Kerr Zan Tesh: 4 Wizard (Order of Scribes) ML Faceless 2,700
Kerr Zan Tesh: 4 Wizard (Order of Scribes) ML Faceless 2,700
SAVE SAVE
MODS 0 to all Saves MODS 0 Players Make All Rolls
F Modifier Use Dice AC DESCRIPTION WEIGHT
0 -1 STR ● +6 INT 0
PRO
26 +2 16
Set Max HP
STRENGTH 0 +3 DEX ● +2 WIS 0
Shield 0 lb
-1 0 +1 CON
RESISTANCES
+1 CHA 0
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
3 Dex Medium Armor Heavy Armor Stealth
Disadvantage
Magic
9 Misc
Temporary Hit Points: 0 Misc
DEXTERITY
Immune to poison; +3 ARMOR
+1
DEATH
0 to all Skills SKILL MODS SAVES HIT DICE SPEED
ARMOR
F EX F
+3 Acrobatics (Dex) 0
PRO
Light Medium Heavy Shields
PRO
12 0 0
Animal Handling (Wis) WEAPONS
FEATURE MAX RECOVER USED Simple Martial ● Other Weapons:
● +6 Arcana (Int) 0 > Arcane Recovery (2 levels of spell slots) 1 LR Dagger, Dart, Light crossbow, Quarterstaff, Sling
INTELLIGENCE -1 Athletics (Str) 0 > Suggestion 1 LR LANGUAGES TOOLS & OTHERS
+4
● +3 Deception (Cha) 0 > Awakened Spellbook (fast ritual cast) 1 LR Common Disguise kit
+4 History (Int) 0 > Abyssal
0 Insight (Wis) 0 Draconic
18
>
● +3 Intimidation (Cha) 0 > Elvish
● +6 Investigation (Int) 0 > Ancient Suloise
WISDOM
0 Medicine (Wis) 0 > Olman/Tlaman
0 +4 Nature (Int) 0 LIMITED FEATURES SR LR Dawn PROFICIENCIES
0 Perception (Wis) 0
10 +1 Performance (Cha) 0 ACTIONS BONUS ACTIONS REACTIONS
CHARISMA ● +6 Religion (Int) 0 > Use familiar's senses Telekinetic Shove < <
SKILLS ACTIONS
Remarkable Athlete Jack of All Trades
ATTACK
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE MODS
FLAWS
> - Book of lore 5 > - Map or scroll case 2 1 > Belt pouch (with coins) 1 1
> - Ink, 1 ounce bottle of > - Fine clothes 6 > Waterskin 5 SP
> - Ink pen > - Ink, 1 ounce bottle of >
> - Parchment, sheets of 10 > - Ink pen >
> - Little bag of sand 1 > - Lamp 1 > EP
> FEAT:
> FEAT:
FEATS
WEIGHT
NOTES
EXTRA EQUIPMENT
APPEARANCE
Fiend Unaligned
FAMILIAR TYPE AGE GENDER ALIGNMENT
NAME
SAVE SAVE
MODS 0 to all Saves MODS
F
Use Dice
0 -3 STR -4 INT 0 Temporary HP: SUCCESSES
PRO
14 +2 5
Set Max HP
STRENGTH
0 +4 DEX +1 WIS 0
4
ATTACK
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE MODS
0 30 ft, 0 0
+4
DEXTERITY >
fly 60 ft,
+4 INITIATIVE
swim 30 ft
SPEED
DESCRIPTION 0 lb
0 0
>
18 LEVEL USED
2
1
0 lb
0 0
DIE d4+0 >
CONSTITUTION ATTACKS
HIT DICE PER ACTION
0
0 lb
ATTACKS
-3 Deception (Cha) 0
-4 History (Int) 0
2 +1 Insight (Wis) 0
-3 Intimidation (Cha) 0
WISDOM
-4 Investigation (Int) 0
+1 +1 Medicine (Wis)
-4 Nature (Int)
0
0
12 +1 Perception (Wis) 0
-3 Performance (Cha) 0
CHARISMA -3 Persuasion (Cha) 0
-3
-4 Religion (Int) 0 FEATURES TRAITS
+4 Sleight of Hand (Dex)0
+4 Stealth (Dex) 0 Find Familiar (1st-level conjuration [ritual] spell, PHB 240):
5
+1 Survival (Wis) 0 ◆ Summon a spirit that serves as a familiar, appearing in an unoccupied space within 10 ft
SKILLS It assumes a chosen form (can change at every casting): bat, cat, crab, frog (toad), hawk,
lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel.
It has the chosen form's statistics, but its type changes from beast to celestial, fey, or fiend
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form
11 PASSIVE WISDOM (PERCEPTION) 0
It reappears when I cast this spell again (in a new form if so desired)
◆ The familiar acts independently of me, but it always obeys my commands
Blindsight 10 ft
In combat, it rolls its own initiative and acts on its own turn, but it can't attack
◆ While it is within 100 ft of me, I can communicate with it telepathically
SENSES
◆ As an action, I see/hear what it does (but not with my senses) until the start of my next turn
◆ As an action, I can temporarily dismiss it, having it disappear into a pocket dimension
◆ As an action, while it is temporarily dismissed, I can cause it to reappear within 30 ft
◆ I can't have more than one familiar bonded at a time; As an action, I can dismiss it forever
◆ When I cast a spell with a range of touch, my familiar can deliver the spell
It must be within 100 ft of me and it must use its reaction to deliver the spell when I cast it
It acts as if it cast the spell, but it can use my modifiers for any attack rolls the spell requires
REMARKS
COMPANION’S APPEARANCE NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.13+240321 (Printer Friendly) Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Spell Sheet Options
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
CANTRIPS (0 LEVEL)
1ST LEVEL
2ND LEVEL
CANTRIPS (0 LEVEL)
1ST LEVEL
2ND LEVEL
CANTRIPS (0 LEVEL)
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)