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Finir Voyant: Criminal Changling
Finir Voyant: Criminal Changling
Changling Chaotic-neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
CONSTITUTION
NAME ATK BONUS DAMAGE/TYPE
Spellcasting. As a student of arcane
Dagger +5 1d4 + 1 magic, you have a spellbook containing
+6
+2 ◆ +6
SAVING THROWS
spells that show the first glimmerings
● ARCANA Pistol +0 1d6
of your true power. See chapter 10 for
15 +2
+6
HISTORY
the general rules of spellcasting and
● +2
INVESTIGATION Quarterstaff +5 1d6
INTELLIGENCE NATURE chapter 11 for the wizard spell list.
+2 RELIGION
+6
Cantrips:
+2 ◆ +2
SAVING THROWS
At 1st level, you know three cantrips of
ANIMAL HANDLING
your choice from the wizard spell list.
15 +6
+2
INSIGHT
MEDICINE You learn an additional wizard cantrip
+2
WISDOM PERCEPTION of your choice at 4th level, and another
+2 SURVIVAL at 10th level.
+4
+4 SAVING THROWS
Spellbook:
+1
● DECEPTION
At 1st level, you have a spellbook
18 +8
+4
INTIMIDATION
PERFORMANCE containing six 1st-level wizard spells of
+8
CHARISMA PERSUASION your choice.
Armor. none Dagger, Arcane Focus, Spellbook, Gold (gp) x 443, Pistol , Quarterstaff
Weapons. daggers, darts, slings,
quarterstaffs, light crossbows Backpack. Ink (1 ounce bottle), Ink pen, Parchment (one sheet) x 10, Bag of sand,
Tools. none Small knife, Book of lore
Armor. Light armor, medium armor,
shields.
Weapons. Simple weapons
Tools. Thieves tools, tinker’s tools, one
type of artisan''s tools of your choice
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT
25 Changes Changes
Finir Voyant AGE HEIGHT WEIGHT
NAME
SYMBOL
PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
TREASURE
Intelligence 14 +6
Wizard
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 0 6 0
Mage Hand
Minor Conjuration
Minor Illusion
Prestidigitation
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7 0
EPAR
SPELL NAME
ED
PR
Comprehend Languages
False Life
4 0
Find Familiar
Magic Missile
SPELLS KNOWN
8 0
2 2
Enlarge/Reduce
Invisibility
5 0
9 0