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5E - CharacterSheet - Fillable Malvenor Knowledge
5E - CharacterSheet - Fillable Malvenor Knowledge
INSPIRATION
STRENGTH - I have relied on prayer to put an end to my
13 +2 30 haunting long enough, and it has not worked.
7 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
Worshipping a deity is unnecessary.
- I like being around children. They remind me of
the lighter and brighter side of life.
-2 PERSONALITY TRAITS
14 +4
Constitution
CURRENT HIT POINTS IDEALS
● +4
Intelligence
+2 +5
Wisdom
I lost my family in a horrible event. From that
+1
Charisma day forward, I’ve dedicated myself to saving
CONSTITUTION others.
SAVING THROWS
TEMPORARY HIT POINTS BONDS
18 6d8
●
+5
Acrobatics (Dex) Total SUCCESSES
I have an enemy looking for me
+4 related to the reason for my haunting.
+5
Animal Handling (Wis) 6d8 FAILURES
●
+7
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
-2
Athletics (Str)
12 ●
+4
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
+1
History (Int) - You have advantage on saving throws
daggers +5 1d4+2 against disease and being poisoned, and
+1 ●
+8
Insight (Wis)
you have resistance to poison damage.
+1
Intimidation (Cha) shortswor +5 1d6+2 - You have advantage on death saving
WISDOM ●
+4
Investigation (Int) throws.
+5
Medicine (Wis) - You don't need to eat, drink, or breathe.
20 +1
Nature (Int)
- You don't need to sleep, and magic
daggers (20/60) can't put you to sleep. You can finish a
+5
●
+8
Perception (Wis) long rest in 4 hours if you spend those
+1
Performance (Cha) hours in an inactive, motionless state,
during which you retain consciousness.
CHARISMA
●
+4
Persuasion (Cha)
- Knowledge from a Past Life. You
●
+7
Religion (Int) temporarily remember glimpses of the
13 ●
+8
Sleight of Hand (Dex) past, perhaps faded memories from ages
ago or a previous life. When you make
●
+8
Stealth (Dex)
+1 an ability check that uses a skill, you can
+5
Survival (Wis) roll a d6 immediately after seeing the
number on the d20 and add the number
SKILLS ATTACKS & SPELLCASTING
on the d6 to the check. You can use this
feature a number of times equal to your
18 PASSIVE WISDOM (PERCEPTION) proficiency bonus, and you regain all
CP - a set of common expended uses when you finish a long
clothes rest.
SP - an item related to the - Blessings of Knowledge
Armor: light armor, medium haunting experience - Channel Divinity: Knowledge of the
Ages
armor, shields EP
- a belt pouch Starting at 2nd level, you can use your
Weapons: simple weapons, - Shield ? Channel Divinity to tap into a divine well
martial weapons - Holy Symbol of knowledge. As an action, you choose
GP 1120 one skill or tool. For 10 minutes, you
Language: Common, Elves, - 2 shortsword
have proficiency with the chosen skill or
Celestial, Abyssal, Thieves' PP
- explorer's pack tool.
Cant - Leather armor - Channel Divinity: Turn Undead
- 2 daggers - Destroy Undead (CR 1/2)
Tools: Thieves +5
- thieves' tools
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
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?? 162 48
AGE HEIGHT WEIGHT
NAME
SYMBOL
Events
- You were killed and controlled - Gloves of Thievery DMG p172 - These gloves are invisible while worn. While wearing them, you gain a +5 bonus to
Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
by a necromancer for many
- Skeleton Key Vault of Magic p176 - Bone (Rare). While this key is on your person, you have advantage on ability
years checks made to disarm traps or open locks. The key has 3 charges. While holding it, you can use an action to expend
- You fought in a battle. You 1 or more of its charges to cast one of the following spells from it: arcane lock (2 charges), detect poison and disease
(1 charge), or knock (1 charge). When you cast these spells, they are silent. The key regains 1d3 expended charges
suffered only minor injuries, and daily at dawn. If you expend the last charge, roll a d20. On a 1, the key crumbles into dust and is destroyed.
the wounds all healed without - The Talking Skull 25 magic item p 6 - In spite of its lack of eyeballs, this old yellowed skull seems to be constantly
leaving scars. eyeing you. As an action you can animate this old skull, lighting up its eyes with a pale blue light. Once animated it
must speak with you and answer any questions to the best of its ability. The skull is well versed in most topics, and
- You saw a demon and ran may be able to give useful advice and insights, at the GMs discretion. The skull also has limited insights into the near
away before it could do anything future. This ability effectively works like casting the augury spell, except that the skull delivers the omen of the spell
and can only be used once per activation. Each time you animate the skull roll on the table below to see its current
to you. mood. It stays animated for 10 minutes, and will keep talking even if you have no further questions. Once used, this
ability can’t be used again until the next dawn.
d6 Mood: 1 Wrathful 2 Sullen 3 Suspicious 4 Chatty 5 Pleasing 6 Overjoyed
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wis 16 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 2 6
Calm Mind COG p167 ● Speak with Dead PHB p277
Holy Rain BD 46
Protection from Evil and Good PHB p270 Locate Creature PHB p256
8
Detect Evil and Good PHB p231 Stone Shape PHB p278
Angel Wings BD 39
● Enhance Ability PHB p237 Dispel Evil and Good PHB p233
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.