Class & Level

Species

Elf

Background

Criminal

Alignment

______________

Strength

10

+0

Dexterity

10

+0

Constitution

16

+3

Intelligence

10

+0

Wisdom

18

+4

Charisma

10

+0

14

Armour
Class

+2

Initiative
Bonus

30

Movement
Speed

19

Max Health Points

Saving Throws

Strength

+0

Dexterity

+0

Constitution

+3

Intelligence

+0

Wisdom

+6

Charisma

+2

+2

Proficiency
Bonus

WIS

+6

Spellcasting
Modifier

14

Spellsave
DC

Skills

Acrobatics Dex

+0

Animal Handling Wis

+0

Arcana Int

+0

Athletics Str

+0

Deception Cha

+0

History Int

+0

Insight Wis

+6

Intimidation Cha

+0

Investigation Int

+0

Medicine Wis

+6

Nature Int

+0

Perception Wis

+4

Performance Cha

+0

Persuasion Cha

+0

Religion Int

+0

Sleight of Hand Dex

+0

Stealth Dex

+0

Survival Wis

+4

Traits & Gear

Traits

Blessing of the Trickster
Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

Channel Divinity: Invoke Duplicity
Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.

As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Equipment & Money

Super mega toffee hammer 1d8
Shield +2 AC
Scale mail

 

 

Abilities & Actions

Passive Abilities

Abilities that don’t require an action, bonus action or reaction, such as something that increases your armour or enhances an attack.

Actions

Abilities that take require an action, bonus action or reaction. 

Spellslots & Other Counters

Counters that determine how many of a thing can be done between rests. Some replenish after a short rest, some require a full day.

Spellslots : Lv 1 : 🟦🟦🟦

 

 

Spells

Cantrips

Spells that don’t use up spellslots. A spellcaster’s equivalent to attacking.

Guidance

Help yourself or your friends be better, give them 1d4 extra for a skill check.

Sacred flame

Shoot 60ft radiant flame doing 1d8 radiant damage. The target must make a DEX save.

Resistance

Give you or your friends an extra 1d4 to roll on saving throws, lasts 1 minute and requires concentration.

Spells

Levelled spells. These consume spellslots of that level, unless stated otherwise.

Charm person
Disguise self

Make yourself look like anyone else.

Bless

Give up to 4 people an extra advantage, giving them all an extra d4 to roll when they need it.

Bane

Remove the advantage from your enemies forcing them to roll a d4 and remove it from their totals.

Command

Use one word to for someone to do what you tell them. They must make a WIS saving throw.

Cure wounds

Touch a friend and restore 1d8+6 hit points.

Healing word

Speak and restore 1d4+6 hit points to a friend from distance.

Guiding bolt

Shoot a ray of radiant energy at your target doing 4d6 damage and giving the next person to attack that target advantage.