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Eryn Aigéanth in Dungeons & Dragons 5e

Eryn Aigéanth

10 Level (0/85000 XP for level-up) Pirate Background Formerly-Triton Marid Elemental Race / Species / Heritage Chaotic Good Alignment
Gunslinger
Level 5
Hit Dice: 4/5
1d8+1 Class 1
Warlock
Level 5
Hit Dice: 5/5
1d8+1 Class 2

STR 9

-1

DEX 20

+5

CON 12

+1

INT 14

+2

WIS 16

+3

CHA 17

+3

75
Hit Points
+5
Initiative (DEX)
19
Armor Class (AC)
+4
Prof. Bonus
40
Speed (walk/run/fly)
17
Passive Perception
4 / 4
Grit
3 / 3
Consecrate Arms
0 / 2
Spell Slots
Spellcasting ...
+7 Attack mod
CHA Ability
+3 Abi Mod
15 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
-1 Strength
+9 Dexterity
+1 Constitution
+2 Intelligence
+3 Wisdom
+7 Charisma
saving throws
+5 Acrobatics DEX
+3 Animal Handling WIS
+6 Arcana INT
+3 Athletics STR
+7 Deception CHA
+2 History INT
+3 Insight WIS
+7 Intimidation CHA
+2 Investigation INT
+6 Navigator's Tools INT
+6 Water Vehicles INT
+7 Aquan CHA
+7 Thievess Cant Language CHA
+7 Common CHA
skills
+3 Medicine WIS
+2 Nature INT
+7 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+2 Religion INT
+9 Sleight of Hand DEX
+5 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Sidearm +9 DEX 1d6+5 piercing
 2 lb. (range 40/120), loud, pocket , reload (6 shots)
Repeating Rifle +9 DEX 1d10+5 piercing
 8 lb. (range 150/450), loud, reload (6 shots), two-handed
Rapier +9 DEX 1d8+5 piercing
 Finesse,
Ace of Spades +11 DEX 1d8+2+5 piercing
 3 lb. (range 60/180), loud, pocket , reload (6 shots)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Eldritch Blast +7 1 Action 120 ft Instant 1d10 V,S
 Notes:he spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Sword Burst +7 1 Action Self (5 ft Radius) Instant 2d6 V
 Notes:ou create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.
Suggestion
 Notes:Suggestion 2 Enchantment Casting Time: 1 action Range: 30 feet Target: A creature you can see within range that can hear and understand you Components: V M (A snake's tongue and either a bit of honeycomb or a drop of sweet oil) Duration: Up to 8 hours Classes: Bard, Sorcerer, Warlock, Wizard You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed. If you or any of your companions damage the target, the spell ends.
Counterspell
Thunder Step
mage hand

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Hex +7 Bonus Action 90ft Concentration, 1 Hour V,S,M
 Notes:You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
Armor of Agathys +7 1 Action Self 1 Hour V,S,M
 Notes:A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
Kiss of Mephistopheles
Prerequisite: 5th level, eldritch blast cantrip
When you hit a creature with your eldritch blast, you can cast fireball as a bonus action using a warlock spell slot. The spell must be centered on the creature you hit with eldritch blast.


Armor of Shadows
Source: Player's Handbook

You can cast mage armor on yourself at will, without expending a spell slot or material components.

Improved Pact Weapon
Source: Xanathar's Guide to Everything
Prerequisite: Pact of the Blade feature

You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.

In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.

Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.



Bottled Respite: As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest.

Genie's Wrath: Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).

Extra Attack (Lvl 5)
You can attack twice, instead of once, whenever you take
the Attack action on your turn.

Lock n’ Load (Lvl 5)
You can load or reload a firearm you are holding as part of
your move or your action.

Marksman
You are an expert at hitting your mark with ranged weapons, gaining the following benefits:
• Being prone doesn’t impose disadvantage on your
ranged weapon attacks.
• Attacking a prone target doesn’t impose disadvantage
on your ranged weapon attack rolls if the target is
within your weapon’s normal range.
• If you haven’t moved since the start of your turn, you
can use a bonus action to steady your aim. Until the
end of your next turn, you have advantage on the next
ranged weapon attack roll you make. This effect ends
early if you move or take damage.

Path of the Righteous (Lvl 3)
You arm yourself with knowledge of evil and its crooked
ways. You gain proficiency in one of the following skills of
your choice: Arcana, History, or Religion. Your proficiency
bonus is doubled for any Intelligence check you make to
recall information about Fiends or Undead.

Consecrate Arms (Lvl 3)
As an action, you can touch a willing creature and utter
a prayer to sanctify it. Whenever that creature hits with a
weapon attack, the attack deals radiant damage instead of
the weapon’s normal damage type. This benefit lasts until
the creature dismisses it (no action required), the creature
dies, or it finishes a short or long rest.
You can use this feature a number of times equal to your
Wisdom modifier (minimum of once), and you regain all
expended uses when you finish a long rest.

Baptism of Fire (Lvl 3)
With holy fire you deliver judgment unto your enemies.
When you hit a creature with a ranged weapon attack while
benefiting from your Consecrate Arms, you can spend 1
grit point to deal 1d8 radiant damage to the target, in addition to the weapon’s damage. The damage increases by
1d8 if the target is a Fiend or an Undead.

Deadeye (Lvl 1)
In combat, you find your flow with deadly efficiency.
Whenever you hit a creature with a ranged weapon attack,
the lowest number you must roll on the d20 to score a crit-
ical hit with subsequent ranged weapon attacks decreases
by one. You can gain this benefit multiple times, but it can’t
reduce the threshold for scoring a critical hit below 16.
You lose this benefit if you miss with an attack, you be-
come incapacitated, or if your turn ends and you haven’t
attacked a creature since your last turn.
From 14th level, whenever you gain this benefit, you
can gain it one additional time, but it still can’t reduce the
threshold for scoring a critical hit below 16.

Bad Medicine (Lvl 1)
You can roll 3 (5 total) additional weapon damage die when de-
termining the extra damage for a critical hit with a firearm.
The number of additional dice increases as you gain levels
in this class, as shown in the Bad Medicine column of the
Gunslinger table

Grit (Lvl 2)
The hard-fought battles of your past have instilled in you a
wellspring of resolve, which is represented by grit points.
You have a number of grit points equal to 1 + your Wisdom
modifier (minimum of 1 point).
You can spend these points to fuel various grit features.
You start knowing four such features: Buck Up, Bullet
Time, Covering Fire, and Dodge Roll. You learn more grit
features as you gain levels in this class.
When you spend a grit point, it is unavailable until you
regain it. You regain 1 expended grit point whenever you
score a critical hit against a hostile creature, and you re-
gain all expended grit points when you finish a short or
long rest.

Buck Up
You can spend 1 grit point as a bonus action to spend one
or more Hit Dice, following the normal rules for regaining
hit points using Hit Dice. The maximum number of Hit
Dice you can spend each time you use this feature equals
your proficiency bonus.

Bullet Time
When a creature you can see makes a ranged attack against
you, you can spend 1 grit point to impose disadvantage on
the attack roll.

Covering Fire
While you are holding a firearm, when a creature you can
see within 60 feet of you makes an attack against a crea-
ture other than you, you can spend 1 grit point as a reaction
to impose disadvantage on the attack roll.

Dodge Roll
You can spend 1 grit point as a bonus action to move up
to 10 feet without provoking opportunity attacks. You can’t
take this bonus action if your speed is 0.

Speed.
Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

Amphibious.
You can breathe air and water.

Control Air and Water.
A child of the sea, you can call on the magic of elemental air and water. You can cast Fog Cloud with this trait. Starting at 3rd level, you can cast Gust of Wind with it, and starting at 5th level, you can also cast Wall of Water with it. Once you cast a spell with this trait, you can’t cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.

Emissary of the Sea.
Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.

Guardians of the Depths.
Adapted to even the most extreme ocean depths, you have resistance to cold damage.

Feature: No honour.

From the dark and the seedy background you have come i.e, from where everyone is trying to get the upper hand on everyone else. As like you have learned to read people and also to see the true intentions behind of their words and actions. Here you have an advantage on (Wisdom) insight checks. This advantage even other dnd backgrounds can not have.

Features & Traits
A flask, grappling hook, rapier, a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 230, Platinum: 0 Money
Aquan, Common, Thieves Cant Language, Firearms

Languages & Proficiencies

  • Fiercely loyal, slow to trust.

  • Almost suicidally reckless when alone, yet deeply concerned for others.

  • Inwardly full of self doubt, but projects an aura of confidence.



Personality Traits

  • Liberty is the best thing one can have in life. Freedom is without price and must be defended at any cost and for all.



Ideals

  • More than anywhere else the sea is home. I must lift my curse and redeem myself in the eyes of my people if am to ever return to it.



Bonds

  • When I see something valuable, I can’t think about anything but how to steal it.

  • I have a weakness for the vices of the city, especially hard drink.

  • I have trouble trusting in my allies.

  • Once I start drinking, it’s hard for me to stop.

  • I can’t help but pocket loose coins and other trinkets I come across.



Flaws
Y55 sidearm ammo, 14 standard rifle ammo 6 silver bullets 5 masterworks

6 in sidearm, 6 mwork standard in rifle

12 gold

17 deadeye

flood charm:
if in water, buoyant
if unable to reach surface, bubble around entire body for 5 minutes

mask of the leaping gazelle
25 foot long jump
+10 movement speed

2 potion off water breathing

2 rat kebab 1d8 temp and healing

1 invisibility





0 pumpkin rations +2 to CHA checks for 24hr, when we eat portion of pie, can share 1 portion with other creature which speaks a language, creates a bond that allows communication via secret language for 24hr.

45 nat 1 (1 nulled by adv, 1 nulled by insp, 1 nulled by brad being nice)
10 nat 1 for brad

dmg record: 25 @ lvl 1
33 @ lvl 5
34 @lvl 5
76 single target @ lvl9


flood charm:
if in water, buoyant
if unable to reach surface, bubble around entire body for 5 minutes

mask of the leaping gazelle
25 foot long jump
+10 movement speed

2 potion off water breathing

2 rat kebab 1d8 temp and healing

1 invisibility

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

Rapier

Weapon

Common

Properties: Finesse
Duelist: If you are attacking other creature wielding melee weapon, you gain +2 on attack roll.

Type Damage Damage Range
Martial Melee 1d10 Piercing 5 ft

Cost: 25 gp
Weight: 2 lb

Repeating Rifle

Weapon

Common

Properties:
  • Loud-Attacks with this weapon emit a piercing crack, audible out to 300 feet.
  • Reload (6) - This weapon can be fired a number of times equal to its reload score before it must be reloaded before it can be fired again. Reloading takes an action or bonus action. You must have a free hand to reload a firearm.
  • Two-handed

Type Damage Damage Range
Martial Ranged 1d10+3 Piercing 150/450ft


Weight: 2 lb

Sidearm Revolver

Weapon

Varies

Properties:
  • Ammunition - You can discharge a firearm only if appropriate ammunition has been loaded into the weapon. Each time you discharge a firearm, you expend one piece of ammunition. Firearm ammunition is destroyed on use.
  • Loud - Attacks with this weapon emit a piercing crack, audible out to 300 feet.
  • Pocket - You have advantage on Dexterity (Sleight of Hand) checks to conceal this weapon.
  • Reload (6) - This weapon can be fired a number of times equal to its reload score before it must be reloaded before it can be fired again. Reloading takes an action or bonus action. You must have a free hand to reload a firearm.

Type Damage Damage Range
Martial Ranged 1d6+3 Piercing 40/120ft


The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

SRD

Fog Cloud

1-level Conjuration

Casting Time: 1 action
Range/Area: 120 feet
Components: VS
Duration: Concentration, up to 1 hour
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
Available for: Druid, Ranger, Sorcerer, Wizard

Level 2 Spells

SRD

Gust of Wind

2-level Evocation

Casting Time: 1 action
Range/Area: self (60 foot line)
Components: VSM
Materials: A legume seed, or focus
Duration: Concentration, up to 1 minute
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
Available for: Druid, Ranger, Sorcerer, Wizard

Level 3 Spells

SRD

Wall of Water

3-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: VSM
Materials: a drop of water, or focus
Duration: Concentration, up to 10 minutes
You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.
Available for: Druid, Sorcerer, Wizard

Statblocks for your Trinkets, businesses, building, castles, empires.


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