Killer Conjurer Lv7
Killer Conjurer Lv7
Killer Conjurer Lv7
7 Soulknife 3, Conjurer 4
Muerte Zehirli
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F AC DESCRIPTION
-1 STR ● +5 INT
PRO
+3 16
Set Max HP
STRENGTH ● +7 DEX +1 WIS
Shield
-1 +3 CON
RESISTANCES
+2 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
4 Dex Medium Armor Heavy Armor
Magic
9 Misc
Temporary Hit Points: Misc
DEXTERITY
+4 ARMOR
PRO
● Medium Heavy Shields
PRO
+2
● +5 Deception (Cha) > Psionic Energy Dice (d6) 6 LR Common Thieves' tools
+2 History (Int) > Regain 1 Psionic Energy die 1 SR Thieves' Cant Poisoner's kit
● +4 Insight (Wis) Psychic Whispers 1 LR/PsiD Goblin Cards (Snap)
15
>
●● +8 Intimidation (Cha) >
+1 +2 Nature (Int)
●● +7 Perception (Wis)
LIMITED FEATURES SR LR Dawn PROFICIENCIES
CHARISMA +2 Religion (Int) > Psychic Whispers Masquerade Tattoo (change)< <
SKILLS ACTIONS
Conjurer, level 4:
FLAWS
◆ Arcane Recovery (Wizard 1, PHB 115) [2 levels of spell slots, 1× per long rest]
Once per day after a short rest, I can recover a number of 5th-level or lower spell slots
◆ Spellcasting (Wizard 1, PHB 114) [4 cantrips known]
I can cast prepared wizard cantrips/spells, using Intelligence as my spellcasting ability Feature Name: Criminal Contact
I can use an arcane focus as a spellcasting focus for my wizard spells
I have a reliable and trustworthy contact who acts as my liaison to a
I can cast all wizard spells in my spellbook as rituals if they have the ritual tag
network of other criminals. I know how to get messages to and from
◆ Conjuration Savant (School of Conjuration 2, PHB 116)
my contact, even over great distances; specifically, I know the local
I halve the gp and time needed to copy conjuration spells into my spellbook
messengers, corrupt caravan masters, and seedy sailors who can
◆ Minor Conjuration (School of Conjuration 2, PHB 116)
deliver my messages.
As an action, I can conjure an object up to 3 ft on each side and no more than 10 lbs
It must be of a form of a nonmagical object I have seen and is created within 10 ft
BACKGROUND FEATURE
The object disappears after 1 hour, if it takes or deals damage, or when I use this again
◆ Intimidation Expertise (Expertise, PHB 96) My poison damage rolls ignore poison resistance. As a bonus
◆ Psionic Power: Psi-Bolstered Knack (Soulknife 3, TCoE 64) [1 PsiD if successful] action, I can apply poison to a weapon or piece of ammo. I can
If I fail an check using a skill or tool I'm proficient with, I can add a psionic energy die to it use a poisoner's kit and 50 gp to create my Prof Bonus doses of
The psionic energy die is only expended if this addition turns the failure into a success poison in 1 hour. Potent 1 min after applying. DC 14 Con save or
◆ Psionic Power: Psychic Whispers (Soulknife 3, TCoE 64) [1× per long rest or PsiD] 2d8 poison damage and poisoned until the end of my next turn.
As an action, I can select my Prof Bonus of creatures I can see and roll a psionic energy die
For the roll of hours, I can telepathically communicate with each and they with me > FEAT:
To send or receive messages (no action), we must be within 1 mile of each other
A creature must be able to speak a language to do this; It can end the link at any time
The first time I do this after a long rest, I don't expend the psionic energy die (PsiD)
◆ Steady Aim (Optional Rogue 3, TCoE 62)
As a bonus action if I don't move during my turn, I can give myself adv. on my next attack
This attack roll has to be in the same turn and my speed is 0 until the end of the turn
> FEAT:
> FEAT:
FEATS
EXTRA EQUIPMENT
ORGANIZATION
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SYMBOL
APPEARANCE
F
Temporary HP: SUCCESSES
PRO
DEXTERITY >
DESCRIPTION
INITIATIVE SPEED
>
LEVEL USED
DIE >
CONSTITUTION ATTACKS
HIT DICE PER ACTION
ATTACKS
F EX
PRO
Acrobatics (Dex)
Animal Handling (Wis)
INTELLIGENCE
Arcana (Int)
Athletics (Str)
Deception (Cha)
History (Int)
Insight (Wis)
Intimidation (Cha)
WISDOM Investigation (Int)
Medicine (Wis)
Nature (Int)
Perception (Wis)
Performance (Cha)
SENSES
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COMPANION’S APPEARANCE
REMARKS NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet
Notes Page Options
NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet
Spell Sheet Options
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
Muerte Zehirli
SPELL SLOTS
CHARACTER NAME
CANTRIPS / FUNDAMENTALS
by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
MARK (with melee attack) (DMG 271)
LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
BLINDSIGHT Out to range, perceive without sight.
SHOVE (instead of one attack)
DARKVISION Out to range, treat dim light as bright light. Can’t see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. TRUESIGHT Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
ATTACK ACTION (PHB 195) LIGHT & VISION (PHB 183)