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Sev Aldridge: I Judge People by Their Actions, Not Their Words
Sev Aldridge: I Judge People by Their Actions, Not Their Words
INSPIRATION
STRENGTH
19 +5 30 I judge people by their
13 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
actions, not their words
+1 PERSONALITY TRAITS
9 +3
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
-1
History (Int) x2 proficiency bonus on stealth, Sleight
Glaive (+2) +11 1d4+7/piercing
-1 +0
Insight (Wis) of Hand, Acrobatics, persuasion
+3
Intimidation (Cha) Short Bow +9 1d6+5/piercing
Sneak Attack: +5d6 dmg if attacking
WISDOM -1
Investigation (Int) with adv. and finesse or ranged
Dagger +9 (+4) 1d4+5/piercing
+0
Medicine (Wis) weapon. Don't need adv. if another
11 -1
Nature (Int) -Weapon Warp: (1) 20/60
enemy of target is within 5 ft. not
incapacitated and you dont have
+0
●
+4
Perception (Wis) -Warp Assault: (1) cast a spell disadv.
+3
Performance (Cha) or attack as bonus after warping
●
+10
Persuasion (Cha) -Trick Shot: (1+) change Thieve's Cant
CHARISMA
-1
Religion (Int) direction of thrown weapon after Cunning Action: Dash, disengage or
15 ●
+14
Sleight of Hand (Dex) bouncing (Dex DC=5x GP used) Hide as bonus action on combat.
●
+14
Stealth (Dex)
+3 Uncanny Dodge: if hit, can use reaction
●
+4
Survival (Wis)
to take half damage
SKILLS ATTACKS & SPELLCASTING
Evasion: no damage on dex save, or
half damage on faliure.
+4 PASSIVE WISDOM (PERCEPTION)
shortsword, shortbow and
CP
20 arrows quiver, burglar's Skilled feat
pack, leather armor, two
SP
common, elven daggers, thieve's tools Rustic hospitality
thieve's tools, disguise kit, poisoner's Infiltration Expertise: 25gp and seven
tinker's tools, shovel, iron
kit, vehicles (land and air), tinker's days to create false identity.
pot, set of common clothes
tools
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
27 1.76 92
AGE HEIGHT WEIGHT
Sev Aldridge
Black White Black
CHARACTER NAME EYES SKIN HAIR
Kingsglaive
SYMBOL
KINGSGLAIVE CLASS
Borrowed Magic.
Defining event: I led a militia Cantrips: 2
to fight off an invading army Spells known: 5
Spell slots: 2 , 3rd lvl
Glaive Points: 6
CANTRIPS spell DC: 15
-Fire Bolt (120 ft, 3d10 fire att: +7
dmg) Momentum Warp. After a Weapon Warp you can spend 1 glaive point to gain momentum for 1
-Blade Ward (1 round, seld, round and are able to stick to surfaces like the Spider Climb spell.
resistance to Perfect Warping: max weapon range, adv on acrobatics and athletics checks to land, adv to
blud/slash/pierc.) concentration after warping, call warp blade as free action once per short rest and warp without
it on hand to any place you can see within 60 feet with the bonded weapon teleported into your
desired hand after the warp is completed.
SPELLS
Worthy Right: Weapon warp as free action. After weapon warp, regain one spell slot
-Fireball (Times=Char modifier per short rest)
-Invisibility
-Feather Fall
ADDITIONAL FEATURES & TRAITS
-Haste
-Dispel Magic
Magic Item: Glaive armor coat (studded leather, +1 armor)
Magic Item: Cloak of displacement (enemy have disadv on
attacks) ATT.
Magic Item: Ring of free action (Terrain does not slow, cannot
loose speed or be paralyzed or restrained by magic) ATT.
Magic Item: Glaive hood crown (+2 dex) ATT.
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 7
EPAR
SPELL NAME
ED
PR
4
SPELLS KNOWN
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.