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INSPIRATION
10 +0 30
STRENGTH I am always calm, no matter what the situation. I never raise
my voice or let my emotions control me.
+3 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
If I don't have a bounty on you, then I'm more than willing to
make friends
17 PERSONALITY TRAITS
1
DEXTERITY Life is unfair and unforgiving, having people you can
+0 Dexterity depend on can made the difference between keeping
+0 ● +5
+0
Constitution
Intelligence
CURRENT HIT POINTS
your head above water or drowning.
IDEALS
11 +2 Wisdom
CONSTITUTION
+3 Charisma
SAVING THROWS
5 I send most of the money I have
back to help support my sister
+2
TEMPORARY HIT POINTS BONDS
-1 ● +6
-1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Ear to the Ground=========================
Greatsword +6 2d6 + 3 You are in frequent contact with people in the segment of society that your chosen quarries move
through. These people might be associated with the criminal underworld, the rough-and-tumble folk of
8 ● +5 Insight (Wis) the streets, or members of high society. This connection comes in the form of a contact in any city you
visit, a person who provides information about the people and places of the local area.
+3 Intimidation (Cha) Darkvision=========================
Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in
WISDOM -1 Investigation (Int) dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't
discern color in darkness, only shades of gray.
+2
+2 Medicine (Wis) Legacy of Avernus=========================
You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Searing Smite spell once
-1 Nature (Int) as a 2nd-level spell. Once you reach 5th level, you can also cast the Branding Smite spell once as a
3rd-level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your
spellcasting ability for these spells.
● +5 Perception (Wis)
14 Fighting Spirit=========================
● +6 Performance (Cha) Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action
on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current
turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when
● +6 Persuasion (Cha) you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
CHARISMA
-1 You can use this feature three times. You regain all expended uses of it when you finish a long rest.
Religion (Int)
+3 +0 Sleight of Hand (Dex)
Second Wind=========================
You have a limited well of stamina that you can draw on to protect yourself from harm. 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.
+0 Stealth (Dex)
16 +2 Survival (Wis)
Action Surge=========================
Starting at 2nd Level, you can push yourself beyond your normal limits for a moment. 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. Starting at
17th level, you can use it twice before a rest, but only once on the same turn.
SKILLS ATTACKS & SPELLCASTING
Hexblade's Curse=========================
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose
one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if
15 PASSIVE WISDOM (PERCEPTION) the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
- Greatsword
- You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
CP - Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
- If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier
- Clothes
(minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.
SP
Languages: Common, Infernal
Hex Warrior=========================
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain
proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular
weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and
EP that lacks the two-handed property. When you attack with that weapon, you can use your Charisma
PP
Thieves' tool
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
24 5'9" 180lbs
Zerir Hollyback
AGE HEIGHT WEIGHT
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Charisma 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Eldritch Blast
Prestidigitation
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 1 1 7
EPAR
SPELL NAME
ED
PR
Charm Person
Hellish Rebuke
4
Shield
Wrathful Smite
SPELLS KNOWN
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.