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Devil Mask
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
14 +1 30
10 3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
0 PERSONALITY TRAITS
13 ●
1
5
Dexterity
Constitution
52
CURRENT HIT POINTS IDEALS
1
Intelligence
1 0
Wisdom
● 6
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
14
1
Acrobatics (Dex) Total 7d6 SUCCESSES
2
0
Animal Handling (Wis) 7d6 FAILURES
●
4
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
0
Athletics (Str)
13
3
1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Darkvision 60ft
Pitchfork +4 1d8+1 (20ft/60ft) Hellish Resistance: Resistance to fire damage.
1 6
Insight (Wis)
Sorcery Points: 7 (regain on long rest)
●
1
Intimidation (Cha) Careful Spell:
When you cast a spell that forces other creatures to make
WISDOM 0
Investigation (Int) a saving throw, you can protect some of those creatures
from the spell’s full force. To do so, you spend 1 sorcery
1
Medicine (Wis)
10 0
Nature (Int)
+3 dmg to all fire spells
point and choose a number of those creatures up to your
Charisma modifier (minimum of one creature). A chosen
creature automatically succeeds on its saving throw
against the spell.
0
Perception (Wis)
0
Distant Spell
3
Performance (Cha) When you cast a spell that has a range o f 5 feet or
greater, you can spend 1 sorcery point to double the
CHARISMA 3
Persuasion (Cha) range o f the spell.
When you cast a spell that has a range o f touch, you
1
Religion (Int)
17 1
Sleight of Hand (Dex)
can spend 1 sorcery point to make the range o f the
spell 30 feet.
Empowered Spell
1
Stealth (Dex) When you roll damage for a spell, you can spend 1
3 sorcery point to reroll a number o f the damage dice up
0
Survival (Wis) to your Charisma modifier (minimum of one). You must
use the new rolls.
You can use Empowered Spell even if you have
SKILLS ATTACKS & SPELLCASTING
already used a different Metamagic option during the
casting o f the spell.
Extended Spell
10 PASSIVE WISDOM (PERCEPTION)
Pitchfork
When you cast a spell that has a duration o f 1 minute
or longer, you can spend 1 sorcery point to double its
CP
duration, to a maximum duration o f 24 hours.
Heightened Spell
When you cast a spell that forces a creature to make a
SP saving throw to resist its effects, you can spend 3 sorcery
Common points to give one target of the spell disadvantage on its
first saving throw made against the spell.
Infernal EP
Quickened Spell
When you cast a spell that has a casting time o f 1 action,
you can spend 2 sorcery points to change the casting
time to 1 bonus action for this casting.
Daggers GP 20 Subtle Spell
When you cast a spell, you can spend 1 sorcery point to
Darts cast it without any somatic or verbal components.
Twinned Spell
Slings PP When you cast a spell that targets only one creature and
doesn’t have a range o f self, you can spend a number of
Quarterstaffs sorcery points equal to the spell’s level to target a second
creature in range with the same spell (1 sorcery point if
Light Crossbows the spell is a cantrip).
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
40 6'6" 166
AGE HEIGHT WEIGHT
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Sorcerer Cha 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 3 6
Thaumaturgy Fireball
Firebolt Fly
Message
Blade Ward
Shocking Grasp
Poison Spray
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Burning Hands
Chromatic Orb
4 1
Shield
2 3
Levitate
Scorching Ray
5
Misty Step
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.