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Fiche Jorun
Fiche Jorun
/ INSPIRATION
STRENGTH Je ne me sépare pas facilement de
13 -1 25ft mon argent et je marchanderai sans
11 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
relâche pour obtenir la meilleure offre
possible.
0 PERSONALITY TRAITS
+6
Dexterity
Constitution
12 meilleur dans mon métier.
CURRENT HIT POINTS IDEALS
● +6 Intelligence
-1 +2 Wisdom
J’ai une grande dette envers ma famille
CONSTITUTION
+2 Charisma
SAVING THROWS
0 pour avoir fait de moi la personne que je
suis aujourd’hui.
TEMPORARY HIT POINTS BONDS
18
1
-1 Acrobatics (Dex) Total SUCCESSES Je ne suis jamais satisfait de ce que j'ai,
+4 j'en veux toujours plus.
+2 Animal Handling (Wis)
1 FAILURES
● +6 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE 0 Athletics (Str)
18 ●
+2
+6
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
WARDS AND SEALS :
Handaxe +2 1d6 Slashing
+4 ● +4 Insight (Wis) You can cast the alarm and mage armor spells with this trait.
Starting at 3rd level, you can also cast the arcane lock spell with
+2 Intimidation (Cha) Light Crossbow
+1 1d8-1 Piercing it. Once you cast any of these spells with this trait, you can't cast
that spell with it again until you finish a long rest. Intelligence is
WISDOM ● +6 Investigation (Int) your spellcasting ability for these spells, and you don't need
Fire Bolt +6 1d10 Fire material components for them when you cast them with this trait.
+2 Medicine (Wis)
14 +4 Nature (Int) MAGICAL TINKERING :
+2 Perception (Wis) At 1st level, you learn how to invest a spark of magic into
+2 mundane objects. To use this ability, you must have thieves' tools
+2 Performance (Cha) or artisan's tools in hand. You then touch a Tiny nonmagical
object as an action and give it one of the following magical
● +4 Persuasion (Cha)
CHARISMA properties of your choice:
+4 Religion (Int)
15 -1 Sleight of Hand (Dex)
The object sheds bright light in a 5-foot radius and dim light
for an additional 5 feet.
Whenever tapped by a creature, the object emits a recorded
-1 Stealth (Dex) message that can be heard up to 10 feet away. You utter the
+2 message when you bestow this property on the object, and the
+2 Survival (Wis) recording can be no more than 6 seconds long.
The object continuously emits your choice of an odor or a
SKILLS ATTACKS & SPELLCASTING nonverbal sound (wind, waves, chirping, or the like). The chosen
phenomenon is perceivable up to 10 feet away.
A static visual effect appears on one of the object's surfaces.
12 PASSIVE WISDOM (PERCEPTION) Weapons : Handaxe (2) / Light This effect can be a picture, up to 25 words of text, lines and
CP 0 Crossbow
shapes, or a mixture of these elements, as you like.
SYMBOL
0 CANTRIPS 3 6
Fire Bolt
Mending
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 2 0 7
EPAR
SPELL NAME
ED
PR
Alarm Longstrider
Fearie Fire
Feather Fall
Grease
8
Identify
Jump
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