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20 Mastermind 4, Bard 1, Diviner 15 Soni

LEVEL & CLASS PLAYER NAME


Contessa
Charlatan Dragonmark, Hospitality (Halfling) 355,000
BACKGROUND RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
+1 STR ● +11 INT
PRO

12 Armor Studded Leather

210 +6 18
STRENGTH ● +12 DEX +2 WIS
Shield

-1 ● +12 CON
RESISTANCES
+3 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
4 Dex Medium Armor Heavy Armor

2 Magic Staff of Power


8 Misc
Temporary Hit Points: Misc
DEXTERITY
Adv. on saves vs. frightened +4 ARMOR

+4 CURRENT HIT POINTS INITIATIVE


INSPIRATION

18 SUCCESSES LEVEL DIE USED ENCUMBERED


5 d8+4 15 ft

CONSTITUTION SAVING THROWS FAILURES


15 d6+4
25 ft 15 ABILITY
ABILITY SAVE DC
CHARISMA
SAVE DC INTELLIGENCE 17
+4
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
● Light

PRO
● +10 Acrobatics (Dex) Medium Heavy Shields
PRO

19 0 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple Martial ● Other Weapons:
● +9 Arcana (Int) Bardic Inspiration (d6) 1 LR Hand Crossbow, Longsword, Rapier, Shortsword
INTELLIGENCE -1 Athletics (Str) Arcane Recovery (8 levels of spell slots) 1 LR LANGUAGES TOOLS & OTHERS

+3
● +7 Deception (Cha) The Third Eye 1 SR Common Disguise kit
+3 History (Int) Lucky (attack/check/save) 3 LR Halfling Forgery kit
0 Insight (Wis) Thieves' Cant Thieves' tools
16
+1 Intimidation (Cha) Draconic Flute, Lyre
+3 Investigation (Int) Dwarven Gaming set
WISDOM
0 Medicine (Wis)

0 +3 Nature (Int) LIMITED FEATURES PROFICIENCIES


● +6 Perception (Wis)
10 +1 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

● +7 Persuasion (Cha) The Third Eye Cunning Action Bountiful Luck


CHARISMA +3 Religion (Int) Master of Tactics

+1
● +10 Sleight of Hand (Dex) Bardic Inspiration
●● +16 Stealth (Dex)
0 Survival (Wis)
13
● +10 Thieves' tools (Dex)
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

16 PASSIVE WISDOM (PERCEPTION) Sword of the Paruns +1 ✔ Str Melee +6 1d8 Slashing
Versatile (1d10)
DESCRIPTION

Staff of Power +2 ✔ Str Melee +7 1d6+1 Bludgeoning


Versatile (1d8)
SENSES

NAME TOTAL NAME TOTAL

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Mastermind, level 4:
dz Expertise (Rogue 1, PHB 96) [with two skills]
I gain expertise with two skills/thieves' tools I am proficient with; two more at 6th level
dz Sneak Attack (Rogue 1, PHB 96) [2d6]
Once per turn, I can add damage to finesse/ranged attack if I have adv.
I don't need adv. if a conscious ally is within 5 ft of the target and I don't have disadv. PERSONALITY TRAITS
dz Thieves' Cant (Rogue 1, PHB 96)
I know the secret rogue language that I can use to convey messages inconspicuously
dz Cunning Action (Rogue 2, PHB 96)
I can use a bonus action to take the Dash, Disengage, or Hide action
dz Master of Intrigue (Mastermind 3, SCAG 135) IDEALS
I gain proficiency with disguise kits, forgery kits, one gaming set, and two languages
I can mimic speech patterns and accents if I've heard them for at least 1 minute
dz Master of Tactics (Mastermind 3, SCAG 135)
I can use the Help action as a bonus action
This even works if the ally attacks a target within 30 ft of me that can see or hear me
BONDS

Bard, level 1:
dz Bardic Inspiration (Bard 1, PHB 53) [d6, Charisma modifier per long rest]
As a bonus action, a creature in 60 ft that can hear me gets an inspiration die (max 1)
For 10 min, the recipient can add it to one ability check, attack roll, or saving throw
FLAWS
This addition can be done after seeing the d20 roll, but before knowing the outcome
dz Spellcasting (Bard 1, PHB 52) [2 cantrips & 4 spells known]

Diviner, level 15: Feature Name: False Identity


dz Arcane Recovery (Wizard 1, PHB 115) [8 levels of spell slots, 1× per long rest]
I have created a second identity that includes documentation,
Once per day after a short rest, I can recover a number of 5th-level or lower spell slots
established acquaintances, and disguises that allow me to assume
dz Spellcasting (Wizard 1, PHB 114) [5 cantrips known]
that persona. Additionally, I can forge documents, including official
I can cast prepared wizard cantrips/spells, using Intelligence as my spellcasting ability
papers and personal letters, as long as I have seen an example of
I can use an arcane focus as a spellcasting focus
the kind of document or the handwriting I am trying to copy.
I can cast all wizard spells in my spellbook as rituals if they have the ritual tag
dz Divination Savant (School of Divination 2, PHB 116)
BACKGROUND FEATURE
I halve the gp and time needed to copy divination spells into my spellbook
dz Portent (School of Divination 2, PHB 116) [3d20 after a long rest]
After a long rest, I roll dice and keep the results to be used before my next rest Halfling, Dragonmark of Hospitality (+2 Dexterity, +1 Charisma)
A result can replace an attack/save/ability check made by me or a creature I can see Lucky: When I roll a 1 on an attack roll, ability check, or saving
I choose to switch them before the dice to be replaced are rolled; Max once per turn throw, I can reroll the die and must use the new roll.
dz Expert Divination (School of Divination 6, PHB 116) [Spell slot < 6th-level] Halfling Nimbleness: I can move through the space of Medium and
When I cast a divination spell, I recover a spell slot of a lower level than the one I cast larger creatures.
dz The Third Eye (School of Divination 10, PHB 116) [1× per short rest] Ever Hospitable: I can add my Intuition Die (1d4) to my Charisma
As an action, I gain one of the following until my next short or long rest: (Persuasion) checks and ability checks involving brewer's supplies or
Darkvision 60ft, see the Ethereal Plane 60ft, read any language, or see invisibility 10ft cook's utensils.
dz Greater Portent (School of Divination 14, PHB 117) Innkeeper's Charms: I know Friends and Prestidigitation with Cha as
I can roll 3d20 instead of 2d20 when using my Portent feature my spellcasting ability.
CLASS FEATURES RACIAL TRAITS

ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB


CP

SP

EP

GP

PP

WEIGHT CARRIED

ENCUMBERED
ATTUNED MAGICAL ITEMS
41 - 80 lb
HEAVILY ENCUMBERED
81 - 120 lb
PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL SUBTOTAL 121 - 240 lb
EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Staff of Power
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended FEAT: Lucky PHB, page 167
charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 Use one of three luck points to roll an extra d20 for attacking,
bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 being attacked, an ability check, or a saving throw before the
charges. outcome is determined. If more than one creature uses luck, no
extra dice are rolled. I regain expended luck points when I finish
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal a long rest.
an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast FEAT: Bountiful Luck XGtE, page 73
one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold When an ally I can see within 30 ft of me rolls a 1 on an attack
(5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold roll, an ability check, or a saving throw, I can use my reaction to
monster (5 charges), levitate (2 charges). lightning bolt (5th-level version, 5 charges), magic let the ally reroll the die. The ally must use the new roll. When I
missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). use this, I can't use my racial Lucky trait until the end of my next
Retributive Strike. You can use an action to break the staff over your knee or against a solid turn.
surface, performing a retributive strike. The staff is destroyed and releases its remaining magic
in an explosion that expands to fill a 30-foot-radius sphere centered on it. FEAT: Resilient [Constitution] PHB, page 168
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the
I gain proficiency with Constitution saving throws. [+1
explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of
Constitution]
charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw.
On a failed save, a creature takes an amount of damage based on how far away it is from the
point of origin, as shown in the following table. On a successful save, a creature takes half as
much damage.
FEAT:
Distance from Origin Effect
10 ft. away or closer 8 × the number of charges in the staff
11 to 20 ft. away 6 × the number of charges in the staff
21 to 30 ft. away 4 × the number of charges in the staff
Versatile. This weapon can be used with one or two hands. A damage value in parentheses
appears with the property—the damage when the weapon is used with two hands to make a
FEATS
melee attack

MAGIC ITEM: Amulet of Health ● Attuned


Your Constitution score is 19 while you wear this amulet. It has
NOTES no effect on you if your Constitution score is already 19 or
higher without it.

ADVENTURING GEAR # LB ADVENTURING GEAR # LB

MAGIC ITEM: Staff of Power ● Attuned


This staff can be wielded as a magic quarterstaff that grants a +2
bonus to attack and damage rolls made with it. While holding it,
you gain a +2 bonus to Armor Class, saving throws, and spell
attack rolls.

MAGIC ITEM: Oil of Slipperiness Attuned

MAGIC ITEM: Sword of the Paruns ● Attuned

SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

MAGIC ITEM: Attuned

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Oil of Slipperiness
This sticky black unguent is thick and heavy in the container, but it flows quickly
when poured. The oil can cover a Medium or smaller creature, along with the
equipment it's wearing and carrying (one additional vial is required for each size
category above Medium). Applying the oil takes 10 minutes. The affected creature
then gains the effect of a freedom of movement spell for 8 hours.

Alternatively, the oil can be poured on the ground as an action, where it covers a
10-foot square, duplicating the effect of the grease spell in that area for 8 hours.

Sword of the Paruns


You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Additionally, once on each of your turns, you can use one of the following
properties if you're holding the sword:

Immediately after you use the Attack action to attack with the sword, you can
enable one creature within 60 feet of you to use its reaction to make one weapon
attack.
Immediately after you take the Dash action, you can enable one creature within
60 feet of you to use its reaction to move up to its speed.
Immediately after you take the Dodge action, you can enable one creature within
60 feet of you to use its reaction to gain the benefits of the Dodge action.
Versatile. This weapon can be used with one or two hands. A damage value in
parentheses appears with the property—the damage when the weapon is used
with two hands to make a melee attack.

NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com

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