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Winsworth Thatch
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
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
WISDOM
◆ 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
FEATURE/TRAIT NAME USES ACTION FEATURE/TRAIT NAME USES ACTION FEATURE/TRAIT NAME USES ACTION
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
Jar of leeches 1
bandages 1
CURRENCY
ATTUNED
NAME QTY WEIGHT DETAILS
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.
GOALS
IDEALS
Everyone dies.
BONDS
FLAWS
SPELL ATTACK MOD CASTING ABILITY MOD SPELL SAVE DC SPELL ATTACK MOD CASTING ABILITY MOD SPELL SAVE DC
3RD LEVEL SLOTS PREP NAME RANGE SAVE/ATTACK TIME CONC. DURATION COMPONENTS