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Human Sailor

Solitare
Erebos
Neutral Evil
5 Guildmaster

+3 17 Destiny's Miracle
1
Bonus action to regain hit 1d8 + Con Hit Points. Using this ability costs

18 +0 30 ft
1 fate mote. Short Rest
This feature works differently if you drop to 0 hit points; in this case, you

* 17
can spend 1 fate mote to roll three death saving throws with advantage.
Alternatively, if you spend 2 fate motes treat this as having rolled a 20

27 *Intercessions* Arcane Imbuement


1
◆ 5
Once on your turn, before making a weapon attack, you can spend 1

14
● 5
fate mote. Choose cold, fire, lightning, necrotic, or radiant. Until the
start of your next turn, your weapon attacks inflict damage of the
chosen type instead of their normal damage type.

+2

0
Action Surge
2
You can push yourself beyond your normal limits for
0 5
10
0
0 a moment. On your turn, you can take one
0
8 additional action on top of your regular action and a
possible bonus action. Short Rest.
+0
1
Warhammer +5/4 1d8 Bludge (1d10) Appeal to Fate
2
When making an attack roll, ability check, or saving
Burning Hands Dex 3d6 Fire Cone
12 Longbow (92) +3/0 1d8 Pierce
throw you can call upon the forces of fate to gain
advantage on the roll. Using this ability costs 1 fate
mote.
+1
0
Fate Motes Spontaneous Conduit
2
Once per day, you can spend 1 fate mote to add a spell to

11 0
3

+7 15 5 your list of known spells. It becomes a solitaire spell for


0 you. You know the selected spell until you complete a long
0
FM Long Rest
rest.

+0
0
0

◆ 7
Cunning Action
3
Melf's Minute Meteors Self Action Dex You can take a bonus action on each of
18
4
● 7 your turns in combat to take the Dash,
2d6 Fire, 5 ft impact (6 meteors)
4
Disengage, or Hide action.
+4 ●


7
7 Lightning Lure 15 ft Action Str

0
1d8 Lightning Pulled up to 10 feet
Fighting Style
3
Dueling

10
0 When you are wielding a melee weapon in one hand and
0 no other weapons you gain a +2 bonus to damage rolls
0 with that weapon.

+0 0
● ● ●



● *Intercessions* Fate's Fury
5

5 You can expend fate motes to deal extra damage
on a weapon attack. Spending 1 fate mote
Eldritch Adept increases the damage by 1d8. Maximum of 5d8.
Devil's Sight
0 Sword Burst 1 Chaos Bolt 2d8+1d6
You can see normally in darkness,
6
0 Infestation 1 Cure Wounds
Extra Attack
both magical and nonmagical, to a 0
0
Control Flames 1
2
Shield

You can attack twice, instead of


Light Shatter 3d8 Thunder 10ft r. Con

distance of 120 feet. 0 Lightning Lure 2 Darkness

3 Melf's Minute Meteors once, whenever you take the attack


action on your turn.
Common
● ●
Undercommon
1 Acid 2 Cold
● ● 3 Fire 4 Force
Thieves' Tools 5 Lightning 6 Poison
Navigator's Tools 7 Psychic 8 Thunder
● ● Water Vehicles

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