CharSheet Dani
CharSheet Dani
CharSheet Dani
Gith Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
15 +4 30
0 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
10 PERSONALITY TRAITS
+4 ●
0 Constitution
+4 Intelligence
CURRENT HIT POINTS IDEALS
18 -1 Wisdom
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
0 ●
+6 Acrobatics (Dex) SUCCESSES
+2 ●
+1 Deception (Cha)
+4 History (Int)
NAME ATK BONUS DAMAGE/TYPE
14 -1 Insight (Wis)
Dagger +6 1d4+4 piercing Arrow x20
+1 Intimidation (Cha) Shortbow +6 1d6+4 piercing Backpack
WISDOM ●
+6 Investigation (Int)
-1 Medicine (Wis) Rapier +6 1d8+4 piercing Bedroll
-1 +2 Nature (Int) Bottle, glass
8
●
+3 Perception (Wis) Number of Clothes, common
+1 Performance (Cha)
+1 Persuasion (Cha)
Attacks: 1 Ink
CHARISMA
+2 Religion (Int) Ink pen
+1 +4 Sleight of Hand (Dex) Knife, Small
12
●
+6 Stealth (Dex)
-1 Survival (Wis)
Leather
SKILLS ATTACKS & SPELLCASTING
Mess kit
Pouch
13 PASSIVE WISDOM (PERCEPTION)
CP
Quiver
Rations (1 day) x10
Tool Proficiencies: Thieves' Tools SP
Rope, hempen
Weapon Proficiencies: Crossbow, EP Thieves' Tools
hand; Longsword; Rapier;
Shortsword; Simple Tinderbox
GP
120 Torch x10
Armor Proficiencies: Light
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Arcane Trickster, Rogue
Intelligence 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Mage Hand
Minor Illusion
True Strike
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 2 7
EPAR
SPELL NAME
ED
PR
Charm Person
Disguise Self
4
Thunderwave
SPELLS KNOWN
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
----------Bonus Actions----------
Cunning Action. As a bonus action you can Dash, Disengage or Hide (use
once/turn).
-----------Other Traits------------
Equipment. You possess a letter from a dead colleague posing a question you
have not yet been able to answer. Enter this manually as a custom item.
Mage Hand Legerdemain. Starting at 3rd level, when you cast mage hand, you
can make the spectral hand invisible, and you can perform the following
additional tasks with it:
- You can stow one object the hand is holding in a container worn or carried by
another creature.
- You can retrieve an object in a container worn or carried by another creature.
- You can use thieves’ tools to pick locks and disarm traps at range.
You can perform one of these tasks without being noticed by a creature if you
succeed on a Dexterity (Sleight of Hand) check contested by the creature’s
Wisdom (Perception) check. In addition, you can use the bonus action granted
by your Cunning Action to control the hand.
Researcher. When you attempt to learn or recall a piece of lore, if you do not
know that information, you often know where and from whom you can obtain it.
Usually, this information comes from a library, scriptorium, university, or a sage
or other learned person or creature. Your DM might rule that the knowledge you
seek is secreted away in an almost inaccessible place. or that it simply cannot
be found. Unearthing the deepest secrets of the multiverse can require an
adventure or even a whole campaign. .
Sneak Attack. 2d6 extra damage on attack where you have advantage or
another enemy of creature is within 5 ft. (use once/turn).
Spellcasting. Whenever you gain a level in this class, you can replace one of the
wizard spells you know with another spell of your choice from the wizard spell
list (of a level you can cast).
Intelligence is your spellcasting ability for your wizard spells, since you learn
your spells through dedicated study and memorization. You use your
Intelligence whenever a spell refers to your spellcasting ability. Your spell saving
throw DC is 8+ your proficiency bonus + your Intelligence modifier. Your spell
attack bonus is your proficiency bonus + your Intelligence modifier.
A spectral, floating hand appears at a point You create a sound or an image of an object You extend your hand and point a finger at a
you choose within range. The hand lasts for within range that lasts for the duration. The target in range. Your magic grants you a brief
the duration or until you dismiss it as an illusion also ends if you dismiss it as an action insight into the target's defenses. On your next
action. The hand vanishes if it is ever more or cast this spell again. If you create a sound, turn, you gain advantage on your first attack
than 30 feet away from you or if you cast this its volume can range from a whisper to a roll against the target, provided that this spell
spell again. You can use your action to control scream. It can be your voice, someone else's hasn't ended.
the hand. You can use the hand to manipulate voice, a lion's roar, a beating of drums, or any
an object, open an unlocked door or container, other sound you choose. The sound continues
stow or retrieve an item from an open unabated throughout the duration, or you can
container, or pour the contents out of a vial. make discrete sounds at different times before
You can move the hand up to 30 feet each time the spell ends. If you create an image of an
you use it. The hand can't attack, activate object—such as a chair, muddy footprints, or a
magic items, or carry more than 10 pounds. 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
You attempt to charm a humanoid you can see You make yourself—including your clothing, A wave of thunderous force sweeps out from
within range. It must make a Wisdom saving armor, weapons, and other belongings on you. Each creature in a 15-foot cube
throw, and does so with advantage if you or your person look different until the spell ends originating from you must make a
your companions are fighting it. If it fails the or until you use your action to dismiss it. You Constitution saving throw. On a failed save, a
saving throw, it is charmed by you until the can seem 1 foot shorter or taller and can creature takes 2d8 thunder damage and is
spell ends or until you or your companions do appear thin, fat, or in between. You can't pushed 10 feet away from you. On a successful
anything harmful to it. The charmed creature change your body type, so you must adopt a save, the creature takes half as much damage
regards you as a friendly acquaintance. When form that has the same basic arrangement of and isn't pushed. In addition, unsecured
the spell ends, the creature knows it was limbs. Otherwise, the extent of the illusion is objects that are completely within the area of
charmed by you. At Higher Levels. When you up to you. The changes wrought by this spell effect are automatically pushed 10 feet away
cast this spell using a spell slot of 2nd level or fail to hold up to physical inspection. For from you by the spell's effect, and the spell
higher, you can target one additional creature example, if you use this spell to add a hat to emits a thunderous boom audible out to 300
for each slot level above 1st. The creatures your outfit, objects pass through the hat, and feet. At Higher Levels. When you cast this
must be within 30 feet of each other when you anyone who touches it would feel nothing or spell using a spell slot of 2nd level or higher,
target them. would feel your head and hair. If you use this the damage increases by 1d8 for each slot level
spell to appear thinner than you are, the hand above 1st.
of someone who reaches out to touch you
would bump into you while it was seemingly
still in midair. To discern that you are
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