Emma Le Roux
Emma Le Roux
Drow
RACE
Acolyte
BACKGROUND Martyr
Lawful Good Milestones Burden of the End
CHARACTER NAME ALIGNMENT EXPERIENCE POINTS 10
LEVEL
+4 PROFICIENCY PASSIVE
PERCEPTION
13 AC INITIATIVE SPEED
Cantrips | Herald of the End | Ordained Death 1
+2 30
• Cantrips. Starting at 1st level, your divine mission grants you a sliver of divine magic. You learn the sacred flame
16
and thaumaturgy cantrips, and one other cantrip of your choice from the cleric spell list. You do not lose hit points
for casting these spells. Wisdom is your spellcasting modifier for these spells.
• Herald of the End. Also at 1st level, your magic is empowered with foreknowledge of the end times, heightening
its force. When you cast a martyr spell that deals damage, you can choose to reroll all of its damage dice, and
17
must keep the new rolls. Once you use this ability, you can’t use it again until you finish a short or long rest.
PASSIVE
INSPIRATION • Ordained Death. As a martyr, you have been predestined by the gods to perish for a great cause; there is no
INSIGHT greater glory in death, and no greater joy in the afterlife. However, it is not yet your time. Starting at 1st level,
when you fall to 0 hit points and begin to make death saving throws, you must fail 5 saving throws to die.
Additionally, if a spell has the sole effect of restoring you to life (but not undeath), the caster doesn’t need
material components to cast the spell on you.
+2
◆
• Mark of the Herald. At 2nd level, your divine cause manifests itself upon you, forming
+6 ATHLETICS a special mark or stigmata for all to see. You have advantage on ability checks you
0
●
make to convince other creatures to assist you in service of your holy cause.
• Sainted Reprisal. Also at 2nd level, you can reprimand those who draw your blood.
When a creature you can see within 5 feet of you hits you with a melee attack, you can
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use your reaction to deal that creature 1d6 necrotic or radiant damage (your choice).
The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and
17th level (4d6).
+2
SAVING THROWS
10 d12 10
• Divine Healing. Starting at 3rd level, you can utter a prayer to the gods for mercy. As an action, you
+2 ACROBATICS
can spend Hit Dice and regain hit points as if you had just finished a short rest. When you use this ability,
you can spend a number of Hit Dice up to your proficiency bonus.
FAILURES
+2 SLEIGHT OF HAND • Torment. By 3rd level, you have learned to curry the gods’ favor through anguish and mortal trials.
Once on each of your turns when you hit a creature with a melee weapon attack, you can lose 5 hit
+2 STEALTH
points to deal a bonus +10 bonus necrotic or radiant damage (your choice) to the target. You don’t make
Constitution saving throws to maintain concentration on spells as a result of losing these hit points.
LEVEL
Extra Attack 5
CONSTITUTION +5 SAVING THROWS
+5
Beginning at 5th level, you can attack
twice, instead of once, whenever you
take the Attack action on your turn.
20 LEVEL
Sacrosanct Spell 6
INTELLIGENCE 0 SAVING THROWS
0
At 6th level, when you cast a spell with a casting time
0 ARCANA SPELL SPELL SPELL SLOTS of 1 minute or longer or a spell that has the sole effect
0 HISTORY
ATTACK BONUS SAVE DC
1st 2nd 3rd 4th 5th of restoring hit points, you lose no hit points from
casting the spell, if you cast it at its lowest level.
0 INVESTIGATION Casting the spell still counts against your total number
11 ●
0
+4
NATURE
RELIGION
+7 15 of spell uses.
LEVEL
7 Respite
WISDOM RESOURCE NAME Damage per Spell RESOURCE
+7 Beginning at 7th level, you regain all
+3
◆ SAVING THROWS
20
+3 ANIMAL HANDLING Used Total
+7 INSIGHT
spent Hit Dice when you finish a long
rest, instead of only half of them.
●
+3 MEDICINE
16 +3
+3
PERCEPTION
SURVIVAL
RESOURCE VALUE
LEVEL
+1 ●
+1
+5
+1
DECEPTION
INTIMIDATION
PERFORMANCE
C
points and are not killed outright, you can
choose to drop to 1 hit point instead. Once you
use this ability, you can’t use it again until you
12 +1 PERSUASION
finish a long rest.
LEVEL
C
Embrace the Inevitable 14
Starting at 14th level, once on each of your turns,when
RACIAL TRAITS you cast a martyr spell of 1st level or higher which calls
• Superior Darkvision. Your darkvision has a range of 120 feet, instead of 60. for a saving throw to resist its effects, you can spend
C additional hit points equal to half the cost of the spell to
• Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom
(Perception) checks that rely on sight when you, the target of the attack, or cause the creature to roll its first save against the spell
whatever you are trying to perceive is in direct sunlight. with disadvantage.
• Drow Magic. You know the Dancing Lights cantrip. When you reach 3rd
LEVEL
level, you can cast the Faerie Fire spell once with this trait and regain the
ability to do so when you finish a long rest. When you reach 5th level, you Level P CANTRIPS & SPELLS KNOWN March Unto Destiny | Halt Apocalypse 15 | 18
can cast the Darkness spell once and regain the ability to do so when you
finish a long rest. Charisma is your spellcasting ability for these spells. 0 Thaumaturgy • March Unto Destiny. At 15th level, your inevitable end draws nearer, and
nothing can hold you from it. You do not need to eat or drink, and cannot be
• Drow Weapon Training. You have proficiency with rapiers, shortswords, 0 Sacred Flame paralyzed, petrified, or stunned.
and hand crossbows.
0 Spare the Dying • Halt Apocalypse. By 18th level, the gods have blessed you with precious
1 Guiding Bolt time enough to forestall catastrophe. At the end of your turn, you can
choose to take another turn immediately. Once you use this ability, you can’t
PROFICIENCIES LANGUAGES 1 Protection from Evil and Good use it again until you finish a long rest.
IDEALS
BONDS
ALLIES ENEMIES
FLAWS
CHARACTER APPEARANCE
- If you would fall to 0 hit points or die, instead, you may ARMOUR Spiked Armor (Medium Armor)
permanently mark a death saving throw as failed and your hit points
become equal to 1/3 your total health rounded up. If all death saving HANDS/ARMS Weapon of Certain Death
throws are marked as failed then your character dies and cannot be
resurrected outside of divine intervention. RING
- If a death save is marked as failed by this ability then you require RING
that many less successful death saving throws in order to stabilize.
BELT
ASI (WIS + CON):
Increase two ability score by 1 or one ability score by 2, to a BOOTS
maximum of 20.
Tough:
Your hit point maximum increases by an amount equal to twice your
175
level when you gain this feat. Whenever you gain a level thereafter, CP SP EP GP PP
your hit point maximum increases by an additional 2 hit points.
MAGIC ITEMS
Name Weapon of Certain Death Attuned
COMPANION NAME
When you damage a creature with an attack using this magic
Hit Points AC Initiative Speed weapon, the target can't regain hit points until the start of your
next turn.
Attuned
Name
Skills Attuned
Name
Senses
NAME ATK BONUS DAMAGE/TYPE
Attuned
Name
Attuned
Name