Professional Documents
Culture Documents
INSPIRATION
STRENGTH
12 +1 30
14 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
+2 PERSONALITY TRAITS
12 +3 Constitution
-1 Intelligence
CURRENT HIT POINTS IDEALS
+1 ●
+2 Wisdom
●
+5 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
9 ●
+5 Deception (Cha)
-1 History (Int)
NAME ATK BONUS DAMAGE/TYPE
-1 0 Insight (Wis)
Dagger +4 1d4+2 piercing
Backpack
WISDOM
●
+5 Intimidation (Cha)
-1 Investigation (Int)
Bag of Sand
0 Medicine (Wis) Book
10 -1 Nature (Int)
Clothes, common
0 Perception (Wis) Number of
0
+3 Performance (Cha)
Attacks: 1 Crowbar
CHARISMA
+3 Persuasion (Cha)
-1 Religion (Int)
Crystal
16 +1 Sleight of Hand (Dex) Ink
+3
●
+3 Stealth (Dex)
Survival (Wis)
Ink pen
0
Language Proficiencies:
Common; Infernal
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
18 average a little over average
AGE HEIGHT WEIGHT
Gertruda Labolas
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Warlock Charisma 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Eldritch Blast
Mage Hand
Magic Stone
Minor Illusion
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 1 7
EPAR
SPELL NAME
ED
PR
Burning Hands
Expeditious Retreat
4
SPELLS KNOWN
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
-----------Other Traits------------
Criminal Contact. You have a reliable and trustworthy contact
who acts as your liaison to a network of other criminals. You
know how to get messages to and from your contact, even over
great distances; specifically, you know the local messengers,
corrupt caravan masters, and seedy sailors who can deliver
messages for you. .
A beam of crackling energy streak toward a A spectral, floating hand appears at a point You touch one to three pebbles and imbue
creature within range. Make a ranged spell you choose within range. The hand lasts for them with magic. You or someone else can
attack against the target. On a hit, the target the duration or until you dismiss it as an make a ranged spell attack with one of the
takes 1d10 force damage. The spell creates action. The hand vanishes if it is ever more pebbles by throwing it or hurling it with a
more than one beam when you reach higher than 30 feet away from you or if you cast this sling. If thrown, a pebble has a range of 60
levels: two beams at 5th level, three beams at spell again. You can use your action to control feet. If someone else attacks with a pebble,
11th level, and four beams at 17th level. You the hand. You can use the hand to manipulate that attacker adds your spellcasting ability
can direct the beams at the same target or at an object, open an unlocked door or container, modifier, not the attacker’s, to the attack roll.
different ones. Make a separate attack roll for stow or retrieve an item from an open On a hit, the target takes bludgeoning damage
each beam. container, or pour the contents out of a vial. equal to 1d6 + your spellcasting ability
You can move the hand up to 30 feet each time modifier. Whether the attack hits or misses,
you use it. The hand can't attack, activate the spell then ends on the stone. If you cast
magic items, or carry more than 10 pounds. this spell again, the spell ends on any pebbles
still affected by your previous casting.
You create a sound or an image of an object As you hold your hands with thumbs touching This spell allows you to move at an incredible
within range that lasts for the duration. The and fingers spread, a thin sheet of flames pace. When you cast this spell, and then as a
illusion also ends if you dismiss it as an action shoots forth from your outstretched bonus action on each of your turns until the
or cast this spell again. If you create a sound, fingertips. Each creature in a 15-foot cone spell ends, you can take the Dash action.
its volume can range from a whisper to a must make a Dexterity saving throw. A
scream. It can be your voice, someone else's creature takes 3d6 fire damage on a failed
voice, a lion's roar, a beating of drums, or any save, or half as much damage on a successful
other sound you choose. The sound continues one. The fire ignites any flammable objects in
unabated throughout the duration, or you can the area that aren't being worn or carried. At
make discrete sounds at different times before Higher Levels. When you cast this spell using a
the spell ends. If you create an image of an spell slot of 2nd level or higher, the damage
object—such as a chair, muddy footprints, or a increases by 1d6 for each slot level above 1st.
small chest—it must be no larger than a 5-foot
cube. The image can't create sound, light,
smell, or any other sensory effect. Physical
interaction with the image reveals it to be an
illusion, because things can pass through it. If
a creature uses its action to examine the sound
or image, the creature can determine that it is
Page 1 (reverse)