Professional Documents
Culture Documents
INSPIRATION
STRENGTH - Theres nothing I like more than a good
12 +2 25 mystery.
12 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
- Im willing to listen to every side of an
argument before I make my own judgment.
+1 PERSONALITY TRAITS
20 2
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
8
History (Int) Darkvision 60ft.
Dagger +5 1d4+2
+5
5
Insight (Wis) Gnome Cunning
2
Intimidation (Cha) Firebolt +8 2d10 - You have advantage on all
Intelligence, Wisdom, and
WISDOM
8
Investigation (Int)
Charisma saving throws against
2
Medicine (Wis)
14 5
Nature (Int)
magic.
Artificer's Lore
2
Perception (Wis) - Whenever you make an Intelligence
+2
2
Performance (Cha)
(History) check related to magic
items, alchemical objects, or
2
Persuasion (Cha)
CHARISMA technological devices, you can add
5
Religion (Int) twice your proficiency bonus,
14 2
Sleight of Hand (Dex) instead of any proficiency bonus
2
Stealth (Dex) you normally apply.
+2 Tinker
2
Survival (Wis)
- Using your tinker's tools, you can
SKILLS ATTACKS & SPELLCASTING spend 1 hour and 10 gp worth of
materials to construct a Tiny
12 PASSIVE WISDOM (PERCEPTION) clockwork device (AC 5, 1 hp).
CP Wand - The device ceases to function after
Spellbook 24 hours (unless you spend 1 hour
repairing it to keep the device
SP A bottle of black ink
Dagger, Dart, Quarterstaff, functioning), or when you use your
A quill action to dismantle it; at that time,
Sling, Light Crossbow EP
A small knife you can reclaim the materials used
Common clothes to create it.
Tinker's Tools GP - You can have up to three such
A belt pouch
devices active at a time.
Common, Gnomish, Draconic, PP
- When you create a device. choose
one of the following options:
Giant - Clockwork Toy, Fire Starter, or
Music Box.
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AGE HEIGHT WEIGHT
Resilient: Constitution
NAME
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 SYMBOL
of the multiverse can require an
adventure or even a whole campaign.
Ritual Casting
Robe of Useful Items - You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the
spell in your spellbook.
- 2 Daggers Spellcasting Focus
- 2 Bullseye Lanterns (filled - You can use an arcane focus as a spellcasting focus for your wizard spells.
Arcane Recovery
and lit) - Once per day when you finish a short rest, you can recover spell slots that have a
- 2 Steel Mirrors combined equal to or less than half your wizard level (rounded up), and none of the
- 2 10ft. Poles slots can be 6th level or higher.
Divination Savant
- 2 Hempen Rope (50ft coil) - The gold and time you must spend to copy a divination spell into your spellbook is
- 2 Sacks halved.
- 2 Wooden Ladder (24ft) Portent
- When you finish a long rest, roll two d20s and record the numbers. You can replace any
- Riding Horse w/ Saddle attack roll, saving throw, or ability check made by you or a creature you can see with
Bags one of these rolls. You must do so before the roll, and you can replace a roll only once
- Portable Ram per turn.
- Each foretelling roll can be used only once. When you finish a long rest, you lose any
- Rowboat (12ft) unused foretelling rolls.
- Pit (10ft cube), which you
ADDITIONAL FEATURES & TRAITS
can place on the ground
within 10 feet of you.
- Iron door (up to 10ft wide Backpack
and 10ft high, barred on Bedroll
one side of your choice), Mess kit
which you can place in an Tinderbox
opening you can reach; it 10 torches
conforms to fit the opening, 10 days of rations
attaching and hinging itself. Waterskin
- 10 gems worth 100 gp each 50 feet of hempen rope
- 4 potions of healing A letter from a dead colleague posing a question you have not yet
been able to answer.
CHARACTER BACKSTORY TREASURE
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Intelligence 16 +8
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 2 2 6
Firebolt Fireball
Minor Illusion
Prestidigitation
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 8 7
EPAR
SPELL NAME
ED
PR
Mage Armor
Shield
4
Fog Cloud (Conc)
Chromatic Orb
SPELLS KNOWN
Identify (Ritual)
2 3 4
Mirror Image
Invisibility (Conc)
Suggestion (Conc)
5
Misty Step
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.