Académique Documents
Professionnel Documents
Culture Documents
INSPIRATION
15/17
STRENGTH
+0 ARMOR
+4 30 feet
+2 PROFICIENCY BONUS CLASS INITIATIVE SPEED
10 PERSONALITY TRAITS
+4 Constitution
CURRENT HIT POINTS IDEALS
Intelligence
18 Wisdom
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS
+3
BONDS
+1 Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
Deity: Earth / Nature
History (Int)
Club +2 1d4 Blud ** Darkvision: You see in dim light within a 60-foot
13 Insight (Wis) radius of you as if it were bright light, and in darkness
Intimidation (Cha) Sling +6 1d4+4 Blud in that radius as if it were dim light. You can’t discern
color in darkness, only shades of grey.
WISDOM Investigation (Int) Fey Ancestry: You have advantage on saving throws
against being charmed, and magic can’t put you to
+4 Medicine (Wis)
Nature (Int) Cantrips: Shillelagh, Druidcraft
sleep.
Wanderer: You have an excellent memory for maps
and geography, and you can always recall the general
Perception (Wis)
18 ** Club (Shillelagh: +6, 1d8 + 4 Blud (magic) layout of terrain, settlements, and other features
Performance (Cha) around you. In addition, you can find food and fresh
Spellcasting Ability: Wisdom is your spellcasting water for yourself and up to five other people each day,
Persuasion (Cha) ability for your spells. The saving throw DC to resist provided that the land offers berries, small game, water,
CHARISMA
Religion (Int) a spell you cast is 14. Your attack bonus when you and so forth.
+2 Sleight of Hand (Dex)
make an attack with a spell is +6.
Stealth (Dex)
14 Survival (Wis)
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.