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Winsworth Thatch

SKILLS STRENGTH
CHARACTER NAME PROF. EXP. MOD. SKILL (ABILITY SCORE)

SANITY= 16 (+3) +1
Acrobatics ( DEX )
11
PRONOUNS +2
Animal Handling ( WIS )
Binder 6
Arcana ( INT )
+4

CLASSES & LEVELS


Human +0
Athletics ( STR ) +0
SPECIES/ANCESTRY/LINEAGE Deception ( CHA )
+3

Doctor
History ( INT )
+4
DEXTERITY
BACKGROUND
Insight ( WIS )
+2
13
Intimidation ( CHA )
+3
SPEEDS
CURRENT MAXIMUM
22 22 TEMP
◆ +7
Investigation ( INT )
TEMP 16 30ft

Walking ◆ ◆ +8
Medicine ( WIS )
LI HP AC
+1
HD FE INSP.
H

0ft
Nature ( INT )
AT

◆ +7
DE

Flying
+3 SAVING THROWS 15ft
+2
Perception ( WIS )
PROF. ADV. DIS. MOD. SAVE
Climbing
+3
Performance ( CHA ) CONSTITUTION
PROF. INITIATIVE +0 Strength
BONUS

RESISTANCES
+1
+3
Dexterity
Constitution Swimming
15ft
◆ +6
Persuasion ( CHA ) 16
VUL. RES. IMM. TYPE +4 Intelligence 0ft
+4
Religion ( INT )
Acid +2 Wisdom
Bludgeoning Burrowing
+1
Sleight of Hand ( DEX )
+4 Charisma
Cold +1
Stealth ( DEX ) +3
Fire SENSES PASSIVES
Force RANGE SENSE
Perception
+2
Survival ( WIS )
Lightning Blindsight
Necrotic Darkvision Investigation TOOLS/OTHER SKILLS
Piercing Tremorsense PROF. EXP. MOD. SKILL (ABILITY SCORE)
INTELLIGENCE
Poison Truesense Insight
Psychic ◆ +3 Herbalism Kit
19
Radiant NAVIGATION Alchemist kit

Slashing Features Equipment Roleplay

Thunder Spells Look Up

Blinded Frightened Paralyzed Restrained +4


Charmed Grappled Petrified Stunned
Deafened Incapacitated Poisoned Unconscious
Exhaustion Invisible Prone Concentrating

WISDOM

WEAPON & SPELL ATTACKS


NAME HIT DAMAGE DETAILS ARMOR 15
PROF. AC BONUS TYPE

◆ 12+4
Light Armor

Medium Armor +2
Heavy Armor

Shields
CHARISMA
WEAPONS LANGUAGES
PROF. TYPE Common
Elvish
Orc
18
◆ Simple

Martial

Improvised +4
Unarmed
obviousmimic.com
FEATURES & TRAITS

FEATURE/TRAIT NAME USES ACTION FEATURE/TRAIT NAME USES ACTION FEATURE/TRAIT NAME USES ACTION

BONUS BONUS BONUS

SR LR REACTION SR LR REACTION SR LR REACTION

FEATURE/TRAIT NAME USES ACTION FEATURE/TRAIT NAME USES ACTION FEATURE/TRAIT NAME USES ACTION

BONUS BONUS BONUS

SR LR REACTION SR LR REACTION SR LR REACTION

Linguist: PHB 167 pg.

Feeling under the weather:


Having worked with the sick and dying most of your life, you are able
to discern when people have become the victim of diseases. If you
spent at least 10 minutes physically examining a humanoid creature,
you can discern if they are suffering from any type of disease or
infection, though you might not be able to tell how progressed the
disease or infection is.

Potion Craft
Beginning when you select this arcane tradition at 2nd level, you gain
proficiency in Medicine and with alchemist’s supplies and herbalism
kits. Additionally, you have learned to create magical concoctions.
You can create any number of concoctions using your alchemist
supplies or herbalism kit for 10 minutes, expending a spell slot for
each concoction cre- ated. When you do, for each concoction
created, choose a spell from your wizard’s spell book that targets only
one creature. The chosen spell must be of an equal or lower level
than the expended spell slot.
When a creature consumes the concoction, it becomes the target of
the spell as if you had just cast it. If the spell requires concentration,
the creature that consumes the potion needs to concentrate on it.
Concoctions created this way lose their magical effect at the end of
your next long rest.

Good Medicine
Also at 2nd level, when you craft a concoction, you
can choose to expend a spell slot without choosing a spell, instead
creating good medicine. When a creature consumes your good
medicine, you roll 1d8 per level of the spell slot expended casting the
spell, and the creature regains an equal number of hit points. If you
expended a spell slot of 3rd level or higher, you also end all diseases
afflicting the creature.

EQUIPMENT
NAME QTY WEIGHT DETAILS NAME QTY WEIGHT DETAILS

Traveler’s Clothes 1

Herbalism Kit 1 3 lb Worn and well used.

Notebook 1 Drawings of plantas inside

Bag of medical herbs 1

Pestel and Mortar 1

Jar of leeches 1

bandages 1

Needle and Thread 1

CURRENCY

COPPER SILVER ELECTRUM GOLD PLATINUM MIMICS

ATTUNED
NAME QTY WEIGHT DETAILS

WEIGHT CARRIED CARRYING CAPACITY PUSH/DRAG/LIFT

0 150.00 300.00
CHARACTER APPEARANCE CHARACTER BACKSTORY
Winsworth Thatch burried his daughter a few month ago because his medical skills failed him
and the local church was unable to heal her and refused to let him find someone to use magic
to do so.
Overcome with grief and anger, he set off to essentially die in the wilderness, but stumbled
upon a tomb filled with old knowledge. There he uncovered the long forgotten art of Pact
Magic. With no need for studies to use it and no commitment to any god required, Winsworth
is setting out to find more of these Vestiges’ Seals he need to gain the power to bring about a
new world order. One without any church in power.

ACQUAINTANCES & FRIENDS & FOES

GOALS

I know more about your body than you do


WRITE THAT DOWN

IDEALS
Everyone dies.

BONDS

I’ve seen people being torn apart and I am still


shaken by the experience.

FLAWS

I have trouble coping with the things I have


seen and try to dull my memories with drink
and other substances.
= PB + + 8 + PB = = PB + + 8 + PB =

SPELL ATTACK MOD CASTING ABILITY MOD SPELL SAVE DC SPELL ATTACK MOD CASTING ABILITY MOD SPELL SAVE DC

CANTRIPS 4TH LEVEL SLOTS


NAME RANGE SAVE/ATTACK TIME CONC. DURATION COMPONENTS
PREP NAME RANGE SAVE/ATTACK TIME CONC. DURATION COMPONENTS

5TH LEVEL SLOTS

PREP NAME RANGE SAVE/ATTACK TIME CONC. DURATION COMPONENTS

1ST LEVEL SLOTS

PREP NAME RANGE SAVE/ATTACK TIME CONC. DURATION COMPONENTS

6TH LEVEL SLOTS

PREP NAME RANGE SAVE/ATTACK TIME CONC. DURATION COMPONENTS

2ND LEVEL SLOTS

PREP NAME RANGE SAVE/ATTACK TIME CONC. DURATION COMPONENTS

7TH LEVEL SLOTS

PREP NAME RANGE SAVE/ATTACK TIME CONC. DURATION COMPONENTS

8TH LEVEL SLOTS

3RD LEVEL SLOTS PREP NAME RANGE SAVE/ATTACK TIME CONC. DURATION COMPONENTS

PREP NAME RANGE SAVE/ATTACK TIME CONC. DURATION COMPONENTS

9TH LEVEL SLOTS

PREP NAME RANGE SAVE/ATTACK TIME CONC. DURATION COMPONENTS

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