5th Edition Character Sheet
Skills
Racial
Darkvision 60ft
Deathly Visageproficiency in intimidation skill due to your unnerving appearance
Undead Fortitude = 1If damage reduces a Zombie to 0 HP, make a Constitution Saving throw with DC = 5+damage taken, unless the damage is Radiant or from a Crit. On a success, drop to 1 HP instead.
immune poison, can’t be poisoned = +.5
undead naturedont need to eat drink or breath four hour rest disadvantage on wisdom and perception checks.
[b]Darkvision[/b] 60ft
Deathly Visage
proficiency in intimidation skill due to your unnerving appearance
Undead Fortitude = 1
If damage reduces a Zombie to 0 HP, make a Constitution Saving throw with DC = 5+damage taken, unless the damage is Radiant or from a Crit. On a success, drop to 1 HP instead.
immune poison, can’t be poisoned = +.5
undead nature
dont need to eat drink or breath four hour rest disadvantage on wisdom and perception checks.
Languages: Common, Dwarven
1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Distort value
Casting Time: 1 minute
Range: Touch
Components: V
Duration: 8 hours
You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusionary flourish or reducing its perceived value by half with the help of illusionary dents and scratches. Anyone examining the object must roll an Investigation check against your spell DC.
Charmed person
Casting Time 1 Action
Range/Area 30 ft
Components V, S
Duration 1 Hour
Attack/Save WIS Save
you attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
True strike
Cantrip
Casting Time 1 Action
Range/Area 30 ft
Components S
Duration Concentration 1 Round
You point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
Mage hand
Casting Time 1 Action
Range/Area 30 ft
Components V, S
Duration 1 Minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
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Their contribution stands as a beacon of hope for all adventurers!


