Cal Reed Level 6
Cal Reed Level 6
Cal Reed Level 6
INSPIRATION
STRENGTH
15 +1 30ft
9 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
-1 PERSONALITY TRAITS
13 ●
●
+3
+6
Constitution
Intelligence
CURRENT HIT POINTS IDEALS
+1 +0 Wisdom
+2 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
11
+1 Acrobatics (Dex) Total 6d8 SUCCESSES
+0 +0 Animal Handling (Wis) FAILURES
+3 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE -1 Athletics (Str)
18 ●
+2
+6
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Infuse Item: O O
Spell: Art +7 DC:15
+4 +0 Insight (Wis)
+2 Intimidation (Cha) Spell: War +5 DC:13 Necrotic Arts(PB): O O O
Takes two hours to create a
WISDOM ● +6 Investigation (Int)
reanimated (see stat block) During
● +3 Medicine (Wis) combat, can use your bonus action
11 +3 Nature (Int) to issue commands, commands are
+0 Perception (Wis) followed until new commands are
+0 issued, or they have fulfilled the
+2 Performance (Cha)
conditions of the command
● +5 Persuasion (Cha)
CHARISMA Macabre Modifications: O O
+3 Religion (Int)
14 ● +3 Sleight of Hand (Dex) Tentacle of the Deep: O O
Can summon the tentacle a number
+1 Stealth (Dex)
+2 of times equal to my proficiency
+0 Survival (Wis)
bonus. As a Bonus action, create a
SKILLS ATTACKS & SPELLCASTING 10ft long tentacle at a point you can
see within 60ft, When summoned, I
PASSIVE WISDOM (PERCEPTION)
can make a melee spell attack
CP
Light Crossbow, against a creature within 10 feet,
Scale Mail (Stl Dsv), On a hit target takes 1d8 and has
Thieves' Tools, there speed reduced by 10ft until
Languages: SP
start of my next turn.
Quaterstaff(1d6).
Common, Abyssal As a bonus action you can move
EP Dagger(1d4)
Proficiencies: the tentacle 30ft and repeat the
Fine Clothes, Signet attack. Refresh on Long Rest.
Thieves' Tools, Tinker's
GP Ring. 25gp
Tools, Surgeons's Tools,
Pack: Gift of the Sea: Swimming speed of
Light Armor, Medium Armor, 40ft, and can breathe underwater
PP Crowbar, Hammer,
Shields, Simple Weapons
Pitons, 10 torches,
waterskin. 50ft rope.
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AGE HEIGHT WEIGHT
NAME
SYMBOL
Pact Magic(Cha):
Invocations:
- Agonising Blast: Add charisma mod to eldritch blast damage
Spellcasting(Int): Tools as focus
Magical Thinking: Can bestow a small magic effect on a tiny magic object: See Tasha's for detail:
- Grim Physician: When spending at least two minutes analysing a pound of flesh, you gain an
answer to one of the following questions: How long ago the creature died, What race is the
creature, How did it die, Old Wound, diseases and Cures. Also once per short rest, you may
restoree achracter to one hitpoint instead of 0, when you use Spare the Dying.
Infuse Item: can bestow a non magical item with any known infusion after a long rest, maximum
number of infusions is found in the Artificer Table
INFUSIONS:
- Rope of climbing:
- Homunculus Servant: See statblock
- Mind Sharpener: When the wearer fails a concentration save, can expend one of the Max 4
charges to succeed instead, regain1 d4 charges at dawn
- Enhanced Weapon: +1 to a weapon
Feats:
Eldritch Adept: Learn one eldritch invocation
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Artificer 4/ Warlock 1 Int/Cha 15/13 +7/+5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
ART:Mending
ART: Spare the Dying
WAR: Eldritch Blast
WAR: Mage Hand
ART: Firebolt
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 A:OOO W:O 7
EPAR
SPELL NAME
ED
PR
● WAR: Hex
● WAR: Thunderwave
SPELLS KNOWN
Faerie Fire
Grease
Jump
Identify
● Inflict Wounds
Featherfall
8
Catapult
● Cure Wounds
2 A:OO
Gentle repose
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