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Mathiel Cauthon: Joker, Troublemaker, Charming, Drinker, Gambler
Mathiel Cauthon: Joker, Troublemaker, Charming, Drinker, Gambler
INSPIRATION
STRENGTH
14 +2 30 Joker, Troublemaker,
0 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
Charming, Drinker, Gambler
10 PERSONALITY TRAITS
1
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
0
Athletics (Str)
1 ●
5
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
1
History (Int)
Dagger +4 1d4(+2) Pi Expertise - Double prof.
13 -1
Insight (Wis)
bonus of Deception / Sleight
3
Intimidation (Cha) Shortswor +4 1d6(+2) Pi of Hand
WISDOM 1
Investigation (Int)
Shortbow +4 1d6 pierce
-1
Medicine (Wis)
-1 1
Nature (Int)
Sneak Attack - 1PerTurn
Cursed Dagger +5 to hit +2d6 dmg to advantage
-1
Perception (Wis)
8 1d4(+3) Pierce damage attack or enemy w/ friend 5ft
●
5
Performance (Cha)
of them
CHARISMA
●
5
Persuasion (Cha)
1
Religion (Int)
3 Theive's Cant - Speak to
●
4
Sleight of Hand (Dex)
2
Stealth (Dex)
thieves
16
-1
Survival (Wis)
Cunning Action - Bonus
SKILLS ATTACKS & SPELLCASTING
Action each combat to Dash,
Disengage, Hide
-1 PASSIVE WISDOM (PERCEPTION)
Shortsword / Shortbow
CP 40 Quiver - 20 Arrows / Leather
Armor / Two Daggers / Assassin - Poisoner's Kit /
Light Armor / Thieve's Tools
SP Thieve's Tools / Explorer's Advantage on atk rolls against
Pack (Blanket, bed roll, creatures who haven't taken a
Simple Weapons / Common EP
Mess Kit, Tinderbox,
Disguise - Forgery Kit Waterskin, 50 feet of turn in combat. Hits against
Longsword / Rapier / hempen rope) Fine Clothes / surprised are crit
GP Disguise Kit / Lucky Dice /
Shortsword / Hand crossbow Magic Armor Ring (200) /
Medium Armor / Shield / PP
Lute (35) / 3 Torches (3) /
Raven Cloak (125) / 1 GH
Martial Weapons Potion (75) / 0 Healing
(50) / Blue goo magic potion
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
22 5' 8" 142 Lbs
AGE HEIGHT WEIGHT
SYMBOL
Sun, Moon, Two Clouds White Grey, Ocean
with island and 3 threes
HEXBLADE'S CURSE
Starting at 1st level, you gain the ability to place a baleful
curse on someone. As a bonus action, choose one
creature you can see within 30 feet of you . The target is
cursed for 1 minute. The curse ends early if the tar get
dies, you die, or you are incapacitated. Until the curse
ends, you gain the following benefits:
• You gain a bonus to damage rolls against the cursed
target. The bonus equals your proficiency bonus.
• Any attack roll you make against the cursed target is a
critical hit on a roll of 19 or 20 on the d20.
• If the cursed target dies, you regain hit points equal
to your warlock level +your Charisma modifier (minimum of 1 hit point). You
can't use this feature again until you finish a short or long rest.
Cursed weapon
Substitute Charisma mod for str/dex for Attack and Damage rolls
ADDITIONAL FEATURES & TRAITS
Raven Cloak:
Resistance to necrotic damage. Reaction when falling to make Dex save of
5+(1x10feet fallen), if passed no dmg, half if failed. Animal Friendhsip to
Ravens. Once per day can cast darkness on self (Can see through your
own created darkness)
CHARACTER BACKSTORY TREASURE
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Charisma 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Prestidigitation
Mage Hand
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 1 7
EPAR
SPELL NAME
ED
PR
Wrathful Smite
Arms of Hadar
4
SPELLS KNOWN
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.