Kazuma PDF
Kazuma PDF
INSPIRATION
STRENGTH
15 +3 30
+1 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
12 PERSONALITY TRAITS
+3 ●
0 Constitution
+6 Intelligence
CURRENT HIT POINTS IDEALS
16 +1 Wisdom
+2 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+2 +2 Deception (Cha)
+2 History (Int)
NAME ATK BONUS DAMAGE/TYPE
+5 Insight (Wis)
+7
Shortsword 1d6 + 3 piercing
14 ●
+2 ●
●
+11 Sleight of Hand (Dex)
+11 Stealth (Dex)
14 +1 Survival (Wis)
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Kazuma
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wisdom 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 3 6
Resistance
Thaumaturgy
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Bane
Bless
4
Command
Cure Wounds
2 3
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wisdom 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 3 6
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Sanctuary
4
Shield of Faith
dissonant whispers
SPELLS KNOWN
2 3
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Wizard
Intelligence 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 3 6
Fire Bolt Vampiric Touch
Mage Hand
Ray of Frost
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Mage Armor
Shield
4
SPELLS KNOWN
2 3
Blur
Gust of Wind
Invisibility
5
Mirror Image
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
----------Bonus Actions----------
Cunning Action. Dash, Disengage or Hide (use once/turn).
-----------Other Traits------------
Arcane Recovery. When you finish a short rest, regain spell
slots totalling no more than 3, and each must be 5th level or
lower. (use once/day).
Lucky. Lucky
You have 3 luck points. Whenever you make an attack roll,
ability check, or saving throw, you may spend 1 luck point to roll
an additional d20. You can use this ability after the original roll,
but before the outcome is revealed. You choose which of the
d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made
against you. Roll a d20, and choose whether the attacker's roll
uses their d20 roll or yours.
You regain expended luck points when you finish a long rest.
Command (reverse)
stays aloft, provided that it is able to do so. If it
must move to stay aloft, it flies the minimum
distance needed to remain in the air. At
Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can affect
one additional creature for each slot level
above 1st. The creatures must be within 30 feet
of each other when you target them.
Page 2
Level-3 necromancy
Vampiric Touch
1 act. Self V,S Conc, 1 min
The touch of your shadow-wreathed hand can
siphon life force from others to heal your
wounds. Make a melee spell attack against a
creature within your reach. On a hit, the target
takes 3d6 necrotic damage, and you regain hit
points equal to half the amount of necrotic
damage dealt. Until the spell ends, you can
make the attack again on each of your turns as
an action. At Higher Levels. When you cast
this spell using a spell slot of 4th level or
higher, the damage increases by 1d6 for each
slot level above 3rd.
Wizard DC 14 Mod +6
Page 4 (reverse)