Professional Documents
Culture Documents
AC DESCRIPTION
-2 STR +4 INT
12 Armor Studded Leather
38 +3 17
+8 DEX -1 WIS
Shield
-2 0 CON
RESISTANCES
-2 CHA
5 Dex Medium Armor Heavy Armor
Magic
6 Misc
Temporary Hit Points: Misc
FAILURES
30 ft 12
0 Light Medium
ARMOR
Heavy Shields
+11 Acrobatics (Dex)
10 -1 Animal Handling (Wis) WEAPONS
FEATURE MAX RECOVER USED Simple Martial Other Weapons:
+4 Arcana (Int) Sorcery Points 2 LR Hand crossbow, Longbow, Longsword, Rapier, Shortsword
-2 Athletics (Str)
LANGUAGES TOOLS & OTHERS
+1
-2 Deception (Cha) Common Thieves' tools
+4 History (Int) Elvish
-1 Insight (Wis) Dwarvish
12
-2 Intimidation (Cha) Infernal
+4 Investigation (Int) Mondorian
-1 Medicine (Wis) Thieves' Cant
-1 +1 Nature (Int)
+2 Perception (Wis)
8 -2 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS
SP
EP
GP
PP
WEIGHT CARRIED
1 lb
ENCUMBERED
ATTUNED MAGICAL ITEMS
31 - 60 lb
HEAVILY
CARRYING
ENCUMBERED
CAPACITY
90 lb
PUSH/DRAG/LIFT
SUBTOTAL 1 SUBTOTAL SUBTOTAL 91 - 180 lb
Steady Aim (Optional Rogue 3, TCoE 62)
As a bonus action if I don't move during my turn, I can give myself adv. on my next attack FEAT: Metamagic Adept [TCoE 80]
This attack roll has to be in the same turn and my speed is 0 until the end of the turn I learn two Metamagic options from the sorcerer class (2nd page
Thieves' Tools Expertise (Expertise, PHB 96) "Choose Feature" button). I can use only one option on a spell
Stealth Expertise (Expertise, PHB 96) unless it says otherwise. I gain 2 sorcery points, which I can only
Sleight of Hand Expertise (Expertise, PHB 96) use for Metamagic. I regain all expended sorcery points when I
Acrobatics Expertise (Expertise, PHB 96) finish a long rest. I can change one whenever I gain an ASI.
Subtle Spell (Metamagic Option, PHB 102) [1 sorcery point]
I can cast the spell without the need to use somatic or verbal components FEAT:
FEAT:
FEAT:
SUBTOTAL SUBTOTAL
Luthias Orinaan
CHARACTER NAME
Intelligence +4 DC 12
SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC
Booming Blade Melee wea atk with cast; if hit: 1d8 Thunder dmg and if moves next round +2d8 Thunder dmg — Evoc 1a S:5-ft rad S,Mƒ 1 round T 106
Intelligence +4 DC 12
SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC
Green-Flame Blade Melee wea atk with cast; if hit: 1d8 Fire dmg, 1 crea in 5 ft 1d8+1 (Int) Fire dmg — Evoc 1a S:5-ft rad S,Mƒ Instantaneous T 107
Mage Hand Invisible hand, carries 10 lb; 1 bns to control, use thieves' tools, or stow/retrieve obj; only 1 instance — 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
Disguise Self Alter appearance; Int(Investigation) check vs. spell DC to determine disguise — Illus 1a Self V,S 1 h (D) P 233
Silent Image 15-ft cube illusion includes visible; 1 a move it; Int(Investigation) check vs. spell DC; see book — Illus 1a 60 ft V,S,M Conc, 10 min P 276
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
Invisibility 1+1/SL crea invisible; attacking/casting makes the crea visible; anything worn/carried also invisible — Illus 1a Touch V,S,M Conc, 1 h P 254
Misty Step I teleport 30 feet to a unoccupied space I can see — Conj 1 bns Self V Instantaneous P 260
Shadow Blade Sword 2d8 Psychic dmg, finesse, light, thrown (20/60 ft), adv. if target in dim/dark; +1d8 at SL3/5/7 — Illus 1 bns Self V,S Conc, 1 min X 164