| +0 |
Str
Modifier
|
Strength
Score
|
10 |
---|---|---|---|---|
| +1 |
Dex
Modifier
|
Dexterity
Score
|
12 |
| +1 |
Con
Modifier
|
Constitution
Score
|
12 |
| +2 |
Int
Modifier
|
Intelligence
Score
|
14 |
| +1 |
Wis
Modifier
|
Wisdom
Score
|
12 |
| +4 |
Cha
Modifier
|
Charisma
Score
|
18 |
U | T | E | M | L |
---|---|---|---|---|
+2 |
U | T | E | M | L |
---|---|---|---|---|
+4 |
U | T | E | M | L |
---|---|---|---|---|
+2 |
U | T | E | M | L |
---|---|---|---|---|
+2 |
U | T | E | M | L |
---|---|---|---|---|
+2 |
U | T | E | M | L |
---|---|---|---|---|
+0 |
U | T | E | M | L |
---|---|---|---|---|
+0 |
Save | Total | Mod | Prof | Item | Prof. Bonus | |
---|---|---|---|---|---|---|
Fortitude (CON) | 4 | 1 | 3 | 0 | 2 | |
Reflex (DEX) | 4 | 1 | 3 | 0 | 2 | |
Will (WIS) | 6 | 1 | 5 | 0 | 4 |
U | T | E | M | L |
---|---|---|---|---|
+2 |
U | T | E | M | L |
---|---|---|---|---|
+0 |
Dagger | 1d20+4 | 1d4 | Piercing | Agile | Finesse | Versatile S | Thrown 10ft. |
---|---|---|---|---|---|---|---|
Rapier | 1d20+4 | 1d6 | Piercing | Deadly d8 | Disarm | Finesse |
Sling | 1d20+4 | 1d6 | Bludgeoning | Propulsive |
---|
Total | Prof. Mod | Ability Mod | Item Mod | Armor Mod | ||
---|---|---|---|---|---|---|
+4 | Acrobatics (dex) | 3 | 1 | 0 | ||
+2 | Arcana (int) | 2 | 0 | |||
+0 | Athlethics (str) | 0 | 0 | |||
+2 | Crafting (int) | 2 | 0 | |||
+7 | Deception (cha) | 3 | 4 | 0 | ||
+7 | Diplomacy (cha) | 3 | 4 | 0 | ||
+4 | Intimidation (cha) | 4 | 0 | |||
+0 | Lore: dancing | 0 | 0 | 0 | ||
+4 | Medicine (wis) | 3 | 1 | 0 | ||
+1 | Nature (wis) | 1 | 0 | |||
+5 | Occultism (int) | 3 | 2 | 0 | ||
+7 | Performance (cha) | 3 | 4 | 0 | ||
+1 | Religion (wis) | 1 | 0 | |||
+5 | Society (int) | 3 | 2 | 0 | ||
+1 | Stealth (dex) | 1 | 0 | |||
+1 | Survival (wis) | 1 | 0 | |||
+4 | Thievery (dex) | 3 | 1 | 0 |
Total | Key | Prof | |
---|---|---|---|
7 | 4 | 3 |
Total | Base | Key | Prof |
---|---|---|---|
17 | 10 | 4 | 3 |
Per Day | 2 | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Current |
Statblocks for your Feats and Ability.
Statblocks for your spells.
Traditions | Components | |||
---|---|---|---|---|
occult | verbal | |||
Cast | Range | Target | Duration | Saving Throw |
1 action | 60-foot Emanation Area | 1 Ally | 1 round | Will |
Description | |
Traditions | Components | |||
---|---|---|---|---|
occult | verbal | |||
Cast | Range | Target | Duration | Saving Throw |
Reaction | 60-foot emanation | - | - | - |
Description |
|
Traditions | Components | |||
---|---|---|---|---|
arcane divine occult primal | somatic verbal | |||
Cast | Range | Target | Duration | Saving Throw |
2 actions | 10 feet | 1 object (cook, lift or tidy only) | Sustained | - |
Description | The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the Spell. Each time you Sustain the Spell, you can choose one of four options. • Cook Cool, warm, or flavor 1 pound of nonliving material. • Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground. • Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or spell component. • Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk. Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the Spell. |
Traditions | Components | |||
---|---|---|---|---|
arcane divine occult | somatic verbal | |||
Cast | Range | Target | Duration | Saving Throw |
2 actions | 60 feet | 1 creature | 1 round | Will |
Description | You cloud the target’s mind and daze it with a mental jolt. The jolt deals mental damage equal to your spellcasting ability modifier; the target must attempt a basic Will save. If the target critically fails the save, it is also Stunned 1. Heightened (+2) The damage increases by 1d6. |
Traditions | Components | |||
---|---|---|---|---|
arcane divine occult | verbal | |||
Cast | Range | Target | Duration | Saving Throw |
1 action | - | - | until the start of your next turn | - |
Description | You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use. While the spell is in effect, you can use the Shield Block reaction with your magic shield (see the sidebar). The shield has Hardness 5. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell’s reaction against the magic missile spell. SHIELD ACTIONS The shield spell works like a raised shield, and it also gives you the ability to use the Shield Block reaction. SHIELD BLOCK (Reaction) Trigger While you have your shield raised, you take damage from a physical attack. You place your shield to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. Heightened (3rd) The shield has Hardness 10. Heightened (5th) The shield has Hardness 15. Heightened (7th) The shield has Hardness 20. Heightened (9th) The shield has Hardness 25. |
Traditions | Components | |||
---|---|---|---|---|
arcane occult | somatic verbal | |||
Cast | Range | Target | Duration | Saving Throw |
2 Action | 30 Feet | 1 Creature | - | - |
Description | You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage - as appropriate for the object you hurled - equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage. Critical Success You deal double damage. Success You deal full damage. Heightened (+1) The damage increases by 1d6. |
Traditions | Components | |||
---|---|---|---|---|
arcane occult | somatic verbal | |||
Cast | Range | Target | Duration | Saving Throw |
2 Action | - | Self | 1 Round | - |
Description | With enchanted gusto, you encourage yourself to get things done and share your motivation with your allies. You gain a +1 status bonus to your choice of attack rolls, Will saves, or Charisma-based skill checks. During the spell's duration, an ally who observed you Casting this Spell and was within 30 feet when you did so can take a single action, which has the concentrate trait, to gain the same bonus you chose until the start of its next turn. Using this spell to influence someone in a social situation is typically considered a faux pas, negating the benefit on Charisma-based skills if the subject of the check observed you casting the spell. |
Traditions | Components | |||
---|---|---|---|---|
occult | somatic verbal | |||
Cast | Range | Target | Duration | Saving Throw |
2 actions | 30 feet | 1 willing living creature | 1 minute | - |
Description | You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 1d10+4 Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration. Heightened (+1) The amount of healing increases by 1d10+4. |
Traditions | Components | |||
---|---|---|---|---|
arcane occult | somatic verbal | |||
Cast | Range | Target | Duration | Saving Throw |
2 actions | 30-foot Line | - | - | Fortitude |
Description | Tendrils of darkness curl out from your fingertips and race through the air. You deal 2d4 negative damage and 1 persistent bleed damage to living creatures in the line. Each living creature in the line must attempt a Fortitude save. Critical Success The creature is unaffected. Success The creature takes half the negative damage and no persistent bleed damage. Failure The creature takes full damage. Critical Failure The creature takes double negative damage and double persistent bleed damage. Heightened (+1) The negative damage increases by 2d4, and the persistent bleed damage increases by 1. |
Traditions | Components | |||
---|---|---|---|---|
arcane occult | material somatic verbal | |||
Cast | Range | Target | Duration | Saving Throw |
3 Action | 60 feet | - | Sustained | - |
Description | You summon an unseen servant, which you can command as part of Sustaining the Spell. It serves you until its Hit Points are reduced to 0, at which point the spell ends, or until you stop Sustaining the Spell. The unseen servant gains the summoned trait. Unseen Servant Creature -1No Alignment Medium MindlessSource Core Rulebook pg. 380
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