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MaAu THE FAITHLESS Wizard 3 (Evoker) 963 Tiefling Sage sre #2. Proricency anon —_—_Featines, ars amore __ +0 onus pi “lanment: Heua.wilhep ote bat aS? wmarve vol seus personal is or yates 10 11 +1 © 30ft. SAUING THROWS ‘Armor Worn: none Sage Background [PHB p. 137] arene Saves femur: esercher 42 consttion Saves #1 ieratigence sees 3 \3 Wisdom Saves * ‘chase Sves * Prof bonus added CON ‘SKILLS +2 1 Aerobatics (De) 14 11 Animal anding (W's) 45 arcana t)* 4 hls Sr) wr +0 Deception (he) 45 History (Int) * +3 45 Insight (5) * 16 4 Innit (ho) 43 tevestigation (nt) 13 Medicine (15) * 13 Nature rt) wis: +1 Perception (Wis) +1 +40 Performance (cha) D 40 Persuasion (Cho) 13 Religion nt) 11 Sleight of Hand (Dex 11 stealth (000 CHA “+1 Survival (Wis) +0 10 * Prof bonus added 11 Passive wisoom (PERCEPTION) PROFICIENCIES & LANGUAGES ‘arm ‘Weapons: dagger, dart, ight crossbow, quarterstaf sing Tools: none Saving Throws: Intelligence, Wisdom Skis: Arcana, History, Insight, Medicine Languages: Common, Gromish, Goblin, infernal ENCUMBRANCE Ling & Carrying: 150 Ibs. max. carrying capacity, 300 bs, pushing r dragging (speee 5); 300 Ibs. maxi HIT POINTS. HIT DICE 20 3d6 DEATH SAVES: Success 00.0 Fall 000 WEAPON & UNARMED ATTACKS Basic Attack. One target per Attack action. Dagger. Melee or Ranged Weapon attack: #3 to hit, reach 5 ft Ad4+1 piercing damage. (if thrown, normal range to 20, ‘; disadvantage long range 21 to 60 t) Dagger (offhand as bonus action). As above but ‘nly 148 piercing damage ‘Quarterstaff Melee Weapon Attack: 2 to hit, reach Sf. Hit: 14600 sludgeoning Gamage {fused two-handed in melee, does 1d8+0 damage) MAGIC, FEATS & SPECIAL ATTACKS. Fire Bolt Cantrip. Ranged Spel Attack: +5 to hi ‘targets one creature or object within 120. range. Hit: 1610 fie damage and unattended ‘ammable objets eatch on fre EQUIPMENT & TREASURE Carried Gear (PHB, p. 143]: :wo (2) daggers, quarterstaf, belt pouch, set of common clothes, Bottle of slack ink, quil smal knife, personal papers. {This load is about 9 Ibs. 96d 1 1b, per 50 coins earied) Magic tems (DMG p. 135) + potion of healing (2442 hp) {0) tem attuned to character Coins & Gems: 10 gold pieces (gp; 21 siver pieces (sp); 11 copper pieces (ph 4 gems (worth 430 gp each) Courageous outlook + Ideal Logic above all else + Bond: Taught by famous mentor. + Flaw: Has nightmares about geting lost in chaotic elemental vistas Tiofling Traits [PHB p. 42] * Creature Type: Humanoid 1 Age: 33 years old + Medium Size (5'10", 175 bs.) + Darkusion (60 feet) + Helsh Resistance vs. fre) + Infernal Legacy (Charisma based Thoumaturay cantrp; Hellsh Rebuke [as 2nd level spell once betw. long rests) ‘Witard Clas Features [PHB p. 112] + Ritual Casting + Arcane Recovery (regain spell slots totaling 2 levele afer short ret once pe day) + evocation Savant (copy such spells in half the time) + Sculpt Spells (exclude 1+ spel evel targets from effet of evocation spel) Spellastng [PH® p. 201} Spell Save D¢13 Cantrips Known: Blade Ward, Fre Bolt, True Strike Prepared Spells {st Lev! (4 slots): Mage Armor, Magic ‘Missi, Witch Bolt, Detect Magic, harm Person 2nd Level (2 slots): Meif's Aci Arrow PLAYING THE GAME + The Dungeon Master (OM) describes a scene and players take turns describing their enareters' responses. + For ablity checks, saving throws, and attack rolls, rll 1620 + one ability modifier + proficiency bonus proficient in task) The higher the total, the better the efort, ‘The DM tracks minimum total needes for successul result + For initiative rolls, oll 1620+ Initiative (Dex) modifier. Higher totals at before ‘ower totals inthe sme second round + During 2 turn, a character or creature may ‘do 1 movement, action and upto 2 bonus action Between turns, do up to 2 + Advantage: Roll two 420s ané use the higher result. Disadvantage: Roll two d20s and use the lower result, + On attackrolls only, 2 "natural 20" is atways ‘3 ertical it, while 2 "natural 1” i always a mis, + Saving throws are rolled as needed at any time due to attacks, spel, or hazards ‘A character may def ailing three death saves while at Ohi points, gaining 6 levels of exhaustion, or suffering certain sadly spels and havards + Specific traits, features, spell, ane magic items may create exceptions to ary rules. [ACTIONS (1 per turn) ‘Attack: Rol to hit, melee or ranged. Some ‘Gazees and creatures make extra attacks at higner levels with tis action + cast Spell feasting time 1 action. + Dash: Double Speed this turn. + Disengage: Avoiding all opportunity attacks while moving; "defensive rere + Dodge: Give attackers disadvantage. + scape: Try 10 break fee from grape. + Grapple: Special melee attack + Help: Give anally advartage on one ability check ar attack rll + Hide: Stealth allowed only if unobserved. + Ready: Pan to take action as reaction when trigger occurs + Search: Perception or Investigation check + Shove: Special melee attack + Stabile: DC 10 Medicine check to ais hp. dying creature; automatic suecessit using healers kt + Use Object: Pick lock, activate magleal Item, caver hooded lantern, ete + Use Potion: Drink ar administer + Use Shield: Equip or drop a shield. BONUS ACTIONS (up to 1 per turn) + offhand attack: If doing Atack as ation, ‘may make one attack this turn i ight weapon in other hand + Cast Spell If casting time 1 bonus ation [MOVEMENTS (limited by Speed) + Move: Distance equal to Speed + Crawl, Climb, Swim, Squeeze, Move Across Difficult Terrain ar Move While ‘Grappling: "Half speed," uses up 10. of Speed per 5 ft, distance + Drop Prone: No costo Speed + Stand Up: From Prone pesiion/condition, costs half Speed that turn. + Take Cover: At end of move, half cover gives +2 0 Armor Class and Desterity ‘saving throws three-quarter cover gives #5 ACand Dex saves, REACTIONS (1 between turns) + Cast Spell: If cascng time 1 reaction. + Opportunity attack: May make one attack if enemy moves out of reach, + Readied Action: Alter trigger occurs, ese ‘ction wasted FREE ACTIONS + Concentration (Maintain & Spell: Ends ‘aster starts another concentration spel, forthe casters incapacitated, stunned, unconscious, or killed. caster takes ‘damage, # Constitution saving throw is needed to avoid immediately ending spell OC sequal to 10 or hal damage taken, whichever i greater. Each hit needs a separate saving throw check. + Interacting With An Object: Generally part ‘of another Movement or Acton, framples: Draw one weapon, crop held ‘object, or open an unlocked door

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