisma +7 DC 15
SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

Booming Blade Melee wea atk with cast; if hit: 2d8 Thunder dmg and if moves next round +3d8 Thunder dmg Evoc 1a S:5-ft rad S,Mƒ 1 round T 106
Fire Bolt Spell attack for 3d10 Fire dmg; unattended flammable objects ignite Evoc 1a 120 ft V,S Instantaneous P 241
Minor Illusion 5-ft cube illusion includes visible or audible; Int(Investigation) check vs. Spell DC; see book Illus 1a 30 ft S,M 1 min (D) P 260
Mold Earth 5 cu ft earth; instant.: excavate; 1h: change to difficult or normal terrain, or change shape and color Trans 1a 30 ft S Instant. or 1 h X 162
Sacred Flame Up to 2 creas I see, max 5 ft apart, save or 3d8 Radiant dmg; no bonus for cover on save Dex Evoc 1a 60 ft V,S Instantaneous P 272

Absorb Elements Acid, Cold, Fire, Lightning, or Thunder resistance till next turn start; first melee hit +1d6+1d6/SL dmg Abjur 1 rea Self S 1 rnd X 150
C Color Spray 6d10+2d10/SL HP of crea blinded, starting with the lowest current HP crea Illus 1a S:15-ft coneV,S,M 1 rnd P 222
N Ray of Sickness Spell attack for 2d8+1d8/SL Poison dmg; save or also poisoned until end of my next turn Con Necro 1a 60 ft V,S Instantaneous P 271
F Shield If hit by attack +5 AC until start of next turn; or stop Magic Missile spell from doing any dmg to me Abjur 1 rea Self V,S 1 rnd P 275
Silvery Barbs 1 crea reroll d20 and use lowest for atk, check, or save; 1 crea adv. next atk, check, or save in 1 min Ench 1 rea 60 ft V Instantaneous SC 38

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