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INSPIRATION
STRENGTH I can party with everyone. Whether
11 25 with dwarves, or goliaths, or deep
13 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
gnomes, I can find a way to have a
good time.
+1 PERSONALITY TRAITS
+3
Dexterity
Constitution
35 earth are to be shared by all.
CURRENT HIT POINTS IDEALS
-1 Intelligence
0 +1 Wisdom
Someday I'm going to find the artifact,
● +4 Charisma
then I'll spend the rest of my life in glory.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
17 4
+1 Acrobatics (Dex) Total SUCCESSES I am obsessed with getting famous. I always
+3 Animal Handling (Wis) have a scheme brewing for making it big.
+2
4 FAILURES
0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +3 Athletics (Str)
8 +4 Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
● +3e History (Int)
WarPickAxe 1d8 Pierce
Song of Rest (+d6 on hit dice)
-1 +2 Insight (Wis)
● +5 Intimidation (Cha) Dagger 1d4 Pierce Darkvision
WISDOM 0 Investigation (Int)
+2 Medicine (Wis) Dwarven Resilience (poison)
13 0 Nature (Int)
+1
+2 Perception (Wis) Stonecunning (stone history)
● +7e Performance (Cha)
CHARISMA
+4 Persuasion (Cha) Deep Miner (good survival in
0 Religion (Int) cave)
18 +1 Sleight of Hand (Dex)
+1 Stealth (Dex) Bardic Inspiration (+d6 on
+4 ● +3 Survival (Wis) ability/attack/saving roll) (can
SKILLS ATTACKS & SPELLCASTING
be used as much as cha
modifier, regain on long rest)
PASSIVE WISDOM (PERCEPTION)
CP Dulcimer Magical Inspiration (dmg/heal)
Leather Armor
SP Shovel Dwarven Toughness
Undercommon
Miner's Pick Jack of all Trades (+1 to all
Dwarfish EP
Block and Tackle Skills)
Common
Climber's Kit
Celestial GP 25 Entertainer's Pack
PP
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Features and Traits:
Dwarven Toughness:
Your HP maximum increases by 1, and it increases by 1 every time you gain a level.
Darkvision:
Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience:
You have advantage on saving throws against poison, and you have resistance against poison damage.
Stonecunning:
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add
double your proficiency bonus to the check, instead of your normal proficiency bonus.
Bardic Inspiration
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself
within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can
roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20
before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration
die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (4). You regain any expended uses when you finish a long rest.
Song of Rest
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly
creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures
regains an extra 1d6 hit points.
The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
HP rolls:
lv. 2: +3.
lv. 3: +6.
lv. 4: +2.
Level 1 Level 2 Ability Mod: CHA 4 ATK Bonus 5 Save DC 13
Magic & Cantrips 4 3
This spell repairs a single break or tear in an You unleash a string of insults laced with Each object in a 20-foot cube within range is
object you touch, such as broken chain link, subtle enchantments at a creature you can outlined in blue, green, or violet light (your
two halves of a broken key, a torn cloak, or a see within range. If the target can hear you choice). Any creature in the area when the
leaking wineskin. As long as the break or tear (though it need not understand you), it must spell is cast is also outlined in light if it fails a
is no larger than 1 foot in any dimension, succeed on a Wisdom saving throw or Dexterity saving throw. For the
you mend it, leaving no trace of the former take 1d4 psychic damage and have duration, objects and affected creatures shed
damage. disadvantage on the next attack roll it dim light in a 10-foot radius.
makes before the end of its next turn.
This spell can physically repair a magic item Any attack roll against an affected creature or
or construct, but the spell can't restore magic This spell's damage increases by 1d4 when object has advantage if the attacker can see it,
to such an object. you reach 5th level (2d4), 11th level (3d4), and the affected creature or object can't
and 17th level (4d4). benefit from being invisible.
When you cast this spell using a spell slot of 2nd level or When you cast this spell using a spell slot of 2nd level or
higher, you can target one additional creature for each slot higher, the healing increases by 1d4 for each slot level above
level above 1st. 1st.
When you cast this spell using a spell slot of 2nd level or When you cast this spell using a spell slot of 3rd level or When you cast this spell using a spell slot of 2nd level or
higher, the damage increases by 1d8 for each slot level higher, the damage increases by 1d8 for each slot level above higher, the damage increases by 1d8 for each slot level
above 1st. 2nd above 1st.
Magical Inspiration F Mantle of Inspiration F Enthralling Performance F
If a target succeeds on its saving throw, the target has no hint that you
tried to charm it. Once you use this feature, you can't use it again until
you finish a short or long rest.
When you cast this spell using a spell slot of 2nd level or
higher, you can target one additional creature for each slot
level above 1st.
Dissonant Whispers 1
1 action 60 ft 10 minutes
You whisper a discordant melody that only
one creature of your choice within range can
hear, wracking it with terrible pain. The target
must make a Wisdom saving throw. On a
failed save, it takes 3d6 psychic damage and
must immediately use its reaction, if available,
to move as far as its speed allows away from
you. The creature doesn’t move into obviously
dangerous ground, such as a fire or a pit. On a
successful save, the target takes half as much
damage and doesn’t have to move away. A
deafened creature automatically succeeds on
the save.
When you cast this spell using a spell slot of 2nd level or
higher, the damage increases by 1d8 for each slot level
above 1st.