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AC DESCRIPTION
-1 STR +1 INT
12 Armor Studded Leather
126 +5 19
+10 DEX 0 WIS
2 Shield
-1 +1 CON
RESISTANCES
+8 CHA
5 Dex Medium Armor Heavy Armor
Magic
8 Misc
Temporary Hit Points: Misc
FAILURES
30 ft 16
+1 Light
ARMOR
Medium Heavy Shields
+15 Acrobatics (Dex)
13 +2 Animal Handling (Wis) WEAPONS
FEATURE MAX RECOVER USED Simple Martial Other Weapons:
+3 Arcana (Int) Bardic Inspiration (d10) 3 SR
+4 Athletics (Str)
LANGUAGES TOOLS & OTHERS
+1
+5 Deception (Cha) Common Guitar
+3 History (Int) Halfling Mini Harp
+2 Insight (Wis) Horn
12
+13 Intimidation (Cha) Disguise kit
+3 Investigation (Int) Flute
+2 Medicine (Wis)
0 +3 Nature (Int)
+2 Perception (Wis)
10 +8 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS
12 PASSIVE WISDOM (PERCEPTION) Amethyst Dragon Wing Longbow +1 Dex 150/600 ft +11 1d8+8 Piercing
Ammunition, heavy, two-handed; +1d6 force damage; Creates own ammo; No disadv. at long range; Ignore ½ and ¾ cover
DESCRIPTION
SP
EP
GP
PP
WEIGHT CARRIED
ENCUMBERED
ATTUNED MAGICAL ITEMS
41 - 80 lb
HEAVILY
CARRYING
ENCUMBERED
CAPACITY
120 lb
PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL SUBTOTAL 121 - 240 lb
Additional Bard Spells (Optional Bard 1, TCoE 27)
Magical Inspiration (Optional Bard 2, TCoE 27) FEAT: Squat Nimbleness [XGtE 75]
A bardic inspiration die recipient can also use it when casting a damaging or healing spell My walking speed increases by 5 ft. I gain proficiency in either
They can expend the die and add it to healing or damage dealt to one target of the spell the Acrobatics or the Athletics skill. I have advantage on
Bardic Versatility (Optional Bard 4, TCoE 28) [ASI = Ability Score Improvement] Dexterity (Acrobatics) and Strength (Athletics) checks I make to
Whenever I gain an ASI from the bard class, I can change one cantrip or expertise choice escape from being grappled. [+1 Strength or Dexterity]
I can select another cantrip from the bard spell list or another skill I'm proficient with
FEAT:
FEAT:
This magic longbow has limb tips shaped like dragon wings and
is infused with the essence of an amethyst dragon's breath.
Attacks made with it deal an extra 1d6 force damage. When I
pull back the string without ammunition loaded in it, the
ADVENTURING GEAR # LB ADVENTURING GEAR # LB
weapon creates its own that lasts until it hits or misses a target.
SUBTOTAL SUBTOTAL
ORGANIZATION
Modest 1 gp
Peryton Medium
RACE SIZE HEIGHT WEIGHT
+1 DEX +1 WIS 13 +2 54
+3 +1 CON 0 CHA
FAILURES
16
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE
Gore Str Melee (5 ft) +5 1d8+3 Piercing
20 ft,
+1 +1 fly 60 ft
One gore and one talons attack as an Attack action; +2d8 after 30 ft dive straight down
DESCRIPTION
+1 +1 Medicine (Wis)
-1 Nature (Int)
12 +5 Perception (Wis)
0 Performance (Cha)
0 Persuasion (Cha)
-1 Religion (Int)
0 +1 Sleight of Hand (Dex)
+1 Stealth (Dex) Find Greater Steed (4th-level conjuration spell, XGtE 156):
10
+1 Survival (Wis) Summon a spirit in the form of a steed, appearing in an unoccupied space within 30 ft
It has the chosen form: griffon, pegasus, peryton, dire wolf, rhinoceros, or saber-toothed tiger
The steed has the statistics of the chosen form, though its type is celestial, fey, or fiend
If it has an Intelligence of 5 or less, its Intelligence becomes 6
It gains the ability to understand one language that I, the caster, can speak
15 PASSIVE WISDOM (PERCEPTION)
When the steed drops to 0 hit points, it disappears, leaving behind no physical form
The steed serves me as a mount. I have a bond with it that allows us to fight as a seamless unit
Adv. on Wis (Perception) checks using sight/smell
While mounted on my steed, I can make any spell I cast that targets only me also target it
While my steed is within 1 mile of me, I can communicate with it telepathically
I can dismiss my steed at any time as an action, causing it to disappear
Casting this spell again summons the same steed, restored to its max HP, without conditions
I can't have more than one steed bonded at a time; As an action, I can release it from its bond
ST LEVEL ND LEVEL RD LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL
Charisma +8 DC 16
SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC
Light 1 obj up to 10-ft cube sheds bright light 20-ft rad and dim light 20-ft; cannot have multiple instances — Evoc 1a Touch V,M 1 h (D) P 255
Mage Hand Create spectral hand for simple tasks or carry up to 10 lb; 1 a to control; can't have multiple instances — Conj 1a 30 ft V,S 1 min (D) P 256
Minor Illusion 5-ft cube illusion includes visible or audible; Int(Investigation) check vs. Spell DC; see book — Illus 1a 30 ft S,M 1 min (D) P 260
Prestidigitation Minor trick; harmless sensory effect, illusory image, snuff light, clean/soil/chill/warm/flavor etc. — Trans 1a 10 ft V,S 1 h (D) P 267
Bane 3+1/SL creatures save or have to subtract 1d4 on every attack or save for the duration Cha Ench 1a 30 ft V,S,M Conc, 1 min P 216
Command 1+1/SL crea, each max 30 ft apart, save or follow one word command, e.g. approach, drop, flee, halt Wis Ench 1a 60 ft V 1 rnd P 223
Silvery Barbs 1 crea reroll d20 and use lowest for atk, check, or save; 1 crea adv. next atk, check, or save in 1 min — Ench 1 rea 60 ft V Instantaneous SC 38
Thunderwave All crea/obj in area 2d8+1d8/SL Thunder dmg, pushed 10 ft away; save halves and not pushed Con Evoc 1a S:15ft cube V,S Instantaneous P 282
Lesser Restoration 1 crea cured of 1 disease, or 1 condition: blinded, deafened, paralyzed, or poisoned — Abjur 1a Touch V,S Instantaneous P 255
Mirror Image Create three illusionary duplicates of me; destroyed if hit; randomize attacks; AC 10 + my Dex mod — Illus 1a Self V,S 1 min (D) P 260
Nathair's Mischief 20-ft cube of magic, roll d4 for effect; At start of my turn, move cube 10 ft and reroll effect; see book Var Illus 1a 60 ft S,M Conc, 1 min FD 20
Spiritual Weapon Create weapon; spell atk 1d8+1d8/2SL+ability modifier Force dmg; bns a to move 20 ft and/or attack — Evoc 1 bns 60 ft V,S 1 min P 278
Dispel Magic Dispel all magical effects on crea or object; if above this SL, DC 10+SL Charisma check (+5) — Abjur 1a 120 ft V,S Instantaneous P 234
Hypnotic Pattern 30-ft cube all crea save or charmed, incapacitated, speed 0 for duration; ends if crea takes dmg Wis Illus 1a 120 ft S,M Conc, 1 min P 252
Find Greater Steed Gain the services of a steed; can communicate with it telepathically; can share spells with it; see book — Conj 10 min 30 ft V,S Instantaneous X 156
Greater Invisibility 1 crea invisible until end of the spell; anything the target is wearing or carrying is also invisible — Illus 1a Touch V,S Conc, 1 min P 246
Raulothim's Psychic Lance 1 crea I see or can name 7d6+1d6/SL Psychic dmg & incap. till start of my turn; save half, not incap. Int Ench 1a 120 ft V Instantaneous FD 21
Mass Cure Wounds 6 living creatures within 30-ft rad heal 3d8+1d8/SL+3 (Cha) HP — Evoc 1a 60 ft V,S Instantaneous P 258
Mass Suggestion 12 crea save or follow stated course of action; SL7: 10 day; SL8: 30 days; SL9: 366 days; see book Wis Ench 1a 60 ft V,M 24 h P 258
Tenser's Transformation 50 temp HP; prof Str/Con save, all wea/arm; extra atk; adv., wea atks +2d12 Force dmg; no spellc. — Trans 1a Self V,S,M Conc, 10 min X 168
Finger of Death 1 crea 7d8+30 Necrotic dmg; save halves; crea killed becomes zombie under my command Con Necro 1a 60 ft V,S Instantaneous P 241
Prismatic Spray All random effect each, see book: either 10d6 dmg, restrained, or blinded; save halves/negates Dex Evoc 1a S:60-ft coneV,S Instantaneous P 267
LINE
(ACTION) (ACTION)
Make one melee or ranged attack with a weapon, or Hide from those that can’t perceive you. Your Dex Fail checks involving sight. (CUMULATIVE)
multiple attacks with the ‘Extra Attack’ class feature. (Stealth) check is the DC for anybody’s Wis (Perception) Attacks have disadvantage. Disadvantage on ability checks
(See the ‘Attack Action’ section below.) check to discover you. Enemy attacks have advantage. Speed halved
(CASTING TIME OF THE SPELL) (ACTION OR BONUS ACTION) (DMG 272) Disadvantage on attacks / saves
Effect depends on the spell being cast. Move through hostile’s space once by winning opposing Can’t harm/attack charmer. Hit Point maximum halved
(ACTION) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on Speed reduced to 0
Gain your speed as extra movement for this turn. disadvantage if you are smaller than the opponent. ability checks to interact socially. Death
(ACTION) (ACTION) (PHB 291)
Your movement doesn’t provoke opportunity attacks for Choose an action that you will take in response to a set Fail checks involving hearing.
the rest of the turn. trigger. Taking the action uses your reaction. Readying a
(ACTION) spell requires concentration and expends the spell slot. Disadvantage to checks/attacks while the source of fear is in sight.
Attack rolls from attackers you can see have disadvantage (ACTION) Can’t willingly move closer to the source of fear.
and you have advantage on Dex saving throws until the Search for something, possibly with a Wis (Perception)
start of your next turn, until you become incapacitated or or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
your speed drops to 0. (ACTION OR BONUS ACTION) (DMG 272) moved out of grappler’s reach by an effect.
(ACTION) Move through hostile’s space once by winning opposing
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Can’t take actions or reactions.
(Acrobatics) check vs. grappler’s Str (Athletics) check. (ACTION)
(ACTION) You can interact with an object once per turn for free. A Can’t be seen (normally), but still make noise and tracks.
Give an ally advantage on next ability check or attack roll second interaction and special cases take an action to Attacks have advantage. Enemy attacks have disadvantage.
vs. an opponent within 5 ft of you, if done before the complete (e.g. draw a second weapon, equip a shield,
start of your next turn. drink a potion, retrieve an item from a backpack). Incapacitated. Can’t move or speak. Fail Str and Dex saving throws.
(PHB 192) Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
Disadvantage on the attack if a hostile that is not incapacitated is within 5 ft and can see the attacker. Speed 0, regardless of bonus. Disadvantage on Dex saving throws.
(BONUS ACTION WITH ATTACK ACTION) Attacks have disadvantage. Enemy attacks have advantage.
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
Incapacitated. Can’t move. Can speak only falteringly.
weapon has the thrown property, it may be thrown as part of this action. Fail Str and Dex saving throws. Enemy attacks have advantage.
(INSTEAD OF ONE ATTACK) (DMG 271)
Knock an item from grasp by winning weapon attack roll vs. opponent’s Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Can’t move or speak. Unaware of surroundings.
Disadvantage on the weapon attack roll if the item is being held with two or more hands. Larger opponents have Drop everything. Fail Str and Dex saving throws.
advantage and smaller have disadvantage. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
(INSTEAD OF ONE ATTACK)
(PHB 290)
With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you
by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
(WITH MELEE ATTACK) (DMG 271)
Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
Out to range, perceive without sight.
(INSTEAD OF ONE ATTACK)
Out to range, treat dim light as bright light. Can’t see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
(PHB 195) (PHB 183)