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Rogue (3) / Wizard (1) Charlatan

CLASS & LEVEL BACKGROUND PLAYER NAME


Fimbul Malarkey
Dwarf/Mountain Dwarf Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
16 +2 25
12 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

+1 PERSONALITY TRAITS

Hit Point Maximum 26


+1 Strength
DEXTERITY ● +4 Dexterity

14 +1 Constitution
CURRENT HIT POINTS IDEALS
● +4 Intelligence
+2 +1 Wisdom
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
12
+2 Acrobatics (Dex) Total 3d8 / 1d6 SUCCESSES
+1 +1 Animal Handling (Wis) FAILURES

+2 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE ● +3 Athletics (Str)

14 ● +3 Deception (Cha)
+2 History (Int)
NAME ATK BONUS DAMAGE/TYPE

Dagger +4 1d4 + 2 piercing Darkvision: 60 ft.


+2 +1 Insight (Wis)
Damage Resistances: poison
+1 Intimidation (Cha) Rapier +4 1d8 + 2 piercing
WISDOM +2 Investigation (Int)
+1 Medicine (Wis)
(additional features & traits on
13 +2 Nature (Int)
last page)
● +3 Perception (Wis)
+1
+1 Performance (Cha)
● +3 Persuasion (Cha)
CHARISMA
+2 Religion (Int)
12 ● +4 Sleight of Hand (Dex)
● +6 Stealth (Dex)
+1
+1 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

13 PASSIVE WISDOM (PERCEPTION)


Piton (10); Waterskin (1);
CP
Candle (5); Spikes, iron (1);
Lantern, hooded (1); Oil (2);
SP
Tool Proficiencies: Disguise Kit; Forgery Disguise Kit (1); Thieves'
Kit; Mason's Tools; Thieves' Tools Tools (1); Grappling hook
EP (1); Rations (1 day) (5);
Weapon Proficiencies: Battleaxe; Rope, hempen (1); String
Crossbow, hand; Handaxe; Light hammer; (1); Bag of Sand (1);
Longsword; Rapier; Shortsword; Simple; GP 15 Tinderbox (1); Hammer (1);
Warhammer
Bell (1); Breastplate (1);
Armor Proficiencies: Light; Medium
PP Backpack (1); Clothes, fine
(1); Ball bearings (1);
Language Proficiencies: Common; Tinker's Tools (1); Crowbar
Dwarvish (1)
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
Fimbul Malarkey
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Arcane Trickster, Rogue, Wizard
Intelligence 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Booming Blade
Dancing Lights
Mage Hand
Message
Minor Illusion
Ray of Frost

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 3 7
EPAR
SPELL NAME
ED
PR

Charm Person

Detect Magic
4
● Disguise Self

● Expeditious Retreat
SPELLS KNOWN

Find Familiar

Fog Cloud

Silent Image

● Sleep

● Thunderwave

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

----------Bonus Actions----------
Cunning Action. Dash, Disengage or Hide (use once/turn).

-----------Other Traits------------
Arcane Recovery. When you finish a short rest, regain spell slots totalling no more than 1, and each must be 5th
level or lower. (use once/day).

Dwarven Resilience. Advantage on poison saves, resistance to poison damage.

False Identity. Charlatans are colorful characters who conceal their true selves behind the masks they construct.
They reflect what people want to see, what they want to believe, and how they see the world. But their true selves
are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues. .

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.

Sneak Attack. 2d6 extra damage on attack where you have advantage or another enemy of creature is within 5 ft.
(use once/turn).

Spellcasting. Arcane Tricksters gain the ability to cast Wizard spells to enhance their abilities, trick their foes, and
defend themselves more effectively.
Cantrips: You learn three cantrips: Mage Hand and two other cantrips of your choice from the wizard spell list. At
10th level you learn another cantrip from the wizard spell list.
Spells Known: You know three 1st level wizard spells of your choice, two of which you must choose from the
enchantment and illusion spells on the wizard spell list. The third can be from any school of magic.
Thereafter you learn another spell at levels 4, 7, 8, 10, 11, 13, 14, 16, 19, and 20.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
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).
Spellcasting Ability: 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.
Spell Slots: You start with two 1st level spell slots at Rogue level 3, and gain more as you gain more Rogue levels.

Level Cantrips Known 1st 2nd 3rd 4th


3rd 3 3 2 - - -
4th 3 4 3 - - -
7th 3 5 4 2 - -
8th 3 6 4 2
10th 4 7 4 3 - -
11th 4 8 4 3
13th 4 9 4 3 2 -
14th 4 10 4 3 2
16th 4 11 4 3 3 -
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1.

Stonecunning. 2X prof bonus on stonework-related history checks.

Thieves' Cant. Convey secret messages hidden in normal conversation.


Page 1

Conjuration cantrip Evocation cantrip Level-1 illusion


Mage Hand Booming Blade Disguise Self
1 act. 30 ft V,S 1 min 1 act. 5 ft V,M 1 act. Self V,S 1 hr
A spectral, floating hand appears at a point As part of the action used to cast this spell, you You make yourself—including your clothing,
you choose within range. The hand lasts for must make a melee attack with a weapon armor, weapons, and other belongings on
the duration or until you dismiss it as an against one creature within the spell's range, your person— look different until the spell
action. The hand vanishes if it is ever more otherwise the spell fails. On a hit, the target ends or until you use your action to dismiss it.
than 30 feet away from you or if you cast this suffers the attack's normal effects, and it You can seem 1 foot shorter or taller and can
spell again. You can use your action to control becomes sheathed in booming energy until the appear thin, fat, or in between. You can't
the hand. You can use the hand to manipulate start of your next turn. If the target willingly change your body type, so you must adopt a
an object, open an unlocked door or container, moves before then, it immediately takes 1d8 form that has the same basic arrangement of
stow or retrieve an item from an open thunder damage, and the spell ends. This limbs. Otherwise, the extent of the illusion is
container, or pour the contents out of a vial. spell's damage increases when you reach up to you. The changes wrought by this spell
You can move the hand up to 30 feet each time higher levels. At 5th level, the melee attack fail to hold up to physical inspection. For
you use it. The hand can't attack, activate deals an extra 1d8 thunder damage to the example, if you use this spell to add a hat to
magic items, or carry more than 10 pounds. target, and the damage the target takes for your outfit, objects pass through the hat, and
moving increases to 2d8. Both damage rolls anyone who touches it would feel nothing or
increase by 1d8 at 11th level and 17th level. would feel your head and hair. If you use this
spell to appear thinner than you are, the hand
of someone who reaches out to touch you
would bump into you while it was seemingly
still in midair. To discern that you are
disguised, a creature can use its action to
inspect your appearance and must succeed on
Arcane Trickster DC 12 Mod +4 Rogue DC 12 Mod +4 Rogue DC 12 Mod +4

Level-1 conjuration Illusion cantrip Level-1 illusion


Find Familiar Minor Illusion Silent Image
1 hr 10 ft V,S,M Inst 1 act. 30 ft S,M 1 min 1 act. 60 ft V,S,M Conc, 10 mins
Summon a familiar that obeys your You create a sound or an image of an object You create the image of an object, a creature,
commands. within range that lasts for the duration. The or some other visible phenomenon that is no
illusion also ends if you dismiss it as an action larger than a 15-foot cube. The image appears
or cast this spell again. If you create a sound, at a spot within range and lasts for the
its volume can range from a whisper to a duration. The image is purely visual; it isn't
scream. It can be your voice, someone else's accompanied by sound, smell, or other
voice, a lion's roar, a beating of drums, or any sensory effects. You can use your action to
other sound you choose. The sound continues cause the image to move to any spot within
unabated throughout the duration, or you can range. As the image changes location, you can
make discrete sounds at different times before alter its appearance so that its movements
the spell ends. If you create an image of an appear natural for the image. For example, if
object—such as a chair, muddy footprints, or a you create an image of a creature and move it,
small chest—it must be no larger than a 5-foot you can alter the image so that it appears to be
cube. The image can't create sound, light, walking. Physical interaction with the image
smell, or any other sensory effect. Physical reveals it to be an illusion, because things can
interaction with the image reveals it to be an pass through it. A creature that uses its action
illusion, because things can pass through it. If to examine the image can determine that it is
a creature uses its action to examine the sound an illusion with a successful Intelligence
or image, the creature can determine that it is (Investigation) check against your spell save
an illusion with a successful Intelligence DC. If a creature discerns the illusion for what
(Investigation) check against your spell save it is, the creature can see through the image.
Rogue DC 12 Mod +4 Rogue DC 12 Mod +4 Rogue DC 12 Mod +4

Level-1 enchantment Evocation cantrip Level-1 divination


Charm Person Dancing Lights Detect Magic
1 act. 30 ft V,S 1 hr 1 act. 120 ft V,S,M Conc, 1 min 1 act. Self V,S Conc, 10 mins
You attempt to charm a humanoid you can see You create up to four torch-sized lights within For the duration, you sense the presence of
within range. It must make a Wisdom saving range, making them appear as torches, magic within 30 feet of you. If you sense magic
throw, and does so with advantage if you or lanterns, or glowing orbs that hover in the air in this way, you can use your action to see a
your companions are fighting it. If it fails the for the duration. You can also combine the faint aura around any visible creature or
saving throw, it is charmed by you until the four lights into one glowing vaguely object in the area that bears magic, and you
spell ends or until you or your companions do humanoid form of Medium size. Whichever learn its school of magic, if any. The spell can
anything harmful to it. The charmed creature form you choose, each light sheds dim light in penetrate most barriers, but it is blocked by 1
regards you as a friendly acquaintance. When a 10-foot radius. As a bonus action on your foot of stone, 1 inch of common metal, a thin
the spell ends, the creature knows it was turn, you can move the lights up to 60 feet to a sheet of lead, or 3 feet of wood or dirt.
charmed by you. At Higher Levels. When you new spot within range. A light must be within
cast this spell using a spell slot of 2nd level or 20 feet of another light created by this spell,
higher, you can target one additional creature and a light winks out if it exceeds the spell's
for each slot level above 1st. The creatures range.
must be within 30 feet of each other when you
target them.

Wizard DC 12 Mod +4 Wizard DC 12 Mod +4 Wizard DC 12 Mod +4


Page 1 (reverse)

Disguise Self (reverse)


an Intelligence (Investigation) check against
your spell save DC.

Minor Illusion (reverse)


DC. If a creature discerns the illusion for what
it is, the illusion becomes faint to the creature.
Page 2

Level-1 transmutation Level-1 conjuration Transmutation cantrip


Expeditious Retreat Fog Cloud Message
1 b.a. Self V,S Conc, 10 mins 1 act. 120 ft V,S Conc, 1 hr 1 act. 120 ft V,S,M 1 rnd
This spell allows you to move at an incredible You create a 20-foot-radius sphere of fog You point your finger toward a creature
pace. When you cast this spell, and then as a centered on a point within range. The sphere within range and whisper a message. The
bonus action on each of your turns until the spreads around corners, and its area is heavily target (and only the target) hears the message
spell ends, you can take the Dash action. obscured. It lasts for the duration or until a and can reply in a whisper that only you can
wind of moderate or greater speed (at least 10 hear. You can cast this spell through solid
miles per hour) disperses it. At Higher Levels. objects if you are familiar with the target and
When you cast this spell using a spell slot of know it is beyond the barrier. Magical silence,
2nd level or higher, the radius of the fog 1 foot of stone, 1 inch of common metal, a thin
increases by 20 feet for each slot level above sheet of lead, or 3 feet of wood blocks the spell.
1st. The spell doesn't have to follow a straight line
and can travel freely around corners or
through openings.

Wizard DC 12 Mod +4 Wizard DC 12 Mod +4 Wizard DC 12 Mod +4

Evocation cantrip Level-1 enchantment Level-1 evocation


Ray of Frost Sleep Thunderwave
1 act. 60 ft V,S Inst 1 act. 90 ft V,S,M 1 min 1 act. Self V,S Inst
A frigid beam of blue-white light streaks This spell sends creatures into a magical A wave of thunderous force sweeps out from
toward a creature within range. Make a slumber. Roll 5d8; the total is how many hit you. Each creature in a 15-foot cube
ranged spell attack against the target. On a hit, points of creatures this spell can affect. originating from you must make a
it takes 1d8 cold damage, and its speed is Creatures within 20 feet of a point you choose Constitution saving throw. On a failed save, a
reduced by 10 feet until the start of your next within range are affected in ascending order of creature takes 2d8 thunder damage and is
turn. The spell's damage increases by 1d8 their current hit points (ignoring unconscious pushed 10 feet away from you. On a successful
when you reach 5th level (2d8), 11th level (3d8), creatures). Starting with the creature that has save, the creature takes half as much damage
and 17th level (4d8). the lowest current hit points, each creature and isn't pushed. In addition, unsecured
affected by this spell falls unconscious until objects that are completely within the area of
the spell ends, the sleeper takes damage, or effect are automatically pushed 10 feet away
someone uses an action to shake or slap the from you by the spell's effect, and the spell
sleeper awake. Subtract each creature's hit emits a thunderous boom audible out to 300
points from the total before moving on to the feet. At Higher Levels. When you cast this
creature with the next lowest hit points. A spell using a spell slot of 2nd level or higher,
creature's hit points must be equal to or less the damage increases by 1d8 for each slot level
than the remaining total for that creature to be above 1st.
affected. Undead and creatures immune to
being charmed aren't affected by this spell. At
Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, roll an
additional 2d8 for each slot level above 1st.
Wizard DC 12 Mod +4 Wizard DC 12 Mod +4 Wizard DC 12 Mod +4
Page 2 (reverse)

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