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Max Hp
14 ARMOR Reinforced Leather: Cumbersome (Max of +2 from
1d8 Dexterity)
Current Hp HIT DICE: Armor Class
8
Strenght Moves NAME: Litha Flammel
.I Sharp Eye: Use your Bonus Action to find an important clue, or learn an Opponent’s Weak Spot. FOLK: Sprite (Salamander)
+2
+4 SAVING THROW PROFESSION: Hunter LEVEL: 1
+2 CRAF T
+2 VOCATION: -
14
GRACE
.II
+2 SLEIGHT OF HAND
BACKGROUND: Explorer
+4 STEALTH
10 Contracts Decorum
OUT OF THE SPARK
Constitution
Concession: Enlightenment. If you are not Broken, use a Bonus UNCOUTH DECENT POMPOUS
SHABBY ELEGANT
Action to generate Bright Light in the Adjacent area from your
+1
+1 SAVING THROW extremities. You can spend your Reaction to gain Advantage on
+1
+3
CULTURE
a Check. You must complete a Long Rest to regain this ability.
Features, Traits & Talents Conditions
12
EXPLORATION
+1 INVESTIGATION
EMBARRASSED TIRED
Counterpart: Coin. You are bound to stay true to any agreement Sharpshooter: Use your Bonus Action at the Start of your Turn to
+1 MEDICINE CONF USED SICK
+1 in which you have accepted any sum of money. steady yourself, giving yourself better aim with Ranged Weapons.
Intelligence NATURE
HURT POISONED
Your Speed becomes zero and you have Advantage on the next
FRIGHTENED BROKEN
+2 Attack you make.
+2 SAVING THROW TTT I II III IIII V
+2
+2
ANIMAL HANDLING
Equipment
14
CARE
+2
Sprite Cunning: You have Advantage on Intelligence and Charis-
INSIGHT
+4 PERCEPTION ma Saving Throws. Compass, set of Maps,
+4 G
Wisdom TRACKING
Long Keysket (20 Shots) 4
P
+0 1
+0 SAVING THROW
+0 AUTHORITY
C
+0
11
ELOQUENCE
+0 ETIQUETTE
+0 PERFORMANCE
+0 WEALTH: Middle Class
Charisma ROMANCE