Liserk
Liserk
Liserk
INSPIRATION
STRENGTH
15 +4 30
-2 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
7 PERSONALITY TRAITS
+4 ●
+2 Constitution
+3 Intelligence
CURRENT HIT POINTS IDEALS
18 +1 Wisdom
+4 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+2 ●
+6 Acrobatics (Dex) SUCCESSES
+1 ●
+4 Deception (Cha)
+3 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Backpack
+1 Insight (Wis)
Dagger +6 1d4+4 p
13 Ball bearings (x100)
●
+8 Intimidation (Cha) Ag Blade +6 1d8/1d10+4 s
WISDOM ●
+3 Investigation (Int) Bell
+1 Medicine (Wis) Book
+1 +1 Nature (Int) Number of Attacks: 1 Candle x5
12
+1 Perception (Wis) Crowbar
+4 Performance (Cha) Booming blade: Make an attack Hammer
against one creature. On a hit,
CHARISMA
+4 Persuasion (Cha)
the target suffers the weapon Ink
+1 Religion (Int)
attack and becomes sheathed in Ink pen
+4 ●
+4 Sleight of Hand (Dex)
+8 Stealth (Dex)
energy until your next turn. If the
target takes a move action, it
Knife
18 +1 Survival (Wis) takes 1d8 thunder damage. Lantern, hooded
SKILLS ATTACKS & SPELLCASTING
Leather armor
Oil x2
11 PASSIVE WISDOM (PERCEPTION) Parchment
CP
Piton x10
SP
Pouch
Tool Proficiencies: Thieves' Tools Rations (1 day) x5
Weapon Proficiencies: Crossbow, EP Robes
hand; Longsword; Rapier; Rope, hempen
Shortsword; Simple.
GP
10 String
Armor Proficiencies: Light. Thieves' Tools
Language Proficiencies: Common;
PP
Tinderbox
Draconic; Gnomish; Undercommon; Waterskin
Thieves' Cant.
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
NAME
SYMBOL
Argenti Blade:
A sword that
makes the wilder
greedy and
ocasionaly talks
to them, allways
with the intent of
making the user
act in selfish
ways.
-Atributes:
finesse
never gets
sulied
glows (bonus
action)
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
Darkvision: 60 ft.
-----------Other Traits------------
Chef.
As part of a short rest, you can cook special food, provided you have
ingredients and cook’s utensils on hand. You can prepare enough of
this food for a number of creatures equal to 4 + your proficiency bonus.
At the end of the short rest, any creature who eats the food and spends
one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
With one hour of work or when you finish a long rest, you can cook a
number of treats equal to your proficiency bonus. These special treats
last 8 hours after being made. A creature can use a bonus action to eat
one of those treats to gain temporary hit points equal to your
proficiency bonus.
Draconic Cry. As a bonus action, you let out a cry at your enemies
within 10 feet of you. Until the start of your next turn, you and your
allies have advantage on attack rolls against any of those enemies who
could hear you. You can use this trait a number of times equal to your
proficiency bonus, and you regain all expended uses when you finish a
long rest.
Draconic Sorcery. You know one cantrip of your choice from the
sorcerer spell list. Intelligence, Wisdom, or Charisma is your
spellcasting ability for that cantrip (choose when you select this race).
Sneak Attack. 1d6 extra damage on attack where you have advantage
or another enemy of creature is within 5 ft. (use once/turn).