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Dianita 20
Dianita 20
INSPIRATION
STRENGTH
13 +2 30
+3 +6 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
16 PERSONALITY TRAITS
+2 -1 Constitution
+8 Intelligence CURRENT HIT POINTS IDEALS
15 +10 Wisdom
+4 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+2 Arcana (Int)
1)
HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +15 Athletics (Str)
+2 +4 Deception (Cha)
+2 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Arrow x20
Dagger +9 1d4+3 piercing Backpack
14 +16 Insight (Wis)
Bedroll
+4 Intimidation (Cha) Shortbow +8 1d6+2 piercing Leather
WISDOM +2 Investigation (Int) Mess kit
+4 Medicine (Wis)
Rapier +9 1d8+3 piercing Quiver
SP
Tool Proficiencies: Poisoner's Kit; Thieves'
Tools; Tinker's Tools
EP
Weapon Proficiencies: Crossbow, hand;
Longsword; Rapier; Shortsword; Simple
GP
Armor Proficiencies: Light
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
----------Bonus Actions----------
Cunning Action. As a bonus action you can Dash, Disengage or Hide (use once/turn).
Fast Hands. Use your Cunning Action to make Sleight of Hand checks, use thieves' tools, or take Use and Object action.
-------------Reactions-------------
Uncanny Dodge. Halve the damage from an attacker you can see that hits you.
-----------Other Traits------------
Blindsense. Know location of hidden or invisible creatures within 10 ft.
Elusive. No attack roll has advantage against you while you aren’t incapacitated.
Evasion. When you succeed on a DEX save to take half damage, you take none, if you fail, you take half.
Reliable Talent. When you make an ability check with proficiency, treat a roll less than 10 as a 10.
Second-Story Work. Climbing costs no extra movement, your running jump distance increases by 2 ft.
Sneak Attack. 10d6 extra damage on attack where you have advantage or another enemy of creature is within 5 ft. (use once/turn).
Stroke of Luck. Turn missed attack into a hit or a failed ability check roll as 20 (use once/rest).
Supreme Sneak. Advantage on Stealth checks if you move no more than half your speed.
Thief's Reflexes. When not surprised, take 2 turns in first round of combat, one at your normal initiative and the next at your initiative minus 10.
Use Magic Device. Ignore race, class, level requirements to use magic items.