Professional Documents
Culture Documents
Asistan
Asistan
Asistan
INSPIRATION
STRENGTH
15 +8 30
8 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
-1 PERSONALITY TRAITS
16 ● +3
+2
Constitution
Intelligence
CURRENT HIT POINTS IDEALS
+3 ● +5 Wisdom
-1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
12
+3 Acrobatics (Dex) Total SUCCESSES
+1 +3 Animal Handling (Wis) FAILURES
+2 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE -1 Athletics (Str)
14 -1
+2
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Ring of Invisibility
Dagger +5 1d4+3 While wearing this ring, you can
+2 ● +5 Insight (Wis)
-1 Intimidation (Cha) Dart +5 1d4+3 turn invisible as an (Bonus) action.
Anything you are wearing or
WISDOM +2 Investigation (Int)
carrying is invisible with you. You
+3 Medicine (Wis) remain invisible until the ring is
16 ● +4 Nature (Int) removed, until you attack or cast a
● +7 Perception (Wis) spell, or until you use a bonus
+3 action to become visible again.
-1 Performance (Cha)
-1 Persuasion (Cha)
CHARISMA Ring of Winter
+2 Religion (Int) Frozen Time. As long as you wear
8 ● +5 Sleight of Hand (Dex) the ring, you don't age naturally.
This effect is similar to suspended
● +7 Stealth (Dex)
-1 animation, in that your age doesn't
● +3 Survival (Wis)
catch up to you once the ring is
SKILLS ATTACKS & SPELLCASTING removed. The ring doesn't protect
its wearer from magical or
supernatural aging effects, such as
17 PASSIVE WISDOM (PERCEPTION)
Long Black Robe the Horrifying Visage of a ghost.
CP
Opal ring x2
Dart x15 Alert
Common, Thieves can't SP
You gain a +5 bonus to initiative.
You can't be surprised while you
EP
are conscious.
Other creatures don't gain
GP advantage on attack rolls against
you as a result of being unseen by
PP
you.
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
20s 1.70 60kg
AGE HEIGHT WEIGHT
Asistan
white black as dark
CHARACTER NAME EYES SKIN HAIR
Skirmisher
Starting at 3rd level, you are difficult to pin down during a fight.
You can move up to half your speed as a reaction when an
enemy ends its turn within 5 feet of you. This movement doesn't
provoke opportunity attacks.
Dagger of Venom
You can use an action to cause thick, black poison to coat the blade. The
poison remains for 1 minute or until an attack using this weapon hits a
creature. That creature must succeed on a DC 15 Constitution saving throw or
take 2d10 poison damage and become poisoned for 1 minute. The dagger
can't be used this way again until the next dawn.
Dagger of Blindsight
This rare magic item requires attunement. A creature attuned to it gains
blindsight out to a range of 30 feet. The dagger has a saw-toothed edge and a
black pearl nested in its pommel.
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
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.