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+1 PROFICIENCY BONUS
10 30ft.
INSPIRATION ARMOR
CLASS INITIATIVE SPEED
PERSONALITY TRAITS
10
+0
SAVING THROWS HIT POINT MAXIMUM 6
+0
ATHLETICS
+0
10 SAVING THROWS
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ACROBATICS
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SLEIGHT OF HAND
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STEALTH TEMPORARY HIT POINTS BONDS
DEXTERITY
Proficient, y/n? Total SUCCESSES
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10 SAVING THROWS FAILURES
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CONSTITUTION
NAME ATK BONUS DAMAGE/TYPE
(Spell) Mage Hand
Eldritch Blast +3 1d10 / Force
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SAVING THROWS
A spectral, floating hand appears at
10
● +1
ARCANA ----------- --- --- a point you choose within range. The
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HISTORY hand lasts for the duration or until
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INVESTIGATION ----------- --- --- you dismiss it as an action. The
INTELLIGENCE NATURE
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hand vanishes if it is ever more than
RELIGION
Attack Bonus (Bonus Chance to hit on attacks): 30 feet away from you or if you cast
---------------------------------------------------------------
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SAVING THROWS Warlocks spells get a Charisma Bonus (+2) this spell again.
10
+0 +
ANIMAL HANDLING
Proficiency Bonus (+1)
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INSIGHT You can use your action to control
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MEDICINE
=
Bonus Chance to Hit (+3) the hand. You can use the hand to
WISDOM PERCEPTION
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manipulate an object, open an
SURVIVAL
unlocked door or container, stow or
Attack Damage against enemy hit points:
+2
SAVING THROWS --------------------------------------------------------------- retrieve an item from an open
14
● +3
DECEPTION Eldritch Blast attack damage container, or pour the contents out of
Roll one 1 sided die (1d10)
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INTIMIDATION a vial. You can move the hand up to
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●
+2
PERFORMANCE Spell damage comes from a list of spells in the 30 feet each time you use it. The
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CHARISMA PERSUASION player's handbook.
hand can't attack, activate magic
items, or carry more than 10 pounds.
PASSIVE WISDOM (PERCEPTION)
Proficient at skills:
Arcana, Deception, Intimidation
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT & CHARACTER NOTES
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