Eld Rich T Knight
Eld Rich T Knight
Eld Rich T Knight
INSPIRATION
STRENGTH
18 +1 30
+3 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
16 PERSONALITY TRAITS
+1 ● +4 Constitution
CURRENT HIT POINTS IDEALS
+3 Intelligence
12 0 Wisdom
+4 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+2
+1 Acrobatics (Dex) Total 3d10 SUCCESSES
14 0 Animal Handling (Wis) FAILURES
+3 +4 Deception (Cha)
+3 History (Int)
NAME ATK BONUS DAMAGE/TYPE
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AGE HEIGHT WEIGHT
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Fighter
Intelligence 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Blade Ward
Fire Bolt
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 2 7
EPAR
SPELL NAME
ED
PR
Healing Elixir
Magic Missile
4
Shield
SPELLS KNOWN
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Tiefling
Charisma 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Thaumaturgy
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 2 7
EPAR
SPELL NAME
ED
PR
Hellish Rebuke
4
SPELLS KNOWN
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
----------Bonus Actions----------
Second Wind. Regain 1d10 + 3 HPs (use once/rest).
---------------Actions--------------
Action Surge. Take an extra action (use once/rest).
-----------Other Traits------------
Great Weapon Fighting Style. When you roll a 1 or 2 on a damage die for an attack you make with a melee
weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the
new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Infernal Legacy. You know thaumaturgy and can cast Hellish Rebuke once per day. CHA is the spellcasting
ability.
Military Rank. You have a military rank from your career as a soldier. Soldiers loyal to your former military
organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You
can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for
temporary use. You can also usually gain access to friendly military encampments and fortresses where your
rank is recognized. .
Spellcasting. You can augment your combat abilities with spell casting.
-Cantrips: You start with 2 cantrips from the wizard spell list. At level 10 you gain a 3rd cantrip.
-Known Spells: You start with three 1st level wizard spells, two must come from the evocation and abjuration
spell schools. The third spell can be from any Wizard 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 what you use for spellcasting. Your spell DC is equal to 8 + proficiency
bonus + Intelligence bonus. Your spell attack use proficiency + your Intelligence bonus.
-Spell Slots: You start with two 1st level spell slots at Fighter level 3, and gain more as you gain more levels.
Weapon Bond. Over the course of 1 hour short rest, you can bond a weapon to you. Once bonded, you
cannot be disarmed unless you are incapacitated and if the weapon is on the same plane of existence, you
can summon it to your hand as a bonus action. You can bond up to two weapons at once.
Page 1
Transmutation cantrip
Thaumaturgy
1 act. 30 ft V Up to 1 min
You manifest a minor wonder, a sign of
supernatural power, within range. You create
one of the following magical effects within
range: • Your voice booms up to three times as
loud as normal for 1 minute. • You cause
flames to flicker, brighten, dim, or change
color for 1 minute. • You cause harmless
tremors in the ground for 1 minute. • You
create an instantaneous sound that originates
from a point of your choice within range, such
as a rumble of thunder, the cry of a raven, or
ominous whispers. • You instantaneously
cause an unlocked door or window to fly open
or slam shut. • You alter the appearance of
your eyes for 1 minute. If you cast this spell
multiple times, you can have up to three of its
1-minute effects active at a time, and you can
dismiss such an effect as an action.
Tiefling DC 14 Mod +6
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