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Wizard (1) Harlot (3) Hermit

CLASS & LEVEL BACKGROUND PLAYER NAME


Diana Winters
Human/Mulan Neutral Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
14 +3 30
13 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

+1 PERSONALITY TRAITS

Hit Point Maximum 10


+1 Strength
DEXTERITY
+3 Dexterity

16 +4 Constitution
CURRENT HIT POINTS IDEALS
+2 Intelligence

+3 +3 Wisdom
0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
18
+3 Acrobatics (Dex)
Total 1d6 SUCCESSES

+4 +1 Animal Handling (Wis) FAILURES



+2 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+1 Athletics (Str)

10 +1 Deception (Cha)
0 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Arcane Recovery. When you
0 +1 Insight (Wis)
finish a short rest, regain spell
+1 Intimidation (Cha)
slots totalling no more than 1,
WISDOM
+2 Investigation (Int)
and each must be 5th level or

+3 Medicine (Wis)
13
+2 Nature (Int)
lower. (use once/day, see
PHB 115).
+1 Perception (Wis)
+1
+4 Performance (Cha)
Discovery. You have made a
CHARISMA

+3 Persuasion (Cha)
powerful and unique

+2 Religion (Int)
12 discovery (see PHB 134).
+3 Sleight of Hand (Dex)
+3 Stealth (Dex)
+1 Keen Mind Feat. Increase INT
+1 Survival (Wis)
by 1; always know which
SKILLS ATTACKS & SPELLCASTING
direction is north; know hours
before sunset or sunrise;
11 PASSIVE WISDOM (PERCEPTION)
CP Case, map or scroll recall anything heard or seen
(1); Clothes, common within a month (see PHB
Tool Proficiencies: Herbalism
SP (1); Herbalism Kit (1); 167).
Kit Wooden staff (1);
EP
Spellbook (1); Winter
Weapon Proficiencies: Blanket (1); Notes
Crossbow, light; Dagger; Dart;
GP 5 from studies/prayers
Quarterstaff; Sling (1)
PP

Language Proficiencies:
Abyssal; Common; Infernal
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Diana Winters
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Wizard
Intelligence 10 +2
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Friends
Mage Hand
Thunderclap

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Page 1

Enchantment cantrip Conjuration cantrip Evocation cantrip


Friends Mage Hand Thunderclap
1 act. Self S,M Conc, 1 min 1 act. 30 ft V,S 1 min 1 act. Self S Inst
Gain advantage on all CHA checks on a A spectral, floating hand appears at a point (see EE 22 for more details)
non-hostile creature of your choice. It is you choose within range. The hand lasts for
aware of the charm after the spell ends. (see the duration or until you dismiss it as an
PHB 244 for more details) action. The hand vanishes if it is ever more
than 30 feet away from you or if you cast this
spell again. You can use your action to
control the hand. You can use the hand to
manipulate an object, open an unlocked door
or container, stow or retrieve an item from an
open container, or pour the contents out of a
vial. You can move the hand up to 30 feet
each time you use it. The hand can't attack,
activate magic items, or carry more than 10
pounds.

Wizard DC 10 Mod +2 Wizard DC 10 Mod +2 Wizard DC 10 Mod +2


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