Human, Criminal, Fighter [3- Champion] Sorcerer [2- Shadow]

Strength Dexterity Constitution Intelligence Wisdom Charisma
11 [+0] 16 [+3] 14 [+2] 11 [+0] 12 [+1] 13 [+1]

Speed: 30ft
Size: Medium
Wounds: 44 [3D10, 2D6]
Saving Throws: Strength, Constitution
Experience: 7,497 [Level 5]
AC: 14 (Leather [1] + Dex [3])

Proficiencies: [+3]
Weapons: Simple Weapons, Martial Weapons
Armour: All Armour, Shields
Tools: Thieves Tools, Broken Thieves Tools
Skills: Deception, Perception, Stealth
Languages: Common, Elven

Feats and Abilities:

  • Background Feature:
    • Reliable Contact: You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
  • Class Abilities:
    • Close Quarters Shooting: +1 to ranged attacks. Enemy within 5ft does not give disadvantage on ranged attacks. Your ranged attacks ignore half and 3/4 cover if target is within 30ft. (also works for spells)
    • Eyes of the Dark: Darkvision 60ft. Can cast darkness with 1 sorcerer point that you can see through.
    • Strength of the Grave: Whenever damage reduces you to 0 hit points, make a Con save (DC 5 + damage taken). On a pass you drop to 1 hp. radiant or critical hits ignore this feature.
    • Second Wind: On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
    • Action Surge: On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.
    • Improved Critical: Weapon attacks score a critical hit on a roll of 19 or 20.
    • Font of Magic: You regain all spent sorcery points when you finish a long rest. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.


  • Vine-Carved Elven Battleaxe:
    • D6 (D8 Two-Handed); Slashing; Finesse, Magical, Plants take D8 bonus damage 2lbs
  • Dagger
    • D4; Piercing
  • Hand Crossbow
    • D6; Piercing
  • Heavy Crossbow (54 bolts)
    • D10; Piercing
  • Net (2)
    • A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
    • When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
  • Leather Armour
    • 11+ Dex
  • Bloodstained teacup from a child's play set, ivory hairbrush with black bristles (25gp)
  • Skin Pouch
  • Backpack:
    • Bedroll, mess kit, tinderbox, 10 torches, 24 rations, water skin, rope, fine clothes (15gp), crowbar, hooded dark common clothes

Platinum: 7
Gold: 45
Silver: 4
Copper: 31


Spell Slots:
1st Level:3

Sorcery Points: 2

Cantrips Known:

  • Green Flame Blade:
    • VM (and a weapon). Action. 5ft.
    • Instantaneous.
    • As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting modifier.
    • This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.
  • Firebolt:
    • VS. Action. 120ft.
    • Concentration, up to 1 minute.
    • You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
  • Mould Earth:
    • S. Action. 30ft.
    • Instantaneous or 1 hour.
    • You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
      • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
      • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
      • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
      • If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
  • Friends:
    • S,M. Action. Self.
    • Concentration, up to 1 minute.
    • For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realises that you have used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.

Spells Known:

  • Sleep: [Level 1]
    • VSM (pinch of sand). Action. 90ft.
    • 1 minute.
    • This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
    • Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
    • Undead and creatures immune to being charmed aren’t affected by this spell. Roll an additional 2d8 for each slot level above 1st.
  • Magic Missile: [Level 1]
    • VS. Action. 120 ft.
    • Instantaneous.
    • You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. One more dart for each slot level above 1st.
  • Shield: [Level 1]
    • VS. Self
    • 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
    • An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

  • Hates people with a high and mighty attitude. Enjoys killing people, especially those who think themselves unreachable or above the law (nobles & priests), likes it when a plan comes together and he kills the target unexpectedly. Is struggling to make himself a better person because he didn't feel anything when he killed children. Even though, he is seeking redemption, it does not stop him from killing those he feels the need to kill.
  • Being the orphaned son of a knight made Samson technically a noble. However, the more prestigious houses did not see it that way. Growing up, he was slowly ingrained with a hatred for those in positions of power, especially nobles. Once older he killed a nobleman simply for the pleasure of killing a nobleman and of killing someone who thought themselves as untouchable. Following that he quickly left town, and was rather quickly scouted for criminal activities. His calling appeared to be that of a hired killer, who could simply walk into a nobleman's mansion and kill him there. Over the years he took great pleasure in his job, especially the nobles he killed. He enjoys it most when, a lot of planning comes together and he walks in and kills someone completely unexpected. On a more recent job, the job went bad and he had to kill children, this worried him. Not because he felt bad about it, but because he didn't. Even though, killing the children seemed to go against all tenets of his killing: they knew it was coming, they were completely powerless and there was no planning involved. Currently he is looking for some sort of redemption, to shake the darkness off his soul. Even so, he still struggles with his lust for killing/harming those so assured in their power.

Personality 1: I always have a plan for what to do when things go wrong.
Personality 2: I don’t pay attention to the risks in a situation. Never tell me the odds.
Ideal: Chains are meant to be broken, as are those who forge them.
Flaw: An innocent person is in prison for a crime I committed. I’m okay with that.
Quirk: You don't seem to bleed, even when badly injured.
Bond: I am guilty of a terrible crime. I hope I can redeem myself for it.

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