Rogue (1) Acolyte Noon Majesty
CLASS & LEVEL BACKGROUND PLAYER NAME
Zephyr MD
Elf/High Elf Lawful Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
14 +3 30
+2 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
15 PERSONALITY TRAITS
Hit Point Maximum 9
+2 Strength
DEXTERITY
+3
● +5 Dexterity
+1 Constitution
6
CURRENT HIT POINTS IDEALS
● +3 Intelligence
16 0 Wisdom
-1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+1
+3 Acrobatics (Dex) SUCCESSES
13 0 Animal Handling (Wis)
1x(1d8+1)
FAILURES
+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +2 Athletics (Str)
+1 ● +1 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Shortbow +5 1d6+3 piercing Amulet
13 ● +2 Insight (Wis)
Arrow x17
-1 Intimidation (Cha) Shortsword +5 1d6+3 piercing
Backpack
WISDOM +1 Investigation (Int)
0
Ball bearings
Medicine (Wis)
0 +1 Nature (Int)
Bell
Number of Attacks: 1 Candle x5
● +2 Perception (Wis)
10 Clothes, common
-1 Performance (Cha)
● +1 Persuasion (Cha)
Crowbar
CHARISMA
● +3 Religion (Int)
Hammer
-1 ● +5 Sleight of Hand (Dex)
Lantern, hooded
● +7 Stealth (Dex)
Leather
8
0 Survival (Wis)
Oil x2
Piton x10
SKILLS ATTACKS & SPELLCASTING
Prayer Book
Quiver
12 PASSIVE WISDOM (PERCEPTION)
CP Rations (1 day) x5
Rope, hempen
Tool Proficiencies: Thieves' Tools
SP String
Thieves' Tools
Weapon Proficiencies: Crossbow, EP
Tinderbox
hand; Longbow; Longsword; Rapier; Waterskin
Shortbow; Shortsword; Simple GP 15 Club (1d4)
Armor Proficiencies: Light Short Sword (1d6 + 3)
PP
Language Proficiencies: Abyssal;
Celestial; Common; Elvish; Halfling
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
22 180 60
AGE HEIGHT WEIGHT
Zephyr
Black White Black
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
200 GP
30 GP
2 GP
TREASURE CHARACTER BACKSTORY
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
High Elf
Intelligence 11 +3
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Minor Illusion
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.
FEATURES & TRAITS
Darkvision: 60 ft.
Immunities: magical-sleep
-----------Other Traits------------
Fey Ancestry. Advantage on charmed saves and immune to sleep magic.
Shelter the Faithful. You and your companions can expect free healing at an establishment of your faith.
Sneak Attack. 1d6 extra damage on attack where you have advantage or another enemy of creature is
within 5 ft. (use once/turn).
Thieves' Cant. Convey secret messages hidden in normal conversation.
Trance. Trance 4 hrs. instead of sleep 8.
Page 1
Minor Illusion
High Elf Cantrip Illusion DC 11 Spell Mod +3
1 Act. 30 ft S,M 1 min
A bit of fleece
You create a sound or an image of an object
within range that lasts for the duration. The
illusion also ends if you dismiss it as an action
or cast this spell again. If you create a sound,
its volume can range from a whisper to a
scream. It can be your voice, someone else's
voice, a lion's roar, a beating of drums, or any
other sound you choose. The sound continues
unabated throughout the duration, or you can
make discrete sounds at different times before
the spell ends. If you create an image of an
object—such as a chair, muddy footprints, or a
small chest—it must be no larger than a 5-foot
cube. The image can't create sound, light,
smell, or any other sensory effect. Physical
interaction with the image reveals it to be an
illusion, because things can pass through it. If
a creature uses its action to examine the sound
or image, the creature can determine that it is
Page 1 (reverse)
Minor Illusion (reverse)
an illusion with a successful Intelligence
(Investigation) check against your spell save
DC. If a creature discerns the illusion for what
it is, the illusion becomes faint to the creature.