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Kimber
Kimber
INSPIRATION
STRENGTH
16 +4 25
-1 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
8 PERSONALITY TRAITS
+4
●
●
+7 Dexterity
0 Constitution
+4 Intelligence
38
CURRENT HIT POINTS IDEALS
18 +2 Wisdom
+2 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+1 ●
+5 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE
+5 Insight (Wis)
Dagger +7 1d4+4 piercing Arrow x20
12 ●
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Kimber
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Forest Gnome
Intelligence 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Minor Illusion
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.
FEATURES & TRAITS
Darkvision: 60 ft.
----------Bonus Actions----------
Boots of Speed. Activate Boots of Speed and double your walking speed and opportunity
attacks against you have disadvantage (lasts 10 minutes, use once/long rest).
Cunning Action. As a bonus action you can Dash, Disengage or Hide (use once/turn).
---------------Actions--------------
Cloak of Elvenkind. Pull hood up and gain advantage on Stealth and others have
disadvantage on Perception checks to see you.
-------------Reactions-------------
Uncanny Dodge. Halve the damage from an attacker you can see that hits you.
-----------Other Traits------------
Criminal Contact. You have a reliable and trustworthy contact who acts as your liaison to a
network of other criminals. You know how to get messages to and from your contact, even
over great distances; specifically, you know the local messengers, corrupt caravan masters,
and seedy sailors who can deliver messages for you. .
Evasion. When you succeed on a DEX save to take half damage, you take none, if you fail,
you take half.
Fancy Footwork. When you choose this archetype at 3rd level, you learn how to land a
strike and then slip away without reprisal. During your turn, if you make a melee attack
against a creature, that creature can't make opportunity attacks against you for the rest of
your turn.
Gnome Cunning. Advantage on INT, WIS, and CHA saves against magic.
Natural Illusionist. You know the minor illusion cantrip. lntelligence is your spellcasting
ability for it.
Rakish Audacity. Starting at 3rd level, your unmistakable confidence propels you into battle.
You can add your Charisma modifier to your initiative rolls. In addition, you don't need
advantage on your attack roll to use your Sneak Attack if no creature other than your target
is within 5 feet of you and you don't have disadvantage. All the other rules for the Sneak
Attack class feature still apply to you.
Sneak Attack. 4d6 extra damage on attack where you have advantage or another enemy of
creature is within 5 ft. (use once/turn).
Speak with Small Beasts. Through sounds and gestures, you can communicate simple
ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels,
badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
Minor Illusion
Forest Gnome Cantrip Illusion DC 12 Spell Mod +4
1 Act. 30 ft S,M 1 min
A bit of fleece