Professional Documents
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INSPIRATION
STRENGTH
18 +4 30
11 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
0 PERSONALITY TRAITS
19 ●
+6 Constitution
+2 Intelligence
CURRENT HIT POINTS IDEALS
+4 0 Wisdom
+2 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
14 ●
+2 Deception (Cha)
+6 History (Int)
NAME ATK BONUS DAMAGE/TYPE
+2 0 Insight (Wis)
Crossbow, light +8 1d8+4 piercing
Backpack
WISDOM
+2 Intimidation (Cha)
+2 Investigation (Int)
Longsword +8 1d8+4 slashing
Bedroll
+4 Medicine (Wis) Chain mail
10
●
+2 Nature (Int)
0 Perception (Wis) Number of Clothes, fine
0
+2 Performance (Cha)
Attacks: 2 Crossbow bolt
CHARISMA
●
+6 Persuasion (Cha)
+2 Religion (Int)
x20
14 +4 Sleight of Hand (Dex) Mess kit
+2
+4 Stealth (Dex) Purse
+4 Survival (Wis)
Rations (1 day)
●
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
22 5'7 118 lbs.
AGE HEIGHT WEIGHT
Risa Crestheart Green Fair Ginger
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Wizard
Intelligence 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Poison Spray
Shocking Grasp
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 7
EPAR
SPELL NAME
ED
PR
Burning Hands
4
SPELLS KNOWN
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
----------Bonus Actions----------
Second Wind. Regain 1d10 +10 HPs (use once/rest).
---------------Actions--------------
Action Surge. Take an extra action (use once/rest).
-----------Other Traits------------
Dueling Fighting Style. When you are wielding a melee weapon in one hand and
no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Magic Initiate. Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard.
You learn two cantrips of your choice from that class's spell list.
In addition, choose one 1st-level spell from that same list. You learn that spell
and can cast it at its lowest level. Once you cast it, you must finish a long rest
before you can cast it again using this feat.
Your spellcasting ability for these spells depends on the class you chose:
Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid: or
Intelligence for wizard.
Position of Privilege. Thanks to your noble birth, people are inclined to think the
best of you. You are welcome in high society, and people assume you have the
right to be wherever you are. The common folk make every effort to
accommodate you and avoid your displeasure, and other people of high birth
treat you as a member of the same social sphere. You can secure an audience
with a local noble if you need to.
Sharpshooter. You have mastered ranged weapons and can make shots that
others find impossible. You gain the following benefits:
Your ranged weapon attacks ignore half cover and three-quarters cover.
Before you make an attack with a ranged weapon that you are proficient with,
you can choose to take a -5 penalty to the attack roll. If the attack hits, you add
+10 to the attack's damage.
Page 1
You extend your hand toward a creature you Lightning springs from your hand to deliver a As you hold your hands with thumbs touching
can see within range and project a puff of shock to a creature you try to touch. Make a and fingers spread, a thin sheet of flames
noxious gas from your palm. The creature melee spell attack against the target. You have shoots forth from your outstretched
must succeed on a Constitution saving throw advantage on the attack roll if the target is fingertips. Each creature in a 15-foot cone
or take 1d12 poison damage. This spell’s wearing armor made of metal. On a hit, the must make a Dexterity saving throw. A
damage increases by 1d12 when you reach 5th target takes 1d8 lightning damage, and it can't creature takes 3d6 fire damage on a failed
level (2d12), 11th level (3d12), and 17th level take reactions until the start of its next turn. save, or half as much damage on a successful
(4d12). The spell's damage increases by 1d8 when you one. The fire ignites any flammable objects in
reach 5th level (2d8), 11th level (3d8), and 17th the area that aren't being worn or carried. At
level (4d8). Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage
increases by 1d6 for each slot level above 1st.
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