Goblin Sage
Shaman
Noy RACE BACKGROUND
CHARACTER NAME ALIGNMENT EXPERIENCE POINTS 8 Far Seer
Spirituality
LEVEL
3 PROFICIENCY PASSIVE
PERCEPTION 18 AC INITIATIVE SPEED
Sacred Focus: Soul
1
You channel spiritual power through your soul, your
16 +6 25 serenitysoothes spirits and wards you from harm.
INSPIRATION PASSIVE
INSIGHT 18 While not wearingarmor or wielding a shield, your
Armor Class is equal to 10 +your Dexterity modifier
+ your Wisdom modifier.
Hit Point Temporary
79
Maximum Hit Points LEVEL
STRENGTH 0 SAVING THROWS
Spirits of Fate
3
0
0 ATHLETICS You have learned to bind minor spirits of Fate and unleash them to influence the world around
you in minor ways. Each time you finish a short or long rest, roll two d4s and record the
numbers you rolled. When you or a creature you can see within 60 feet makes an ability check,
attack roll, or saving throw, you can use your reaction to apply one of these Fate rolls to the
triggering roll, adding or subtracting it from the result. You can use this reaction after you know
10
the result of the roll, but before you know if the roll succeeds or fails.
Each of your Fate rolls can be used only once. When you finish a short or long rest, you lose
any unused Fate rolls. increases 6th level (d6s), at 10th level (d8s), and finally at 14th level
HIT DICE DEATH SAVES (d12s).
DEXTERITY Used Total LEVEL
5
1 SAVING THROWS SUCCESSES
8
Totemic Versatility
+1
1 ACROBATICS
FAILURES
1 SLEIGHT OF HAND d10 You have gained greater control over the
1 STEALTH spirit world. Starting at 5th level, at the end
12 NAME ATK BONUS DAMAGE/TYPE
of a long rest, you can replace a Totem you
know with another Totem of your choice.
Totemic Assault +8 2d8+5
CONSTITUTION 2 SAVING THROWS LEVEL
+2
Certain Fate
10
The future is fickle and constantly changing, but
once you glimpse something, it nearly always
15 comes to pass. When you use your reaction to add
SPELL SPELL SPELL SLOTS a Fate die to a roll and it does not change the
INTELLIGENCE 2 SAVING THROWS
ATTACK BONUS SAVE DC
Used Total
outcome of that roll, the die is not expended.
+2
5
2
ARCANA
8 16
●
LEVEL
● 5
2
HISTORY
INVESTIGATION 4
Greater Totemic Spirit: Life
11
Level Gained Level Used Spell
14
2 NATURE
11th 6th Heal
2 RELIGION
FAVOURITE SPELLS 13th 7th Regenerate
NAME RANGE CASTING TIME SAVE 15th 8th Holy Aura
WISDOM ◆ 8 SAVING THROWS
Cure Wounds Touch ActionC 17th 9th Power Word: Heal
+5
● 8 ANIMAL HANDLING
8 INSIGHT
5d8 + 5
●
LEVEL
● 8 MEDICINE Tip the Scales
14
20 ● 8
5
PERCEPTION
SURVIVAL Moonbeam 120 ActionC ● 16 You can effect Fate in ways that rival the greatest spirits of the multiverse, if
only for a moment. When a creature you can see within 60 feet finishes its
turn, you can use your reaction to expend one of your Fate dice, and force
CHARISMA
4d10 radiant half on con save that creature to repeat its turn exactly as it did before.
Anything the creature did on that turn is undone, and it must repeat its turn
◆ 6 SAVING THROWS
exactly, taking the same exact course of action, but any dice rolled on that
+3
3 DECEPTION
3 INTIMIDATION
Dire Wail 30 ft. ActionC 16 turn are rolled again, and all creatures must use the new results.
3 PERFORMANCE
5d10 thunder half on con save LEVEL
16 5 PERSUASION Spiritual Ascension
20
You have transcended the need for a corporeal form. At 20thlevel, your physical body no longer ages,
Totemic Cowl touch ActionC ● - and you are immuneto all disease, the poisoned condition, and poison damage.
When you finish a long rest, you can choose to reduce yournumber of Bound Totems by one to create
a special Totemthat is attuned to your soul. Should you die, that Totem growsinto an exact replica of
RACIAL TRAITS Any damage recieved is reduced by 3 your body, though it lacks a soul.
When you die, you become an incorporeal spirit, unable
to interact with the world around you. If you can return to thereplica of your body, you return to life
at the following dawn.
Darkvision: 120 ft
Nimble KNOWN
Larger Target
Level
C
R
Guidance
CANTRIPS & SPELLS KNOWN
3 Detect Thoughts
Totems
4
Focused Mind C Create Bonfire 1 Purify Food and Drink
Totem of Rains:
◆ You bind a minor spirit of water that washes poison away likerain. You gain
Quick Slip C Light 2 ◆ Prayer of Healing resistance to acid and poison damage, and you have advantage on saving
Inborn Perception C Primal Savagery (LL) 3 ◆ Magic Circle
throws to resist being poisoned.
Totem of Wrath:
Improvisor 1 Cure Wounds 4 ◆ Briar Rose You bind a spirit of anger that increases your power. When acreature fails its
saving throw against Totemic Assault, youcan add your Wisdom modifier to the
1 Healing Word
damage roll.
2 Moonbeam Totem of Bloom:
PROFICIENCIES LANGUAGES 2 Totemic Cowl (LL)
You bind a spirit of wild growth that enriches the land around you. You can cast
plant growth without expending a spell slot. Once you cast plant growth in this
LIGHT
ARMOUR
SIMPLE
WEAPONS Goblin, Common, 3
3
Wall of Sand
Dire Wail (LL)
way, you must finish ashort or long rest before you can cast it in this way again.
If you begin a long rest and have not used this feature tocast plant growth since
● ●
Zephyrwhisper, Celestial 1 Plant Growth
your previous long rest, the 8-hour version of plant growth takes effect on the
land immediately surrounding you during the course of your long rest.
MEDIUM MARTIAL
4 Arcane Eye Totem of Light:
ARMOUR WEAPONS
TOOLS & OTHER PROFICIENCIES You bind a spirit of radiance that restores your spirit when you aid others. When
4 ◆ Divination
you cast a spell of 1st-level or higher that restores hit points to a creature other
Pan Flute
HEAVY
3 ◆ Clairvoyance then yourself, you gain temporary hit points equal to your Wisdom modifier.
ARMOUR
SHIELDS
3 Tongues
● 2 ◆ Augury