Professional Documents
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0 INSPIRATION
I always want to know how
STRENGTH
14 8 30 the things work and also
15 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED what makes people tick
+2 PERSONALITY TRAITS
11
that matters, one must advance within this game.
2
Dexterity Winning or playing the game is what matters
15 ●
●
5
Constitution
4 Intelligence
CURRENT HIT POINTS IDEALS
+2 2
Wisdom
The court or organization where i
2 Charisma
learned my trade is the most
CONSTITUTION SAVING THROWS important place in the world to me.
TEMPORARY HIT POINTS BONDS
18
Acrobatics (Dex) Total
2 SUCCESSES I secretly believe that
+3
2
Animal Handling (Wis) 1D8 FAILURES everyone is beneath me.
2
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
2
Athletics (Str)
16 ●
5
2
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Magical Tinkering: At 1st level, you've learned how to invest a spark of magic into mundane
objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then
Crossbow 2 1d8 pierce touch a Tiny nonmagical object as an action and give it one of the following magical
Insight (Wis)
properties of your choice:
+2 ●
2
-The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
-Whenever tapped by a creature, the object emits a recorded message that can be heard
3
Intimidation (Cha) Brass Knul 4 Bludgeon up to 10 feet away. You utter the message when you bestow this property on the object,
and the recording can be no more than 6 seconds long.
-The object continuously emits your choice of an odor or a nonverbal sound (wind, waves,
Investigation (Int)
chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
WISDOM 2
-A static visual effect appears on one of the object's surfaces. This effect can be a picture,
up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
Medicine (Wis)
17
2
Court Functionary
Your knowledge of how bureaucracies function lets you gain access to the records and
Nature (Int)
2 inner workings of any noble court or government you encounter. You know who the movers
and shakers are, whom to go to for the favors you seek, and what the current intrigues of
interest in the group are.
+2 2
Perception (Wis) Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. You
can see in 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.
3
Performance (Cha)
Celestial Resistance. You have resistance to necrotic damage and radiant damage.
CHARISMA
●
5
Persuasion (Cha) Healing Hands. As an action, you can touch a creature and cause it to regain a number of
hit points equal to your level. Once you use this trait, you can't use it again until you finish a
long rest.
2
Religion (Int)
18 2
Sleight of Hand (Dex)
Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it.
Infuse Item
At 2nd level, you've gained the ability to imbue mundane items with certain magical
infusions, turning those objects into magic items.
2
Stealth (Dex) At 3rd level, you choose the type of specialist you are. Your choice grants you features at
+3 5th level and again at 9th and 15th level.
2
Survival (Wis)
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20 6ft 2 75Kg
AGE HEIGHT WEIGHT
Sanctus Green Green
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
3 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Mending
Thorn Whip
Scroll of tiny servant
Homunculus Servant
Returning Weapon
Replicate Magic Item
Enhanced Defense
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 7
EPAR
SPELL NAME
ED
PR
4
SPELLS KNOWN
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.