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Harmony PDF
Harmony PDF
F AC DESCRIPTION
0 +1 INT
PRO
STR
13 Armor Chain Shirt
39 +2 15
Set Max HP
STRENGTH +3 DEX ● +1 WIS
Shield
0 +1 CON
RESISTANCES
● +6 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex ● Medium Armor Heavy Armor
Magic
Fire
10 Misc
Temporary Hit Points: Misc
DEXTERITY
Immune to disease
39
+3 ARMOR
+1
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+5 Acrobatics (Dex) ● Light ● Medium ● Heavy ● Shields
PRO
●
PRO
+1
+4 Deception (Cha) > Channel Divinity 1 SR Infernal Lute
+1 History (Int) > Hellish Rebuke (3d10) 1 LR Common Disguise kit
-1 Insight (Wis)
12
>
+4 Persuasion (Cha) > Divine Sense Off-hand Attack < Hellish Rebuke (3d10) <
+4 +3 Sleight of Hand (Dex) > Channel Divinity: Nature's Wrath < <
+3 Stealth (Dex) > Channel Divinity: Turn the Faithless < <
SKILLS ACTIONS
>
PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
BACKGROUND FEATURE
Infernal Legacy:
I know the Thaumaturgy cantrip.
At 3rd level, I can cast the Hellish Rebuke spell once per long rest
as a 2nd-level spell.
At 5th level, I can also cast the Darkness spell once per long rest.
Charisma is my spellcasting ability for these spells.
> FEAT:
> FEAT:
> FEAT:
FEATS
NOTES
EXTRA EQUIPMENT
ORGANIZATION
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APPEARANCE
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
Harmony
SPELL SLOTS
CHARACTER NAME
1ST LEVEL
by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
MARK (with melee attack) (DMG 271)
LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
BLINDSIGHT Out to range, perceive without sight.
SHOVE (instead of one attack)
DARKVISION Out to range, treat dim light as bright light. Can’t see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. TRUESIGHT Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
ATTACK ACTION (PHB 195) LIGHT & VISION (PHB 183)