Belhiri Character Sheet
Belhiri Character Sheet
INSPIRATION
STRENGTH I ask a lot of questions.
11 +2 30ft You have trouble remembering
10 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
that living creatures and corpses
should be treated differently
0 PERSONALITY TRAITS
14 ●
+2
+1
Dexterity
Constitution
7 worthy of a better life.
CURRENT HIT POINTS IDEALS
0 Intelligence
+2 +1 Wisdom
I owe my survival to another urchin
● +3 Charisma who taught me to live on the streets.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
13
Acrobatics (Dex) Total 1
+2 SUCCESSES I will never fully trust
+1 Animal Handling (Wis)
+1
d6 FAILURES anyone other than myself.
0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE 0 Athletics (Str)
11 ● +3
0
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
City Secrets
Dagger +4 1d4 piercing You know the secret patterns and flow
0 +1 Insight (Wis)
to cities and can find passages through
+3 Intimidation (Cha) Dagger +4 1d4 piercing the urban sprawl that others would
WISDOM 0 Investigation (Int) miss. When you are not in combat, you
+1 Medicine (Wis)
(and companions you lead) can travel
13 0 Nature (Int) Sorcery Points: 0
between any two locations in the city
twice as fast as your speed would
+1 Perception (Wis) normally allow.
+1 Darkvision. Thanks to your infernal
+3 Performance (Cha)
heritage, you have superior vision in
● +3 Persuasion (Cha) dark and dim conditions. You can see in
CHARISMA
0 Religion (Int) dim light within 60 feet of you as if it
17 +3 Sleight of Hand (Dex)
were bright light, and in darkness as if it
were dim light. You can’t discern color
● +2 Stealth (Dex) in darkness, only shades of gray.
+3 +1 Survival (Wis) Hellish Resistance. You have resistance
to fire damage.
SKILLS ATTACKS & SPELLCASTING Bloodline of Glasya
Glasya, Hell's criminal mastermind,
grants her tiefiings magic that is useful
PASSIVE WISDOM (PERCEPTION) A small knife, a map of the for committing heists.
CP city you grew up in, a pet Legacy of Malbolge. You know the
mouse, a token to remember Minor Illusion cantrip. Once you reach
your parents by, a set of
Tool Proficiencies: Disguise SP
common clothes, and a
3rd level, you can cast the Disguise Self
spell once as a 2nd-level spell. Once
kit, thieves' tools pouch containing 10gp you reach 5th level, you can also cast
daggers, darts, slings, EP Backpack, a bedroll, a mess the Invisibility spell once as a 2nd-level
kit, a tinderbox, 10 torches,
quarterstaffs, light crossbows 10 days of rations, and a
spell. You must finish a long rest to cast
GP 20 these spells again with this trait.
Common/Infernal waterskin. The pack also Charisma is your spellcasting ability for
has 50 feet of hempen rope these spells.
PP strapped to the side of it. DARKVISION INCREASED TO 120
Component Pouch
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10 4'5" 65lbs
AGE HEIGHT WEIGHT
Belhiri
Green Lavender Dark Red
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
When you reach 3rd level in this class, you learn the darkness spell, which doesn't
count against your number of sorcerer spells known. In addition, you can cast it by
spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points,
you can see through the darkness created by the spell.
After the saving throw succeeds, you can't use this feature again until you finish a long
rest.
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Sorcerer Char 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Minor Illusion
Mage Hand
Message
Mending
Ray of Frost
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 2 7
EPAR
SPELL NAME
ED
PR
Sleep
Silent Image
4
SPELLS KNOWN
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