You are on page 1of 66

THIRTY TWO CHARACTERS FOR D&D 5E

W hat a re t he s e cha r a cte r s he et s?


T he s e cha r a cte r s he et s a re i nte nde d to b e u s e d
fo r o ne off ga me s of D u nge o n s & D r a go n s 5t h
e ditio n. T hey a re ve r y st r ipp e d dow n b ut allow
fo r a wide va r iet y of cha r a cte r ide a s a nd t ro p e s.
T he re a re 2 cha r a cte rs e a ch fo r e a ch co mbi natio n
of t he b a sic r a ce s (hu ma n, elf, dwa r f, &
half li ng) a nd b a sic cla s s e s (cle r ic, fighte r, ro gue,
& wi z a rd.)
W he re a re t he skill s?
You may notice t hat t he s e s he et s do not have a
skill s s e ctio n. T hat's b e c au s e t hey u s e a n
o ptio nal r ule fro m t he D u nge o n Ma ste r's Gu ide
whe re you r cha r a cte r b a ckg rou nd o r "co ncept"
ma ke s up you r skill s.
W hat i s a co ncept?
A co ncept m ight b e s o met hi ng li ke s wa s hb uckle r,
alche m i st, s cout, o r whateve r high level co ncept
you c a n co me up wit h. A ny ti me you r cha r a cte r
at te mpt s a n a ctio n t hat you c a n a rgue you r
co ncept would b e go o d at you get a +2 to t he roll.
La m i nate fo r suc ce s s!
La m i nate you r pr i nte d s he et s a nd ha nd d r y e r a s e
ma rke rs to you r playe rs. At t he e nd of t he night,
wip e t he s he et cle a n, a nd you're re a dy to go fo r
t he ne x t ti me!
Cre dit s
Cha r a cte r She et s
Kie r Heyl

Cre ati ng a Cha r a cte r


Cre ati ng a cha r a cte r u si ng t he s e s he et s i s a
si mple, st r aight fo r wa rd pro ce s s t hat o nly t a ke s
a couple of m i nute s b ut still allows fo r a ve r y
p e rs o nali z e d cha r a cte r. Ju st follow t he s e step s:
1. Cho o s e a cla s s.
2. Cho o s e a r a ce.
3. Fi nd t he t wo cha r a cte r s he et s t hat match
you r r a ce/cla s s co mb o a nd pick o ne.
4. Fill out you r cha r a cte r's na me a nd co ncept.

E x a mple Cha ra cte r I nfo

CHARACTER INFO
NAM E:
CONCE PT:

Gimlina Seawitch
P irate

R ACE: Hill Dwarf


CLA S S: Cleric
5. Fill i n you r cha r a cte r's st a r ti ng H P, AC,
a nd gold. T he s e a re lo c ate d i n p a re nt he s e s
ne x t to t he de sig nate d b o xe s.

E x a mple st a r ti ng H P, AC, a nd gold

16

11

HP

(11)

AC

11

(16)

(11)

GOLD

Ico n s
Ga meico n s.net u nde r t he CC 3.0 lice n s e.
Ico n A r ti st s
Lo r c
D elap ou ite

T he s e c h a r a c te r s he e t s a r e F R E E to u s e , s h a r e , a nd p r i nt u nde r CC 3 . 0 .
D o yo u l i ke t he c h a r a c te r s he e t s ? D o yo u w a nt to help o ut t he g u y who m a de t he m ? W hy no t b u y me a b e e r ?

CHARACTER INFO

AT TACKS
NAM E

NAM E:

AT K DMG

Warhammer

CONCE PT:

Dagger

CLA S S:Cleric

STATS
STAT

MOD

SAV E

12

+1

+1

ST RENGTH

10

+0

+0

DEXT ERITY

15

+2

CONSTIT UTION

+2

+2

I NT ELLIGENCE

16

1d8+1

melee

bludgeoning

1d8

120ft

radiant

+3 1d4+1 20/60ft

piercing

FEATURE S & TRAITS


Knowledge Domain:

Darkvision 60ft:

+4 instead of +2 on

You see in dim light as if

checks relating to

it were day, and in

history or religion.

darkness as if it was dim


light.

+2

14

TY PE

+3

Sacred Flame

R ACE:HillDwarf

R A NGE

+3

Spellcasting:
You have spells, cantrips, Dwarven Resilience:
and rituals. Cantrips and Advantage on saves vs.
rituals can be cast any

poison. Resistance to

number of times. You can poison damage.

+5

cast two spells per day .

W ISD OM

-1

+1

CH A RISM A

25ft
HP

AC

(11)

(16)

EQUIPMENT

SPEED

DE ATH SAV E S

Armor:

Weapons:

Scale Mail

Warhammer

Shield

Dagger

PROFICIENCIE S
Armor & Weapons:
Light Armor, Medium Armor,
Shields, Simple Weapons,
Battleaxes, & Warhammers
Skills & Tools:
Mason's Tools
Languages:
Common, Dwarven, Giant, &
Goblin

Other Equipment:
Backpack

Vestments

Alms Box

Waterskin

Blanket

Holy Symbol (Amulet)

Ten Candles

Wooden Bowl

Censer

Goblet

Two Blocks of Incense

Rune Stones

Two Days Rations


Tinderbox

GOLD
(11)

Hill Dwarf Cleric

+5

CH A R AC T E R

13

SPE LL AT TAC K B ON US

SPE LL SAV E D C

SPELLS
Command

Healing Word

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

60ft

Bonus Action

60ft

1 Round

You say a one word command and the

Instant

Target regains 1d4+3 HP.

target must make a WIS save or obey .


Target must understand the command
and can' t be undead.
Cure Wounds

Sanctuary ( C o n c e n t r a t i o n )

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S

Touch

Bonus Action

V,S

30ft

Instant

Target regains 1d8+3 HP.

1 Minute

Any creature trying to attack the target


must pass a WIS saving throw. Spell ends
if target attacks or casts a spell on an
enemy .

Guiding Bolt
CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S

120ft

Instant

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

If you hit you deal 4d6 radiant damage


and the next attack against the creature
has advantage.

CANTRIPS & RITUALS


Guidance ( C o n c e n t r a t i o n )

Sacred Flame

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S

Touch

Action

V,S

60ft

1 Minute

Instant

Target is granted a 1d4 bonus to a single

A column of radiant light descends upon a

ability check of its choice.

single target. They must make a DEX


save or take 1d8 radiant damage. Cover
does not help with the save.

Light
CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,M

Touch

1 Hour

Target object less than 10 cubic ft in size


sheds bright light for 20ft and dim light
for an additional 20ft.

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CHARACTER INFO

AT TACKS
NAM E

NAM E:
CONCE PT:
R ACE:MountainDwarf

AT K DMG

R A NGE

TY PE

Warhammer

+4

1d8+2

melee

bludgeoning

Handaxe

+4

1d6+2

20/60ft

slashing

CLA S S:Cleric

STATS
STAT

MOD

SAV E

15

+2

+2

-1

-1

DEXT ERITY

14

FEATURE S & TRAITS


Spellcasting:

Darkvision 60ft:

and rituals. Cantrips and it were day, and in


rituals can be cast any

+2

cast two spells per day .


Dwarven Resilience:

CONSTIT UTION

+0

+0

I NT ELLIGENCE

15

darkness as if it was dim

number of times. You can light.

+2

10

You have spells, cantrips, You see in dim light as if

ST RENGTH

+2

+4

War Domain:

Advantage on saves vs.

You can make an attack

poison. Resistance to

as a bonus action twice

poison damage.

per day .

W ISD OM

14

+2

+4

CH A RISM A

25ft
HP

AC

(10)

SPEED

(18)

DE ATH SAV E S

EQUIPMENT
Armor:

Weapons:

Chainmail

Warhammer

Shield

Handaxe

PROFICIENCIE S
Armor & Weapons:

Other Equipment:

All Armor, Shields, & All

Backpack

Waterskin

Weapons

Bedroll

Holy Symbol (Book)

Belt Pouch

Portable Ram

Skills & Tools:

Fifty Feet Hemp Rope

Tankard

Smith's Tools

Messkit
Ten Days Rations

Languages:

Tinderbox

Common & Dwarven

Ten Torches

GOLD
(15)

Mountain Dwarf Cleric

+4

CH A R AC T E R

12

SPE LL AT TAC K B ON US

SPE LL SAV E D C

SPELLS
Bless ( C o n c e n t r a t i o n )

Shield of Faith ( C o n c e n t r a t i o n )

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S,M

30ft

Bonus Action

V,S,M

60ft

1 Minute

10 Minutes

Up to 3 creatures of your choice can add

A shimmering field appears around the

1d4 to their attack rolls or saving throws.

target granting it a +2 to AC.

Command
CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

60ft

1 Round

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

You say a one word command and the


target must make a WIS save or obey .
Target must understand the command
and can' t be undead.
Divine Favor ( C o n c e n t r a t i o n )
CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Bonus Action

V,S

Self

1 Minute

Your attacks deal an extra 1d4 damage.

CANTRIPS & RITUALS


Mending

Spare the Dying

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

1 Minute

V,S,M

Touch

Action

V,S

Touch

Instant

Instant

Repairs a tear or break in an object. The

Target dying creature is immediately

tear or break can' t be larger than one

stabilized.

cubic foot.
Resistance ( C o n c e n t r a t i o n )
CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S,M

60ft

1 Minute

The target gets +1d4 on their next saving


throw.

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CHARACTER INFO

AT TACKS
NAM E

NAM E:

AT K DMG

Mace

CONCE PT:

Sacred Flame

R ACE:HighElf

Javelin

CLA S S:Cleric

1d6+1

melee

bludgeoning

1d8

60ft

radiant

+3

1d6+1

20/60ft

piercing

MOD

SAV E

12

+1

+1

ST RENGTH

10

+0

+0

DEXT ERITY

10

+0

+0

+2

+2

+2

Light Domain:

Darkvision 60ft:

Twice per day you can

You see in dim light as if

use a warding flare to

it were day, and in

impose disadvantage on

darkness as if it was dim

a creature that is

light.

attacking you.

+4

+2

Spellcasting:

Advantage on saves vs.

You have spells, cantrips, being charmed. Magic


and rituals. Cantrips and can' t put you to sleep.

W ISD OM

15

Fey Ancestry:

I NT ELLIGENCE

14

FEATURE S & TRAITS

CONSTIT UTION

14

TY PE

+3

STATS
STAT

R A NGE

+4

rituals can be cast any


number of times. You can
cast two spells per day .

CH A RISM A

30ft
HP

AC

(8)

SPEED

(16)

DE ATH SAV E S

EQUIPMENT
Armor:

Weapons:

Scale Mail

Mace

Shield

Javelin

PROFICIENCIE S
Armor & Weapons:

Other Equipment:

Light Armor, Medium Armor,

Backpack

Vestments

Shields, Simple Weapons,

Alms Box

Waterskin

Longbows, Longswords, &

Blanket

Holy Symbol (Amulet)

Shortswords

Ten Candles

Jars of Paint:

Skills & Tools:

Censer

Red, Yellow, & Green

Perception

Two Blocks of Incense

Paintbrush

Languages:

Two Days Rations

Common, Elven, & Orcish

Tinderbox

GOLD
(15)

High Elf Cleric

+4

CH A R AC T E R

12

SPE LL AT TAC K B ON US

SPE LL SAV E D C

SPELLS
Bless ( C o n c e n t r a t i o n )

Faerie Fire ( C o n c e n t r a t i o n )

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S,M

30ft

Action

60ft

1 Minute

1 Minute

Up to 3 creatures of your choice can add

All targets within a 20ft cube who fail a

1d4 to their attack rolls or saving throws.

DEX save are outlined in a dim light.


Attacks vs. the targets have advantage.
Invisible creatures/objects are revealed.

Burning Hands

Guiding Bolt

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S

15ft

Action

V,S

120ft

Instant

Instant

You fire a 15ft cone of flames from your

If you hit you deal 4d6 radiant damage

fingers. Creatures in the area of ef fect

and the next attack against the creature

3d6 dmg or half on a successful DEX

has advantage.

save.
Cure Wounds
CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S

Touch

Instant

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Target regains 1d8+2 HP.

CANTRIPS & RITUALS


Guidance ( C o n c e n t r a t i o n )

Light

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S

Touch

Action

V,M

Touch

1 Minute

1 Hour

Target is granted a 1d4 bonus to a single

Target object less than 10 cubic ft in size

ability check of its choice.

sheds bright light for 20ft and dim light


for an additional 20ft.

Dancing Lights ( C o n c e n t r a t i o n )

Sacred Flame

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S,M

120ft

Action

V,S

60ft

1 Minute

Instant

You make up to 4 torch sized lights.

A column of radiant light descends upon a

These lights move at your command and

single target. They must make a DEX

can be merged into a humanoid shape of

save or take 1d8 radiant damage. Cover

light.

does not help with the save.

CHARACTER INFO

AT TACKS
NAM E

NAM E:
CONCE PT:
R ACE:WoodElf
CLA S S:Cleric

AT K DMG
+5

SAV E

12

+1

+1

ST RENGTH

16

+3

+3

DEXT ERITY

13

Thorn Whip

+5

1d6*

30ft

piercing

Dagger

+5

1d4+3

20/60ft

piercing

+1
+0

I NT ELLIGENCE

16

+3

Nature Domain:

Darkvision 60ft:

You know the Vine Whip

You see in dim light as if

cantrip.

it were day, and in


darkness as if it was dim
light.

You have spells, cantrips,


rituals can be cast any
cast two spells per day .

+5

-1

Advantage on saves vs.

number of times. You can being charmed. Magic


can' t put you to sleep.
Mask of the Wild:

W ISD OM

and rituals. Cantrips and Fey Ancestry:

CONSTIT UTION

+0

piercing

FEATURE S & TRAITS

Spellcasting:

+1

10

1d6+3 80/320ft

MOD

TY PE

Shortbow

STATS
STAT

R A NGE

You can attempt to hide

+1

even when in light foliage

CH A RISM A

or rain.

35ft
HP

AC

(9)

SPEED

(18)

DE ATH SAV E S

EQUIPMENT
Armor:

Weapons:

Chainmail

Dagger

Shield

Shortbow
20 Arrows

PROFICIENCIE S
Armor & Weapons:

Other Equipment:

All Armor, Shields, Simple

Backpack

Waterskin

Weapons, Longbows,

Bedroll

Holy Symbol (Reliquary)

Longswords, & Shortswords

Belt Pouch

Basket

Fifty Feet Hemp Rope

Fishing Pole

Skills & Tools:

Messkit

Fishing Line

Perception

Ten Days Rations

Fishing Tackle

Tinderbox
Languages:
Common & Elven

Ten Torches

GOLD
(11)

Wood Elf Cleric

+5

CH A R AC T E R

13

SPE LL AT TAC K B ON US

SPE LL SAV E D C

SPELLS
Animal Friendship

Cure Wounds

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S,M

30ft

Action

V,S

Touch

24 Hours

Target beast with 3 or lower INT must

Instant

Target regains 1d8+3 HP.

make a WIS save or be charmed by you.


Attacking the beast ends the spell.
Bane ( C o n c e n t r a t i o n )

Healing Word

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S,M

30ft

Bonus Action

60ft

1 Minute

Up to 3 creatures of your choice must

Instant

Target regains 1d4+3 HP.

make a CHA save or get -1d4 to their


attack rolls and saving throws until the
spell ends.
Create or Destroy Water

Speak with Animals

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Bonus Action

V,S,M

30ft

Action

V,S

Self

Instant

10 Minutes

Create or destroy 10 gallons of water.

You can speak with beasts for the

Alternatively create 30 sqft of rain or

duration of the spell.

dissipate 30 sqft of fog.

CANTRIPS & RITUALS


Mending

Spare the Dying

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

1 Minute

V,S,M

Touch

Action

V,S

Touch

Instant

Instant

Repairs a tear or break in an object. The

Target dying creature is immediately

tear or break can' t be larger than one

stabilized.

cubic foot.
Resistance ( C o n c e n t r a t i o n )

Thorn Whip

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S,M

60ft

Action

V,S,M

30ft

1 Minute

Instant

The target gets +1d4 on their next saving

If the attack hits deal 1d6 piercing

throw.

damage and if the target is large or


smaller you may pull the target up to 10ft
towards you.

CHARACTER INFO

AT TACKS
NAM E

NAM E:
CONCE PT:
R ACE:LightfootHalfling

AT K DMG

R A NGE

TY PE

Lt Crossbow

+5

1d8+3

80/320ft

piercing

Dagger

+5

1d4+3

20/60ft

piercing

CLA S S:Cleric

STATS
STAT

MOD

SAV E

-1

-1

+3

+3

DEXT ERITY

12

FEATURE S & TRAITS


Spellcasting:

Brave:

You have spells, cantrips, Adv. on saves vs. fear.

ST RENGTH

16

and rituals. Cantrips and


rituals can be cast any

Halfling Nimbleness:

number of times. You can You can move through a

+1

+1

cast two spells per day .

larger creature's space.

Trickery Domain:

Lucky:

As an action you can

Reroll 1's on attacks,

touch a creature and

ability checks, or saves.

CONSTIT UTION

10

+0

+0

I NT ELLIGENCE

15

+2

+4

W ISD OM

14

+2

grant it advantage on
stealth checks.

Naturally Stealthy:
You can hide behind a

+4

med or larger creature.

CH A RISM A

25ft
HP

AC

(9)

SPEED

(14)

DE ATH SAV E S

EQUIPMENT
Armor:

Weapons:

Leather Armor

Dagger

Shield

Light Crossbow
20 Bolts

PROFICIENCIE S
Armor & Weapons:

Other Equipment:

Light Armor, Medium Armor,

Backpack

Waterskin

Shields, & Simple Weapons

Bedroll

Holy Symbol (Amulet)

Belt Pouch

Bag of Marbles

Languages:

Fifty Feet Hemp Rope

Metal File

Common & Halfling

Messkit

Jar of Lard

Ten Days Rations


Tinderbox
Ten Torches

GOLD
(12)

Lightfoot Halfling Cleric

+4

CH A R AC T E R

12

SPE LL AT TAC K B ON US

SPE LL SAV E D C

SPELLS
Bane ( C o n c e n t r a t i o n )

Cure Wounds

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S,M

30ft

Action

V,S

Touch

1 Minute

Up to 3 creatures of your choice must

Instant

Target regains 1d8+2 HP.

make a CHA save or get -1d4 to their


attack rolls and saving throws until the
spell ends.
Charm Person

Disguise Self ( C o n c e n t r a t i o n )

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S

30ft

Bonus Action

V,S

Self

1 Hour

1 Minute

Target creature must make a WIS save

You change your appearance to any

(with advantage if your party is fighting

humanoid up to 1ft taller or shorter. A

it) or it regards you as a friend.

successful investigation check vs. your


spell DC reveals the illusion.

Command
CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

60ft

1 Round

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

You say a one word command and the


target must make a WIS save or obey .
Target must understand the command
and can' t be undead.

CANTRIPS & RITUALS


Light

Spare the Dying

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,M

Touch

Action

V,S

Touch

1 Hour

Instant

Target object less than 10 cubic ft in size

Target dying creature is immediately

sheds bright light for 20ft and dim light

stabilized.

for an additional 20ft.


Resistance ( C o n c e n t r a t i o n )
CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S,M

60ft

1 Minute

The target gets +1d4 on their next saving


throw.

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CHARACTER INFO

AT TACKS
NAM E

NAM E:

AT K DMG

Mace

CONCE PT:

Sacred Flame

R ACE:StoutHalfling

Javelin

CLA S S:Cleric

1d6+2

melee

bludgeoning

1d8

60ft

radiant

+4

1d6+2

30/120ft

piercing

MOD

SAV E

14

+2

+2

ST RENGTH

12

+1

+1

DEXT ERITY

14

+2

-1

-1

I NT ELLIGENCE

+2

FEATURE S & TRAITS


Life Domain:

Halfling Nimbleness:

Extra +2 HP on healing

You can move through a

spells. Already calculated larger creature's space.


on sheet.

+4

+1

Spellcasting:

Reroll 1's on attacks,

and rituals. Cantrips and


rituals can be cast any

Stout Resilience:

number of times. You can Advantage on saves vs.

W ISD OM

12

You have spells, cantrips, ability checks, or saves.

CONSTIT UTION

15

Lucky:

+2

TY PE

+4

STATS
STAT

R A NGE

+3

CH A RISM A

cast two spells per day .

poison. Resistance to
poison damage.

Brave:
Adv. on saves vs. fear.

25ft
HP

AC

(10)

SPEED

(18)

DE ATH SAV E S

EQUIPMENT
Armor:

Weapons:

Chainmail

Mace

Shield

Javelin

PROFICIENCIE S
Armor & Weapons:

Other Equipment:

All Armor, Shields, & Simple

Backpack

Vestments

Weapons

Alms Box

Waterskin

Blanket

Holy Symbol (Emblem)

Languages:

Ten Candles

Small Tent

Common & Halfling

Censer

2' Stick of Bamboo

Two Blocks of Incense


Two Days Rations
Tinderbox

GOLD
(7)

Stout Halfling Cleric

+4

CH A R AC T E R

12

SPE LL AT TAC K B ON US

SPE LL SAV E D C

SPELLS
Bless ( C o n c e n t r a t i o n )

Healing Word

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S,M

30ft

Bonus Action

60ft

1 Minute

Up to 3 creatures of your choice can add

Instant

Target regains 1d4+5 HP.

1d4 to their attack rolls or saving throws.

Cure Wounds

Sanctuary ( C o n c e n t r a t i o n )

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S

Touch

Bonus Action

V,S

30ft

Instant

Target regains 1d8+5 HP.

1 Minute

Any creature trying to attack the target


must pass a WIS saving throw. Spell ends
if target attacks or casts a spell on an
enemy .

Guiding Bolt
CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S

120ft

Instant

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

If you hit you deal 4d6 radiant damage


and the next attack against the creature
has advantage.

CANTRIPS & RITUALS


Resistance ( C o n c e n t r a t i o n )

Spare the Dying

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S,M

60ft

Action

V,S

Touch

1 Minute

Instant

The target gets +1d4 on their next saving

Target dying creature is immediately

throw.

stabilized.

Sacred Flame
CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S

60ft

Instant

A column of radiant light descends upon a


single target. They must make a DEX
save or take 1d8 radiant damage. Cover
does not help with the save.

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CHARACTER INFO

AT TACKS
NAM E

NAM E:
CONCE PT:
R ACE:IHuman

AT K DMG

R A NGE

TY PE

Warhammer

+4

1d8+2

melee

bludgeoning

Trident

+4

1d6+2

20/60ft

piercing

CLA S S:Cleric

STATS
STAT

MOD

SAV E

15

+2

+2

+0

+0

DEXT ERITY

14

FEATURE S & TRAITS


Spellcasting:

Tempest Domain:

and rituals. Cantrips and a reaction, you can force


rituals can be cast any

+2

cast two spells per day .

-1

damage (your choice.)

-1

On a successful save

I NT ELLIGENCE

+3

a DEX save or take 2d8


lighting or thunder

CONSTIT UTION

16

someone within 5 ft who

number of times. You can has just hit you to make

+2

You have spells, cantrips, Three times per day, as

ST RENGTH

11

they take half damage.

+5

W ISD OM

13

+1

+3

CH A RISM A

30ft
HP

AC

(10)

SPEED

(18)

DE ATH SAV E S

EQUIPMENT
Armor:

Weapons:

Chainmail

Warhammer

Shield

Trident

PROFICIENCIE S
Armor & Weapons:

Other Equipment:

All Armor, Shields, & All

Backpack

Waterskin

Weapons

Bedroll

Holy Symbol (Reliquary)

Belt Pouch

Block & Tackle

Languages:

Fifty Feet Hemp Rope

5' x 5' Sack

Common & Orcish

Messkit
Ten Days Rations
Tinderbox
Ten Torches

GOLD
(10)

I Human Cleric

+5

CH A R AC T E R

13

SPE LL AT TAC K B ON US

SPE LL SAV E D C

SPELLS
Bane ( C o n c e n t r a t i o n )

Fog Cloud ( C o n c e n t r a t i o n )

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S,M

30ft

Action

V,S

120ft

1 Minute

1 Hour

Up to 3 creatures of your choice must

You create a heavy cloud of fog 20ft in

make a CHA save or get -1d4 to their

radius. Anyone or anything in the cloud is

attack rolls and saving throws until the

heavily obscured.

spell ends.
Command

Healing Word

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

60ft

Bonus Action

60ft

1 Round

You say a one word command and the

Instant

Target regains 1d4+3 HP.

target must make a WIS save or obey .


Target must understand the command
and can' t be undead.
Create or Destroy Water

Thunder Wave

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Bonus Action

V,S,M

30ft

Action

V,S

15ft

Instant

Instant

Create or destroy 10 gallons of water.

You blast all targets in a 15ft cube next

Alternatively create 30 sqft of rain or

to you. Each target must make a CON

dissipate 30 sqft of fog.

save. Fail: 2d8 thunder dmg and pushed


10ft. Success: Half damage, no push.

CANTRIPS & RITUALS


Mending

Spare the Dying

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

1 Minute

V,S,M

Touch

Action

V,S

Touch

Instant

Instant

Repairs a tear or break in an object. The

Target dying creature is immediately

tear or break can' t be larger than one

stabilized.

cubic foot.
Resistance ( C o n c e n t r a t i o n )
CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S,M

60ft

1 Minute

The target gets +1d4 on their next saving


throw.

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CHARACTER INFO

AT TACKS
NAM E

NAM E:

AT K DMG

Mace

CONCE PT:

Sacred Flame

R ACE:IIHuman

Dagger

CLA S S:Cleric

1d6+1

melee

bludgeoning

1d8

60ft

radiant

+3

1d4+1

20/60ft

piercing

MOD

SAV E

13

+1

+1

-1

-1

DEXT ERITY

14

+2

+2

+0

+0

I NT ELLIGENCE

16

FEATURE S & TRAITS


Life Domain:

+3

spells. Already calculated


on sheet.
Spellcasting:
You have spells, cantrips,

CONSTIT UTION

11

Extra +3 HP on healing

ST RENGTH

TY PE

+3

STATS
STAT

R A NGE

and rituals. Cantrips and


rituals can be cast any
number of times. You can

+5

cast two spells per day .

W ISD OM

15

+2

+4

CH A RISM A

30ft
HP

AC

(10)

SPEED

(18)

DE ATH SAV E S

EQUIPMENT
Armor:

Weapons:

Chainmail

Mace

Shield

Dagger

PROFICIENCIE S
Armor & Weapons:

Other Equipment:

All Armor, Shields, & Simple

Backpack

Vestments

Weapons

Alms Box

Waterskin

Blanket

Holy Symbol (Amulet)

Languages:

Ten Candles

Comb

Common & Goblin

Censer

Scissors

Two Blocks of Incense

Large Sack

Two Days Rations


Tinderbox

GOLD
(7)

II Human Cleric

+5

CH A R AC T E R

13

SPE LL AT TAC K B ON US

SPE LL SAV E D C

SPELLS
Bless ( C o n c e n t r a t i o n )

Healing Word

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S,M

30ft

Bonus Action

60ft

1 Minute

Up to 3 creatures of your choice can add

Instant

Target regains 1d4+6 HP.

1d4 to their attack rolls or saving throws.

Cure Wounds

Sanctuary ( C o n c e n t r a t i o n )

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S

Touch

Bonus Action

V,S

30ft

Instant

Target regains 1d8+6 HP.

1 Minute

Any creature trying to attack the target


must pass a WIS saving throw. Spell ends
if target attacks or casts a spell on an
enemy .

Guiding Bolt
CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S

120ft

Instant

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

If you hit you deal 4d6 radiant damage


and the next attack against the creature
has advantage.

CANTRIPS & RITUALS


Resistance ( C o n c e n t r a t i o n )

Spare the Dying

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S,M

60ft

Action

V,S

Touch

1 Minute

Instant

The target gets +1d4 on their next saving

Target dying creature is immediately

throw.

stabilized.

Sacred Flame
CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S

60ft

Instant

A column of radiant light descends upon a


single target. They must make a DEX
save or take 1d8 radiant damage. Cover
does not help with the save.

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CHARACTER INFO

AT TACKS
NAM E

NAM E:
CONCE PT:
R ACE:HillDwarf

AT K DMG

R A NGE

TY PE

Warhammer

+4

1d8+2

melee

bludgeoning

Lt Crossbow

+3

1d8+1

80/320ft

piercing

CLA S S:Fighter

STATS
STAT

MOD

SAV E

14

+2

+4

ST RENGTH

12

+1

+1

DEXT ERITY

17

+3
+0

+0

I NT ELLIGENCE

14

FEATURE S & TRAITS


Defensive Fighter:

Darkvision 60ft:

While wearing heavy

You see in dim light as if

armor you get +1 AC

it were day, and in

(already calculated on

darkness as if it was dim

sheet.)

light.

Second Wind:

Dwarven Resilience:

Use a bonus action to

Advantage on saves vs.

recover 1d10+1 HP. You

poison. Resistance to

must take a short rest

poison damage.

+5

CONSTIT UTION

10

+2

+2

before you do it again.

W ISD OM

-1

-1

CH A RISM A

25ft
HP

AC

(14)

SPEED

(19)

DE ATH SAV E S

EQUIPMENT
Armor:

Weapons:

Chainmail

Warhammer

Shield

Light Crossbow
20 Bolts

PROFICIENCIE S
Armor & Weapons:

Other Equipment:

All Armor, Shields, & All

Backpack

Waterskin

Weapons

Bedroll

Manacles

Belt Pouch

Tankard

Skills & Tools:

Fifty Feet Hemp Rope

Smith's Tools

Messkit
Ten Days Rations

Languages:

Tinderbox

Common & Dwarven

Ten Torches

GOLD
(11)

CHARACTER INFO

AT TACKS
NAM E

NAM E:
CONCE PT:
R ACE:MountainDwarf

AT K DMG

R A NGE

TY PE

Great Axe

+5

1d12+3

melee

slashing

Handaxe

+5

1d6+3

20/60ft

slashing

CLA S S:Fighter

STATS
STAT

MOD

SAV E

17

+3

+5

ST RENGTH

-1

-1

DEXT ERITY

16

+5

CONSTIT UTION

+1

+1

I NT ELLIGENCE

13

FEATURE S & TRAITS


Great Weapon Fighter:

Darkvision 60ft:

Reroll 1's and 2's on

You see in dim light as if

damage dice with two

it were day, and in

handed melee weapons.

darkness as if it was dim


light.

+3

12

+1

Second Wind:
Use a bonus action to

Dwarven Resilience:

recover 1d10+1 HP. You

Advantage on saves vs.

must take a short rest

poison. Resistance to

before you do it again.

poison damage.

+1

W ISD OM

10

+0

+0

CH A RISM A

25ft
HP

AC

(13)

SPEED

(16)

DE ATH SAV E S

EQUIPMENT
Armor:

Weapons:

Chainmail

Great Axe

Shield

2 Handaxes

PROFICIENCIE S
Armor & Weapons:

Other Equipment:

All Armor, Shields, & All

Backpack

Ten Torches

Weapons

Belt Pouch

Waterskin

Crowbar

Two Gallon Barrel

Skills & Tools:

Fifty Feet Hemp Rope

Two Gallons of Beer

Brewer's Supplies

Hammer
Ten Pitons

Languages:

Ten Days Rations

Common & Dwarven

Tinderbox

GOLD
(15)

CHARACTER INFO

AT TACKS

NAM E:

NAM E

CONCE PT:

Rapier

+5

Dagger
Fire Bolt

R ACE:HighElf
CLA S S:Fighter

AT K DMG

R A NGE

TY PE

1d8+5

melee

piercing

+5

1d4+3

20/60ft

piercing

+5

1d10

120

fire

STATS
STAT

MOD

SAV E

-1

+1

+3

+3

DEXT ERITY

13

+1
+3

+3

I NT ELLIGENCE

10

FEATURE S & TRAITS


Duelist:

Darkvision 60ft:

a single one-handed

it were day, and in

weapon (already

darkness as if it was dim

calculated on sheet.)

light.

Second Wind:

Fey Ancestry:

Use a bonus action to

Advantage on saves vs.

recover 1d10+1 HP. You

being charmed. Magic

must take a short rest

can' t put you to sleep.

+3

CONSTIT UTION

16

+2 damage when wielding You see in dim light as if

ST RENGTH

16

+0

+0

before you do it again.

W ISD OM

12

+1

+1

CH A RISM A

30ft
HP

AC

(11)

SPEED

(16)

DE ATH SAV E S

EQUIPMENT
Armor:

Weapons:

Chainmail

Rapier
2 Daggers

PROFICIENCIE S
Armor & Weapons:

Other Equipment:

All Armor, Shields, & All

Backpack

Ten Torches

Weapons

Belt Pouch

Waterskin

Crowbar

Steel Mirror

Skills & Tools:

Fifty Feet Hemp Rope

Soap

Perception

Hammer
Ten Pitons

Languages:

Ten Days Rations

Common, Elven, & Orcish

Tinderbox

GOLD
(15)

High Elf Fighter

+5

CH A R AC T E R

13

SPE LL AT TAC K B ON US

SPE LL SAV E D C

SPELLS
CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CANTRIPS & RITUALS


Fire Bolt
CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S

120ft

Instant

You hurl a small ball of fire at the target


doing 1d10 points of fire damage if it hits.
It will ignite flammable objects not being
carried or worn.
CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CHARACTER INFO

AT TACKS
NAM E

NAM E:
CONCE PT:
R ACE:WoodElf
CLA S S:Fighter

AT K DMG
+7

1d8+3 150/600ft

piercing

Shortsword

+5

1d6+3

melee

piercing

Net*

+7

5/15ft

MOD

SAV E

12

+1

+3

ST RENGTH

17

+3

+3

DEXT ERITY

14

+4

CONSTIT UTION

+0

+0

I NT ELLIGENCE

14

+2

FEATURE S & TRAITS


Archer:

Darkvision 60ft:

+2 to hit with ranged

You see in dim light as if

weapons (already

it were day, and in

calculated on sheet.)

darkness as if it was dim

Second Wind:
Use a bonus action to

Fey Ancestry:

recover 1d10+1 HP. You

Advantage on saves vs.

must take a short rest

being charmed. Magic

before you do it again.

can' t put you to sleep.

+2

Mask of the Wild:

W ISD OM

light.

+2

10

TY PE

Longbow

STATS
STAT

R A NGE

-1

You can attempt to hide

-1

even when in light foliage

CH A RISM A

or rain.

35ft
HP

AC

(12)

SPEED

(14)

DE ATH SAV E S

EQUIPMENT
Armor:

Weapons:

Leather Armor

Longbow
20 Arrows
Shortsword

PROFICIENCIE S

Net

Armor & Weapons:

Other Equipment:

All Armor, Shields, & All

Backpack

Waterskin

Weapons

Bedroll

Extra Bow String

Belt Pouch

Sewing Kit

Skills & Tools:

Fifty Feet Hemp Rope

Needle

Perception

Messkit

Thread

Ten Days Rations

Pin Knife

Languages:

Tinderbox

Common & Elven

Ten Torches

GOLD
(8)

CHARACTER INFO

AT TACKS
NAM E

NAM E:
CONCE PT:
R ACE:LightfootHalfling
CLA S S:Fighter

AT K DMG
+7

1d8+3

80/320ft

piercing

Shortsword

+5

1d6+3

melee

piercing

Net*

+7

5/15ft

MOD

SAV E

-1

+1

ST RENGTH

17

+3

+3

DEXT ERITY

14

+4

+0

+0

I NT ELLIGENCE

+1

FEATURE S & TRAITS


Archer:

Brave:

+2 to hit with ranged

Adv. on saves vs. fear.

weapons (already
calculated on sheet.)
Second Wind:

Halfling Nimbleness:
larger creature's space.

recover 1d10+1 HP. You

Lucky:

must take a short rest

Reroll 1's on attacks,

before you do it again.

ability checks, or saves.

+1

Naturally Stealthy:

W ISD OM

14

Use a bonus action to

CONSTIT UTION

12

You can move through a

+2

10

TY PE

Lt Crossbow

STATS
STAT

R A NGE

+2

You can hide behind a

+2

med or larger creature.

CH A RISM A

25ft
HP

AC

(12)

SPEED

(16)

DE ATH SAV E S

EQUIPMENT
Armor:

Weapons:

Chainmail

Light Crossbow
20 Bolts
Shortsword

PROFICIENCIE S

Net

Armor & Weapons:

Other Equipment:

All Armor, Shields, & All

Backpack

Waterskin

Weapons

Bedroll

Extra Bow String

Belt Pouch

Bag of Ball Bearings

Languages:

Fifty Feet Hemp Rope

Grappling Hook

Common & Halfling

Messkit
Ten Days Rations
Tinderbox
Ten Torches

GOLD
(6)

CHARACTER INFO

AT TACKS
NAM E

NAM E:
CONCE PT:
R ACE:StoutHalfling

AT K DMG

R A NGE

TY PE

melee

piercing

Shortsword x2

+5

1d6+3

Shortbow

+5

1d6+3 80/320ft

piercing

CLA S S:Fighter

STATS
STAT

MOD

SAV E

12

+1

+3

ST RENGTH

16

+3

+3

DEXT ERITY

16
10

+0

+0

-1

-1

W ISD OM

13

Halfling Nimbleness:

Use a bonus action to

You can move through a

recover 1d10+1 HP. You

larger creature's space.

must take a short rest

+1

+1

CH A RISM A

Lucky:
Reroll 1's on attacks,

Two Weapon Fighter:

I NT ELLIGENCE

Second Wind:

+5

CONSTIT UTION

FEATURE S & TRAITS

before you do it again.

+3

ability checks, or saves.

Add ability modifier to


of fhand weapon damage

Stout Resilience:

(already calculated on

Advantage on saves vs.

sheet.)

poison. Resistance to
poison damage.

Brave:
Adv. on saves vs. fear.

25ft
HP

AC

(13)

SPEED

(16)

DE ATH SAV E S

EQUIPMENT
Armor:

Weapons:

Chainmail

Two Shortswords
Shortbow
20 Arrows

PROFICIENCIE S
Armor & Weapons:

Other Equipment:

All Armor, Shields, & All

Backpack

Ten Torches

Weapons

Belt Pouch

Waterskin

Crowbar

Fishing Pole

Languages:

Fifty Feet Hemp Rope

Fishing Tackle

Common & Halfling

Hammer

Chalk

Ten Pitons
Ten Days Rations
Tinderbox

GOLD
(14)

CHARACTER INFO

AT TACKS
NAM E

NAM E:
CONCE PT:
R ACE:IHuman

AT K DMG

R A NGE

TY PE

Longsword

+4

1d8+2

melee

slashing

Lt Crossbow

+3

1d8+1

80/320ft

piercing

CLA S S:Fighter

STATS
STAT

MOD

SAV E

15

+2

+4

+2

+2

DEXT ERITY

16

+5

+0

+0

I NT ELLIGENCE

-1

you can use your


reaction to impose
attack against an ally

-1

+1

Second Wind:
Use a bonus action to

W ISD OM

13

Protective Fighter:

within 5 ft of you.

CONSTIT UTION

FEATURE S & TRAITS

disadvantage on an

+3

11

While wielding a shield

ST RENGTH

14

+1

recover 1d10+1 HP. You


must take a short rest
before you do it again.

CH A RISM A

30ft
HP

AC

(13)

SPEED

(18)

DE ATH SAV E S

EQUIPMENT
Armor:

Weapons:

Chainmail

Longsword

Shield

Light Crossbow
20 Bolts

PROFICIENCIE S
Armor & Weapons:

Other Equipment:

All Armor, Shields, & All

Backpack

Waterskin

Weapons

Bedroll

Hunting Trap

Belt Pouch

Iron Pot

Languages:

Fifty Feet Hemp Rope

Common

Messkit
Ten Days Rations
Tinderbox
Ten Torches

GOLD
(7)

CHARACTER INFO

AT TACKS
NAM E

NAM E:
CONCE PT:
R ACE:IIHuman

AT K DMG

R A NGE

TY PE

Great Sword

+5

2d6+3

melee

slashing

Javelin

+5

1d6+3

30/120ft

piercing

CLA S S:Fighter

STATS
STAT

MOD

SAV E

16

+3

+5

+2

+2

DEXT ERITY

14

+2

+4

+0

+0

I NT ELLIGENCE

13

FEATURE S & TRAITS


Great Weapon Fighter:
damage dice with two
handed melee weapons.
Second Wind:
Use a bonus action to

CONSTIT UTION

11

Reroll 1's and 2's on

ST RENGTH

15

+1

recover 1d10+1 HP. You


must take a short rest
before you do it again.

+1

W ISD OM

-1

-1

CH A RISM A

30ft
HP

AC

(12)

SPEED

(16)

DE ATH SAV E S

EQUIPMENT
Armor:

Weapons:

Chainmail

Great Sword
Two Javelins

PROFICIENCIE S
Armor & Weapons:

Other Equipment:

All Armor, Shields, & All

Backpack

Ten Torches

Weapons

Belt Pouch

Waterskin

Crowbar

Heavy Blanket

Languages:

Fifty Feet Hemp Rope

Whetstone

Common

Hammer

Signal Whistle

Ten Pitons
Ten Days Rations
Tinderbox

GOLD
(14)

CHARACTER INFO

AT TACKS
NAM E

NAM E:
CONCE PT:
R ACE:HillDwarf
CLA S S:Rogue

AT K DMG
+4

1d6+2

melee

piercing

Of fhand

+4

1d6

melee

piercing

Dagger

+4

1d4+2

20/60

piercing

MOD

SAV E

12

+1

+1

ST RENGTH

15

+2

+4

DEXT ERITY

16

+3
+1

+3

I NT ELLIGENCE

11

+0

FEATURE S & TRAITS


Expertise

Darkvision 60ft:

You are an expert in

You see in dim light as if

intimidation and

it were day, and in

athletics. Your bonus is a darkness as if it was dim


+4 instead of a +2.

light.

Sneak Attack:

Dwarven Resilience:

Once per turn you can

Advantage on saves vs.

do an extra 1d6 damage

poison. Resistance to

if you have advantage on poison damage.

+0

W ISD OM

+3

CONSTIT UTION

13

TY PE

Shortsword

STATS
STAT

R A NGE

-1

-1

the attack or an ally is


within 5 ft of your
target.

CH A RISM A

25ft
HP

AC

(12)

SPEED

(19)

DE ATH SAV E S

EQUIPMENT
Armor:

Weapons:

Leather Armor

Two Shortswords
Two Daggers

PROFICIENCIE S
Armor & Weapons: Light Armor,

Other Equipment:

Simple Weapons, Battleaxes,

Backpack

Ten Torches

Hand Crossbows, Longswords,

Belt Pouch

Waterskin

Rapiers, Shortswords, &

Crowbar

Thieves' Tools

Warhammers

Fifty Feet Hemp Rope

Bottle of Whiskey

Skills & Tools: Athletics,

Hammer

Bottle of Rum

Brewer's Supplies, Intimidation,

Ten Pitons

& Thieves' Tools

Ten Days Rations

Languages: Common, Dwarven,

Tinderbox

& Thieves' Cant

GOLD
(7)

CHARACTER INFO

AT TACKS
NAM E

NAM E:
CONCE PT:
R ACE:MountainDwarf
CLA S S:Rogue

AT K DMG
+4

1d8+2

80/320

piercing

Shortsword

+4

1d6+2

melee

piercing

Dagger

+4

1d4+2

20/60

piercing

MOD

SAV E

10

+0

+0

+2

+4

DEXT ERITY

15

+2
+2

+4

I NT ELLIGENCE

12

FEATURE S & TRAITS


Expertise

Darkvision 60ft:

thieves' tools and

it were day, and in

investigation. Your bonus darkness as if it was dim


is a +4 instead of a +2.

light.

Sneak Attack:

Dwarven Resilience:

Once per turn you can

Advantage on saves vs.

do an extra 1d6 damage

poison. Resistance to

if you have advantage on poison damage.

+1

+1

W ISD OM

10

+2

CONSTIT UTION

15

You are an expert in your You see in dim light as if

ST RENGTH

14

TY PE

Lt Crossbow

STATS
STAT

R A NGE

+0

+0

the attack or an ally is


within 5 ft of your
target.

CH A RISM A

25ft
HP

AC

(10)

SPEED

(13)

DE ATH SAV E S

EQUIPMENT
Armor:

Weapons:

Leather Armor

Light Crossbow
20 Bolts
Shortsword

PROFICIENCIE S

Two Daggers

Armor & Weapons: Light Armor,

Other Equipment:

Medium Armor, Simple Weapons,

Backpack

Two Flasks of Oil

Battleaxes, Hand Crossbows,

Bag of Ball Bearings

Hooded Lantern

Longswords, Rapiers,

Bell & 10ft String

Five Days Rations

Shortswords, & Warhammers

Belt Pouch

Tinderbox

Skills & Tools: Investigation,

Five Candles

Waterskin

Smith's Tools, & Thieves' Tools

Crowbar

Block and Tackle

Languages: Common, Dwarven,

Fifty Feet Hemp Rope

Merchant Scale

& Thieves' Cant

Hammer & Ten Pitons

GOLD
(13)

CHARACTER INFO

AT TACKS

NAM E:

NAM E

CONCE PT:

Rapier

+5

Dagger
Shortbow

R ACE:HighElf
CLA S S:Rogue

AT K DMG

R A NGE

TY PE

1d8+5

melee

piercing

+5

1d4+3

20/60

piercing

+5

1d6+3

80/320

piercing

STATS
STAT

MOD

SAV E

-1

-1

ST RENGTH

16

+3

+5

DEXT ERITY

12

+1
+3

+5

I NT ELLIGENCE

10

+0

FEATURE S & TRAITS


Expertise

Darkvision 60ft:

You are an expert in

You see in dim light as if

perception and sleight of it were day, and in


hand. Your bonus is a +4

darkness as if it was dim

instead of a +2.

light.

Sneak Attack:

Fey Ancestry:

Once per turn you can

Advantage on saves vs.

do an extra 1d6 damage

being charmed. Magic

if you have advantage on can' t put you to sleep.

+0

W ISD OM

13

+1

CONSTIT UTION

16

+1

+1

the attack or an ally is


within 5 ft of your
target.

CH A RISM A

30ft
HP

AC

(9)

SPEED

(14)

DE ATH SAV E S

EQUIPMENT
Armor:

Weapons:

Leather Armor

Rapier
Shortbow
Twenty Arrows

PROFICIENCIE S

Two Daggers

Armor & Weapons: Light Armor,

Other Equipment:

Simple Weapons, Hand

Backpack

Two Flasks of Oil

Crossbows, Longbows,

Bag of Ball Bearings

Hooded Lantern

Longswords, Rapiers, &

Bell & 10ft String

Five Days Rations

Shortswords

Belt Pouch

Tinderbox

Skills & Tools: Perception,

Five Candles

Waterskin

Sleight of Hand, & Thieves'

Crowbar

5 Sheets Paper

Tools

Fifty Feet Hemp Rope

Scroll Case

Languages: Common, Elven,

Hammer & Ten Pitons

Quill & Ink

Goblin, & Thieves' Cant

GOLD
(12)

High Elf Rogue

+5

CH A R AC T E R

13

SPE LL AT TAC K B ON US

SPE LL SAV E D C

SPELLS
CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CANTRIPS & RITUALS


Minor Illusion ( C o n c e n t r a t i o n )
CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

S,M

30ft

1 Minute

You create a visual or auditory illusion.


Auditory illusions can range from a
whisper to a scream. Visual illusions must
fit within a 5ft cube.
CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CHARACTER INFO

AT TACKS
NAM E

NAM E:
CONCE PT:
R ACE:WoodElf
CLA S S:Rogue

AT K DMG
+5

1d6+3

melee

piercing

Of fhand

+5

1d6

melee

piercing

Dagger

+5

1d4+3

20/60

piercing

MOD

SAV E

10

+0

+0

ST RENGTH

17

+3

+5

DEXT ERITY

12

+1
+1

+3

I NT ELLIGENCE

15

+2

FEATURE S & TRAITS


Expertise

Darkvision 60ft:

You are an expert in

You see in dim light as if

stealth and acrobatics

it were day, and in

Your bonus is a +4

darkness as if it was dim

instead of a +2.

light.

Sneak Attack:

Fey Ancestry:

Once per turn you can

Advantage on saves vs.

do an extra 1d6 damage

being charmed. Magic

if you have advantage on can' t put you to sleep.

+2

W ISD OM

+1

CONSTIT UTION

13

TY PE

Shortsword

STATS
STAT

R A NGE

-1

-1

the attack or an ally is


within 5 ft of your

Mask of the Wild:

target.

You can attempt to hide


even when in light foliage

CH A RISM A

or rain.

35ft
HP

AC

(9)

SPEED

(14)

DE ATH SAV E S

EQUIPMENT
Armor:

Weapons:

Leather Armor

Two Shortswords
Two Daggers

PROFICIENCIE S
Armor & Weapons: Light Armor,

Other Equipment:

Simple Weapons, Hand

Backpack

Waterskin

Crossbows, Longbows,

Bedroll

Bag of Caltrops

Longswords, Rapiers, &

Belt Pouch

Large sack

Shortswords

Fifty Feet Hemp Rope

Skills & Tools: Acrobatics,

Messkit

Perception, Stealth, & Thieves'

Ten Days Rations

Tools

Tinderbox

Languages: Common, Elven, &

Ten Torches

Thieves' Cant

GOLD
(9)

CHARACTER INFO

AT TACKS

NAM E:

NAM E

CONCE PT:

Rapier

+5

Shortbow
Dagger

R ACE:LightfootHalfling
CLA S S:Rogue

AT K DMG

R A NGE

TY PE

1d8+3

melee

piercing

+5

1d6+3

80/320

piercing

+5

1d4+3

20/60

piercing

STATS
STAT

MOD

SAV E

-1

-1

ST RENGTH

16

+3

+5

DEXT ERITY

12

+1
+1

+3

+0

Brave:

You are an expert in

Adv. on saves vs. fear.

persuasion and
deception. Your bonus is

Halfling Nimbleness:

a +4 instead of a +2.

You can move through a


larger creature's space.

+0

+3

Once per turn you can

Lucky:

do an extra 1d6 damage

Reroll 1's on attacks,

if you have advantage on ability checks, or saves.

W ISD OM

16

Expertise

Sneak Attack:

I NT ELLIGENCE

10

FEATURE S & TRAITS

+1

CONSTIT UTION

13

+3

the attack or an ally is


within 5 ft of your

Naturally Stealthy:

target.

You can hide behind a


med or larger creature.

CH A RISM A

25ft
HP

AC

(9)

SPEED

(14)

DE ATH SAV E S

EQUIPMENT
Armor:

Weapons:

Leather Armor

Rapier
Shortbow
20 Arrows

PROFICIENCIE S

Two Daggers

Armor & Weapons:

Other Equipment:

Light Armor, Simple Weapons,

Backpack

Waterskin

Hand Crossbows, Longswords,

Bedroll

Signet Ring

Rapiers, & Shortswords

Belt Pouch

Vial of Perfume

Skills & Tools:

Fifty Feet Hemp Rope

Deception, Persuasion, &

Messkit

Thieves' Tools

Ten Days Rations

Languages:

Tinderbox

Common, Halfling, & Thieves'

Ten Torches

Cant

GOLD
(6)

CHARACTER INFO

AT TACKS
NAM E

NAM E:
CONCE PT:
R ACE:StoutHalfling
CLA S S:Rogue

AT K DMG
+5

1d6+3

melee

piercing

Of fhand

+5

1d6

melee

piercing

Dagger

+5

1d4+3

20/60

piercing

MOD

SAV E

-1

-1

ST RENGTH

17

+3

+5

DEXT ERITY

14
14

+2

I NT ELLIGENCE

12

+1

W ISD OM

+0

+0

CH A RISM A

AC

(10)

your thieves' tools and

larger creature's space.

stealth. Your bonus is a

Lucky:
Reroll 1's on attacks,
ability checks, or saves.

Once per turn you can


do an extra 1d6 damage

Stout Resilience:

the attack or an ally is

poison. Resistance to

within 5 ft of your

poison damage.

target.

Adv. on saves vs. fear.

SPEED

(14)

You can move through a

Brave:

25ft
HP

You are an expert with

if you have advantage on Advantage on saves vs.

+1

10

Halfling Nimbleness:

Sneak Attack:

+4

Expertise

+2

CONSTIT UTION

FEATURE S & TRAITS

+4 instead of a +2.

+2

TY PE

Shortsword

STATS
STAT

R A NGE

DE ATH SAV E S

EQUIPMENT
Armor:

Weapons:

Leather Armor

Two Shortswords
Two Daggers

PROFICIENCIE S
Armor & Weapons:

Other Equipment:

Light Armor, Simple Weapons,

Backpack

Two Flasks of Oil

Hand Crossbows, Longswords,

Bag of Ball Bearings

Hooded Lantern

Rapiers, & Shortswords

Bell & 10ft String

Five Days Rations

Skills & Tools:

Belt Pouch

Tinderbox

Stealth & Thieves' Tools

Five Candles

Waterskin

Languages:

Crowbar

Grappling Hook

Common, Halfling, & Thieves'

Fifty Feet Hemp Rope

Two Sacks

Cant

Hammer & Ten Pitons

GOLD
(7)

CHARACTER INFO

AT TACKS
NAM E

NAM E:
CONCE PT:
R ACE:IHuman
CLA S S:Rogue

AT K DMG
+5

1d6+3

melee

piercing

Of fhand

+5

1d6

melee

piercing

Dagger

+5

1d4+3

20/60

piercing

MOD

SAV E

11

+0

+0

+3

+5

DEXT ERITY

13

+2

Expertise
acrobatics and
persuasion. Your bonus is

Sneak Attack:

+4

I NT ELLIGENCE

-1

W ISD OM

+2

Once per turn you can


do an extra 1d6 damage
if you have advantage on

-1

15

FEATURE S & TRAITS

+1

CONSTIT UTION

a +4 instead of a +2.

+1

14

You are an expert with

ST RENGTH

16

TY PE

Shortsword

STATS
STAT

R A NGE

+2

the attack or an ally is


within 5 ft of your
target.

CH A RISM A

30ft
HP

AC

(9)

SPEED

(14)

DE ATH SAV E S

EQUIPMENT
Armor:

Weapons:

Leather Armor

Two Shortswords
Two Daggers

PROFICIENCIE S
Armor & Weapons:

Other Equipment:

Light Armor, Simple Weapons,

Backpack

Waterskin

Hand Crossbows, Longswords,

Bedroll

Tankard

Rapiers, & Shortswords

Belt Pouch

Pitcher

Skills & Tools:

Fifty Feet Hemp Rope

Scarf

Acrobatics, Persuasion, &

Messkit

Thieves' Tools

Ten Days Rations

Languages:

Tinderbox

Common, Elven, & Thieves' Cant

Ten Torches

GOLD
(9)

CHARACTER INFO

AT TACKS

NAM E:

NAM E

CONCE PT:

Rapier

+5

Shortbow
Dagger

R ACE:IIHuman
CLA S S:Rogue

AT K DMG

R A NGE

TY PE

1d8+3

melee

piercing

+5

1d6+3

80/320

piercing

+5

1d4+3

20/60

piercing

STATS
STAT

MOD

SAV E

-1

-1

+3

+5

DEXT ERITY

11

+2

stealth and sleight of


hand. Your bonus is a +4

Sneak Attack:

+4

I NT ELLIGENCE

+1

W ISD OM

+2

Once per turn you can


do an extra 1d6 damage
if you have advantage on

+1

14

Expertise

+0

CONSTIT UTION

13

FEATURE S & TRAITS

instead of a +2.

+0

15

You are an expert with

ST RENGTH

16

+2

the attack or an ally is


within 5 ft of your
target.

CH A RISM A

30ft
HP

AC

(8)

SPEED

(14)

DE ATH SAV E S

EQUIPMENT
Armor:

Weapons:

Leather Armor

Rapier
Shortbow
20 Arrows

PROFICIENCIE S

Two Daggers

Armor & Weapons:

Other Equipment:

Light Armor, Simple Weapons,

Backpack

Ten Torches

Hand Crossbows, Longswords,

Belt Pouch

Waterskin

Rapiers, & Shortswords

Crowbar

Caltrops

Skills & Tools:

Fifty Feet Hemp Rope

Sleight of Hand, Stealth, &

Hammer

Thieves' Tools

Ten Pitons

Languages:

Ten Days Rations

Common, Goblin, & Thieves'

Tinderbox

Cant

GOLD
(9)

CHARACTER INFO

AT TACKS
NAM E

NAM E:
CONCE PT:
R ACE:HillDwarf

AT K DMG

R A NGE

TY PE

Dagger

+4

1d4+2

20/60ft

piercing

Shocking Grasp

+4*

1d8*

melee

lightning

CLA S S:Wizard

STATS
STAT

MOD

SAV E

-1

-1

ST RENGTH

14

+2

+2

DEXT ERITY

14

+2

FEATURE S & TRAITS


Arcane Recovery:

Darkvision 60ft:

Once per day you can

You see in dim light as if

regain one spell slot

it were day, and in

after a short rest.

darkness as if it was dim

+2

+4

I NT ELLIGENCE

+2

Spellcasting:
You have spells, cantrips, Dwarven Resilience:

CONSTIT UTION

14

light.

+2

15

and rituals. Cantrips and Advantage on saves vs.


rituals can be cast any

poison. Resistance to

number of times. You can poison damage.

+4

cast two spells per day .

W ISD OM

10

+0

+0

CH A RISM A

25ft
HP

AC

(9)

SPEED

(12)

DE ATH SAV E S

EQUIPMENT
Armor:

Weapons:
Dagger

PROFICIENCIE S
Armor & Weapons:

Other Equipment:

Battleaxes, Daggers, Darts,

Backpack

Waterskin

Handaxes, Light Crossbows,

Bedroll

Arcane Focus (Rod)

Light Hammers, Quarterstaf fs,

Belt Pouch

Spellbook

Slings, & Warhammers

Fifty Feet Hemp Rope

Small Chest

Skills & Tools:

Messkit

Tankard

Mason's Tools

Ten Days Rations

Languages:

Tinderbox

Common & Dwarven

Ten Torches

GOLD
(9)

Hill Dwarf Wizard

+4

CH A R AC T E R

12

SPE LL AT TAC K B ON US

SPE LL SAV E D C

SPELLS
Feather Fall ( C o n c e n t r a t i o n )

Thunder Wave

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Reaction

V,M

60ft

Action

V,S

15ft

1 Minute

Instant

Targets up to five falling allies. Their fall

You blast all targets in a 15ft cube next

speed is reduced and they take no falling

to you. Each target must make a CON

damage if they land before the spell ends.

save. Fail: 2d8 thunder dmg and pushed


10ft. Success: Half damage, no push.

Grease ( C o n c e n t r a t i o n )
CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S,M

60ft

1 Minute

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

A 10 sqft area within range of the spell is


covered in grease. Any creature in or
entering the area must make a DEX save
or fall down.

CANTRIPS & RITUALS


Mending

Tenser's Floating Disk ( C o n c e n t r a t i o n )

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

1 Minute

V,S,M

Touch

10 Minutes

V,S,M

30ft

Instant

1 Hour

Repairs a tear or break in an object. The

Create a floating plane of force 3ft in

tear or break can' t be larger than one

diameter that can hold up to 500lbs. The

cubic foot.

disk automatically follows you staying


within 20ft at all times.
Message

Comprehend Languages ( C o n c e n t r a t i o n )

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S,M

120ft

10 Minutes

V,S,M

Self

1 Round

1 Hour

You point your finger at a target and

You can understand any spoken language

whisper a message. Only the target hears

you hear. You can read any written

the message and can whisper a reply that

language you touch.

only you can hear.


Shocking Grasp
CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S

Touch

Instant

Roll to hit the target (with advantage if


it's wearing metal armor.) If hit it takes
1d8 lightning damage & can' t take
reactions until its next turn.

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CHARACTER INFO

AT TACKS
NAM E

NAM E:

AT K DMG

Dagger

CONCE PT:
R ACE:MountainDwarf
CLA S S:Wizard

1d4+1

60/20ft

piercing

Acid Splash

1d6

60ft

acid

Second Target*

1d6

acid

MOD

SAV E

10

+0

+0

ST RENGTH

12

+1

+1

DEXT ERITY

16

+3

FEATURE S & TRAITS


Arcane Recovery:

Darkvision 60ft:

Once per day you can

You see in dim light as if

regain one spell slot

it were day, and in

after a short rest.

darkness as if it was dim

+2

+4

I NT ELLIGENCE

+1

Spellcasting:
You have spells, cantrips, Dwarven Resilience:

CONSTIT UTION

13

light.

+3

15

TY PE

+3

STATS
STAT

R A NGE

and rituals. Cantrips and Advantage on saves vs.


rituals can be cast any

poison. Resistance to

number of times. You can poison damage.

+3

cast two spells per day .

W ISD OM

10

+0

+0

CH A RISM A

25ft
HP

AC

(9)

SPEED

(11)

DE ATH SAV E S

EQUIPMENT
Armor:

Weapons:
Dagger

PROFICIENCIE S
Armor & Weapons: Light Armor,

Other Equipment:

Medium Armor, Battleaxes,

Backpack

Arcane Focus (Crystal)

Daggers, Darts, Handaxes,

Belt Pouch

Spellbook

Light Crossbows, Light

Book of Lore

Iron Pot

Hammers, Quarterstaf fs,

Bottle of Ink

Three Vials

Slings, & Warhammers

Ink Pen

Skills & Tools: Brewer's

Parchment (10 Sheets)

Supplies

Little Bag of Sand

Languages: Common & Dwarven

Small Knife

GOLD
(8)

Mountain Dwarf Wizard

+4

CH A R AC T E R

12

SPE LL AT TAC K B ON US

SPE LL SAV E D C

SPELLS
Burning Hands

Shield

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S

15ft

Reaction

V,S

Self

Instant

1 Round

You fire a 15ft cone of flames from your

Cast in response to being hit and gain a

fingers. Creatures in the area of ef fect

+5 AC bonus. If the attack won' t hit your

3d6 dmg or half on a successful DEX

new AC, it misses instead. You keep the

save.

+5 AC until your next turn.


Fog Cloud ( C o n c e n t r a t i o n )

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S

120ft

1 Hour

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

You create a heavy cloud of fog 20ft in


radius. Anyone or anything in the cloud is
heavily obscured.

CANTRIPS & RITUALS


Acid Splash

Alarm

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S

60ft

10 Minutes

V,S,M

30ft

Instant

8 Hours

Hurl a bubble of acid at up to two targets

A mental or audible alarm sounds when an

within 5ft of each other. Targets must

unknown creature enters a space that

make a DEX save or take 1d6 acid

you define that is no larger than 20 cubic

damage.

feet.
Blade Ward

Detect Magic ( C o n c e n t r a t i o n )

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S

Self

10 Minutes

V,S

30ft

1 Round

10 Minutes

You draw a warding sigil in the air. Until

While this spell is in ef fect you can sense

the end of your next turn you have

magic nearby . When you do you can use

resistance to slashing, piercing, &

an action to determine the location and

bludgeoning damage.

type of magic.

Light
CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,M

Touch

1 Hour

Target object less than 10 cubic ft in size


sheds bright light for 20ft and dim light
for an additional 20ft.

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CHARACTER INFO

AT TACKS
NAM E

NAM E:
CONCE PT:
R ACE:HighElf
CLA S S:Wizard

AT K DMG
+5

1d4+3

20/60ft

piercing

Fire Bolt

+5

1d10

120ft

fire

Ray of Frost

+5

1d8*

60ft

cold

MOD

SAV E

-1

-1

ST RENGTH

16

+3

+3

DEXT ERITY

10

+0

FEATURE S & TRAITS


Arcane Recovery:

Darkvision 60ft:

Once per day you can

You see in dim light as if

regain one spell slot

it were day, and in

after a short rest.

darkness as if it was dim

+3

+5

I NT ELLIGENCE

+1

Spellcasting:
You have spells, cantrips, Fey Ancestry:

CONSTIT UTION

13

light.

+0

16

TY PE

Dagger

STATS
STAT

R A NGE

and rituals. Cantrips and Advantage on saves vs.


rituals can be cast any

being charmed. Magic

number of times. You can can' t put you to sleep.

+3

cast two spells per day .

W ISD OM

12

+1

+1

CH A RISM A

30ft
HP

AC

(6)

SPEED

(13)

DE ATH SAV E S

EQUIPMENT
Armor:

Weapons:
Dagger

PROFICIENCIE S
Armor & Weapons: Daggers,

Other Equipment:

Darts, Light Crossbows,

Backpack

Arcane Focus (Wand)

Longbows, Longswords,

Belt Pouch

Spellbook

Quarterstaf fs, Shortbows,

Book of Lore

Five Candles

Shortswords, & Slings

Bottle of Ink

Scroll Case

Skills & Tools: Perception

Ink Pen

Signet Ring

Languages: Common, Draconic,

Parchment (10 Sheets)

Sealing Wax

& Elven

Little Bag of Sand


Small Knife

GOLD
(8)

High Elf Wizard

+5

CH A R AC T E R

13

SPE LL AT TAC K B ON US

SPE LL SAV E D C

SPELLS
Charm Person

Magic Missile

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S

30ft

Action

V,S

120ft

1 Hour

Instant

Target creature must make a WIS save

You fire three glowing darts of energy .

(with advantage if your party is fighting

The darts automatically hit and deal 1d4+1

it) or it regards you as a friend.

force damage each. You may divide the


darts up among multiple targets.

Fog Cloud ( C o n c e n t r a t i o n )

Shield

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S

120ft

Reaction

V,S

Self

1 Hour

1 Round

You create a heavy cloud of fog 20ft in

Cast in response to being hit and gain a

radius. Anyone or anything in the cloud is

+5 AC bonus. If the attack won' t hit your

heavily obscured.

new AC, it misses instead. You keep the


+5 AC until your next turn.

CANTRIPS & RITUALS


Fire Bolt

Ray of Frost

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S

120ft

Action

V,S

60ft

Instant

Instant

You hurl a small ball of fire at the target

Fires a beam of frost at one target. If it

doing 1d10 points of fire damage if it hits.

hits it causes 1d8 cold damage and

It will ignite flammable objects not being

reduces its speed by 10 ft until the start

carried or worn.

of your next turn.


Light

Unseen Servant

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,M

Touch

10 Minutes

V,S,M

60ft

1 Hour

1 Hour

Target object less than 10 cubic ft in size

You summon an invisible force to do your

sheds bright light for 20ft and dim light

will. The invisible force can do any simple

for an additional 20ft.

or menial task. It has a STR of 2 and 1 HP.

Mage Hand

Detect Magic ( C o n c e n t r a t i o n )

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S

30ft

10 Minutes

V,S

30ft

1 Minute

10 Minutes

You create a spectral floating hand that

While this spell is in ef fect you can sense

you can control by using your action. The

magic nearby . When you do you can use

hand can manipulate objects and can lift

an action to determine the location and

up to 10 pounds.

type of magic.

CHARACTER INFO

AT TACKS
NAM E

NAM E:

AT K DMG

Dagger

CONCE PT:

Poison Spray

R ACE:WoodElf

R A NGE

TY PE

+5

1d4+3

20/60ft

piercing

1d12

10ft

poison

CLA S S:Wizard

STATS
STAT

MOD

SAV E

10

+0

+0

ST RENGTH

16

+3

+3

DEXT ERITY

12

+1

FEATURE S & TRAITS


Arcane Recovery:

Darkvision 60ft:

Once per day you can

You see in dim light as if

regain one spell slot

it were day, and in

after a short rest.

darkness as if it was dim

+2

+4

I NT ELLIGENCE

+2

Spellcasting:
You have spells, cantrips, Fey Ancestry:

CONSTIT UTION

14

and rituals. Cantrips and Advantage on saves vs.


rituals can be cast any

being charmed. Magic

number of times. You can can' t put you to sleep.

+4

cast two spells per day .


Mask of the Wild:

W ISD OM

light.

+1

15

-1

You can attempt to hide

-1

even when in light foliage

CH A RISM A

or rain.

35ft
HP

AC

(7)

SPEED

(13)

DE ATH SAV E S

EQUIPMENT
Armor:

Weapons:
Dagger

PROFICIENCIE S
Armor & Weapons:

Other Equipment:

Daggers, Darts, Light

Backpack

Waterskin

Crossbows, Longbows,

Bedroll

Arcane Focus (Pouch)

Longswords, Quarterstaf fs,

Belt Pouch

Spellbook

Shortbows, Shortswords, &

Fifty Feet Hemp Rope

Knuckle Bones

Slings

Messkit

Steel Mirror

Skills & Tools:

Ten Days Rations

Perception

Tinderbox

Languages:

Ten Torches

Common & Elven

GOLD
(8)

Wood Elf Wizard

+4

CH A R AC T E R

12

SPE LL AT TAC K B ON US

SPE LL SAV E D C

SPELLS
Disguise Self ( C o n c e n t r a t i o n )

Witch Bolt ( C o n c e n t r a t i o n )

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Bonus Action

V,S

Self

Action

V,S,M

30ft

1 Minute

1 Minute

You change your appearance to any

If the attack hits deal 1d12 lightning

humanoid up to 1ft taller or shorter. A

damage. Each round after that you can

successful investigation check vs. your

sustain the spell for 1 action doing an

spell DC reveals the illusion.

additional 1d12 lightning damage.

Sleep
CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S,M

90ft

1 Minute

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

5d8 HP worth of creatures within a 20 ft


radius fall asleep. This ef fects the
creature with the lowest HP first and
proceeds in ascending order.

CANTRIPS & RITUALS


Mending

Comprehend Languages ( C o n c e n t r a t i o n )

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

1 Minute

V,S,M

Touch

10 Minutes

V,S,M

Self

Instant

1 Hour

Repairs a tear or break in an object. The

You can understand any spoken language

tear or break can' t be larger than one

you hear. You can read any written

cubic foot.

language you touch.


Poison Spray

Detect Magic ( C o n c e n t r a t i o n )

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S

10ft

10 Minutes

V,S

30ft

Instant

10 Minutes

A puf f of noxious gas projects from your

While this spell is in ef fect you can sense

hand. Target must make a CON save or

magic nearby . When you do you can use

take 1d12 poison damage.

an action to determine the location and


type of magic.

True Strike
CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

30ft

1 Round

You point at your target and gain magical


insight into their defenses. Your next
attack against that target has
advantage.

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CHARACTER INFO

AT TACKS
NAM E

NAM E:

AT K DMG

Dagger

CONCE PT:
R ACE:LightfootHalfling

Poison Spray

R A NGE

TY PE

+4

1d4+2

20/60ft

piercing

1d12*

10ft

poison

CLA S S:Wizard

STATS
STAT

MOD

SAV E

-1

-1

ST RENGTH

14

+2

+2

DEXT ERITY

12

+1

FEATURE S & TRAITS


Arcane Recovery:

Brave:

Once per day you can

Adv. on saves vs. fear.

regain one spell slot


after a short rest.

Halfling Nimbleness:

+2

+4

I NT ELLIGENCE

+0

Spellcasting:

larger creature's space.

You have spells, cantrips,

CONSTIT UTION

10

and rituals. Cantrips and Lucky:


rituals can be cast any

+2

+3

Reroll 1's on attacks,

number of times. You can ability checks, or saves.


cast two spells per day .
Naturally Stealthy:

W ISD OM

16

You can move through a

+1

14

You can hide behind a

+3

med or larger creature.

CH A RISM A

25ft
HP

AC

(7)

SPEED

(12)

DE ATH SAV E S

EQUIPMENT
Armor:

Weapons:
Dagger

PROFICIENCIE S
Armor & Weapons:

Other Equipment:

Daggers, Darts, Light

Backpack

Arcane Focus (Crystal)

Crossbows, Quarterstaf fs, &

Belt Pouch

Spellbook

Slings

Book of Lore

Vial of Perfume

Bottle of Ink

Silver Amulet

Languages:

Ink Pen

Common & Halfling

Parchment (10 Sheets)


Little Bag of Sand
Small Knife

GOLD
(6)

Lightfoot Halfling Wizard

+4

CH A R AC T E R

12

SPE LL AT TAC K B ON US

SPE LL SAV E D C

SPELLS
Charm Person

Tasha's Hideous Laughter ( C o n c e n t r a t i o n )

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S

30ft

Action

V,S,M

30ft

1 Hour

1 Minute

Target creature must make a WIS save

Target makes a WIS save or can' t act

(with advantage if your party is fighting

due to laughter. It saves again at the end

it) or it regards you as a friend.

of each turn or when it takes damage


(w/advantage if due to damage.)

Sleep
CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S,M

90ft

1 Minute

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

5d8 HP worth of creatures within a 20 ft


radius fall asleep. This ef fects the
creature with the lowest HP first and
proceeds in ascending order.

CANTRIPS & RITUALS


Friends ( C o n c e n t r a t i o n )

Alarm

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

S,M

Self

10 Minutes

V,S,M

30ft

1 Minute

8 Hours

You have advantage on all CHA checks

A mental or audible alarm sounds when an

against one creature that isn' t hostile

unknown creature enters a space that

towards you. At the end of the spell the

you define that is no larger than 20 cubic

creature becomes hostile.

feet.

Mage Hand

Detect Magic ( C o n c e n t r a t i o n )

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S

30ft

10 Minutes

V,S

30ft

1 Minute

10 Minutes

You create a spectral floating hand that

While this spell is in ef fect you can sense

you can control by using your action. The

magic nearby . When you do you can use

hand can manipulate objects and can lift

an action to determine the location and

up to 10 pounds.

type of magic.

Poison Spray
CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S

10ft

Instant

A puf f of noxious gas projects from your


hand. Target must make a CON save or
take 1d12 poison damage.

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CHARACTER INFO

AT TACKS
NAM E

NAM E:
CONCE PT:
R ACE:StoutHalfling

AT K DMG

R A NGE

TY PE

Dagger

+5

1d4+3

20/60ft

piercing

Ray of Frost

+4

1d8*

60ft

cold

CLA S S:Wizard

STATS
STAT

MOD

SAV E

-1

-1

ST RENGTH

16

+3

+3

DEXT ERITY

14

+2

+2

+4

I NT ELLIGENCE

+0

Arcane Recovery:

Halfling Nimbleness:

Once per day you can

You can move through a

regain one spell slot

larger creature's space.

after a short rest.


Spellcasting:

Reroll 1's on attacks,

and rituals. Cantrips and


rituals can be cast any

Stout Resilience:

number of times. You can Advantage on saves vs.

+2

W ISD OM

12

FEATURE S & TRAITS

You have spells, cantrips, ability checks, or saves.

CONSTIT UTION

10

Lucky:

+2

15

+1

+1

CH A RISM A

cast two spells per day .

poison. Resistance to
poison damage.

Brave:
Adv. on saves vs. fear.

25ft
HP

AC

(8)

SPEED

(13)

DE ATH SAV E S

EQUIPMENT
Armor:

Weapons:
Dagger

PROFICIENCIE S
Armor & Weapons:

Other Equipment:

Daggers, Darts, Light

Backpack

Waterskin

Crossbows, Quarterstaf fs, &

Bedroll

Arcane Focus (Wand)

Slings

Belt Pouch

Spellbook

Fifty Feet Hemp Rope

Deck of Cards

Languages:

Messkit

Basket

Common & Halfling

Ten Days Rations


Tinderbox
Ten Torches

GOLD
(6)

Stout Halfling Wizard

+4

CH A R AC T E R

12

SPE LL AT TAC K B ON US

SPE LL SAV E D C

SPELLS
Color Spray

Silent Image ( C o n c e n t r a t i o n )

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S,M

15ft

Action

V,S,M

60ft

1 Round

10 Minutes

A cone of light blinds up to 6d10 HP of

You make a silent illusion that fits in a

creatures. The creatures are af fected in

15ft cube. It can be animated. An

ascending order of HP.

investigate check vs your spell save DC


reveals it to be an illusion.

Disguise Self ( C o n c e n t r a t i o n )
CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Bonus Action

V,S

Self

1 Minute

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

You change your appearance to any


humanoid up to 1ft taller or shorter. A
successful investigation check vs. your
spell DC reveals the illusion.

CANTRIPS & RITUALS


Dancing Lights ( C o n c e n t r a t i o n )

Illusory Script

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S,M

120ft

10 Minutes

S,M

Touch

1 Minute

10 Days

You make up to 4 torch sized lights.

You create an illusion of text that only

These lights move at your command and

you and your allies can read. To all

can be merged into a humanoid shape of

others it appears illegible or as a

light.

dif ferent message.


Minor Illusion ( C o n c e n t r a t i o n )

Unseen Servant

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

S,M

30ft

10 Minutes

V,S,M

60ft

1 Minute

1 Hour

You create a visual or auditory illusion.

You summon an invisible force to do your

Auditory illusions can range from a

will. The invisible force can do any simple

whisper to a scream. Visual illusions must

or menial task. It has a STR of 2 and 1 HP.

fit within a 5ft cube.


Ray of Frost
CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S

60ft

Instant

Fires a beam of frost at one target. If it


hits it causes 1d8 cold damage and
reduces its speed by 10 ft until the start
of your next turn.

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CHARACTER INFO

AT TACKS
NAM E

NAM E:
CONCE PT:
R ACE:IHuman

AT K DMG

R A NGE

TY PE

Quarterstaf f

+2

1d6

melee

bludgeoning

Chill Touch

+5

1d8*

120ft

necrotic

CLA S S:Wizard

STATS
STAT

MOD

SAV E

11

+0

+0

+1

+1

DEXT ERITY

14

+2

+2

+3

+5

I NT ELLIGENCE

15

FEATURE S & TRAITS


Arcane Recovery:

+2

regain one spell slot


after a short rest.
Spellcasting:
You have spells, cantrips,

CONSTIT UTION

16

Once per day you can

ST RENGTH

13

and rituals. Cantrips and


rituals can be cast any
number of times. You can

+4

cast two spells per day .

W ISD OM

-1

-1

CH A RISM A

30ft
HP

AC

(8)

SPEED

(11)

DE ATH SAV E S

EQUIPMENT
Armor:

Weapons:
Quarterstaf f

PROFICIENCIE S
Armor & Weapons:

Other Equipment:

Daggers, Darts, Light

Backpack

Arcane Focus (Orb)

Crossbows, Quarterstaf fs, &

Belt Pouch

Spellbook

Slings

Book of Lore

Five Candles

Bottle of Ink

Pitcher

Languages:

Ink Pen

Common & Draconic

Parchment (10 Sheets)


Little Bag of Sand
Small Knife

GOLD
(9)

I Human Wizard

+5

CH A R AC T E R

13

SPE LL AT TAC K B ON US

SPE LL SAV E D C

SPELLS
False Life

Ray of Sickness

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S,M

Self

Action

V,S

60ft

1 Hour

Instant

Bolstering yourself with necromantic

If the attack hits the target takes 2d8

energy you gain 1d4+4 temporary HP for

poison damage and makes a CON save or

the duration of the spell.

is poisoned until the end of your next


turn.

Protection From Good And Evil ( C o n c e n t r a t i o n )

Witch Bolt ( C o n c e n t r a t i o n )

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S,M

Touch

Action

V,S,M

30ft

10 Minutes

1 Minute

Extra planars/undead have disadvantage

If the attack hits deal 1d12 lightning

on attacks vs. the target. They cannot

damage. Each round after that you can

charm, frighten, or possess him. He has

sustain the spell for 1 action doing an

advantage to end these ef fects.

additional 1d12 lightning damage.

CANTRIPS & RITUALS


Blade Ward

Illusory Script

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S

Self

10 Minutes

S,M

Touch

1 Round

10 Days

You draw a warding sigil in the air. Until

You create an illusion of text that only

the end of your next turn you have

you and your allies can read. To all

resistance to slashing, piercing, &

others it appears illegible or as a

bludgeoning damage.

dif ferent message.

Chill Touch

Unseen Servant

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S

120ft

10 Minutes

V,S,M

60ft

1 Round

1 Hour

If you hit you deal 1d8 necrotic damage

You summon an invisible force to do your

and the target can' t be healed until the

will. The invisible force can do any simple

start of your next turn. If undead it also

or menial task. It has a STR of 2 and 1 HP.

gets disadvantage attacking you.


Message
CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S,M

120ft

1 Round

You point your finger at a target and


whisper a message. Only the target hears
the message and can whisper a reply that
only you can hear.

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CHARACTER INFO

AT TACKS
NAM E

NAM E:
CONCE PT:
R ACE:IIHuman

AT K DMG

R A NGE

TY PE

Dagger

+4

1d4+2

20/60ft

piercing

Fire Bolt

+5

1d10

120ft

fire

CLA S S:Wizard

STATS
STAT

MOD

SAV E

-1

-1

+2

+2

DEXT ERITY

13

+1

+1

+3

+5

I NT ELLIGENCE

14

FEATURE S & TRAITS


Arcane Recovery:

+2

regain one spell slot


after a short rest.
Spellcasting:
You have spells, cantrips,

CONSTIT UTION

16

Once per day you can

ST RENGTH

15

and rituals. Cantrips and


rituals can be cast any
number of times. You can

+4

cast two spells per day .

W ISD OM

11

+0

+0

CH A RISM A

30ft
HP

AC

(7)

SPEED

(12)

DE ATH SAV E S

EQUIPMENT
Armor:

Weapons:
Dagger

PROFICIENCIE S
Armor & Weapons:

Other Equipment:

Daggers, Darts, Light

Backpack

Waterskin

Crossbows, Quarterstaf fs, &

Bedroll

Arcane Focus (Wand)

Slings

Belt Pouch

Spellbook

Fifty Feet Hemp Rope

Signal Whistle

Languages:

Messkit

Five Vials

Common & Elven

Ten Days Rations


Tinderbox
Ten Torches

GOLD
(6)

II Human Wizard

+5

CH A R AC T E R

13

SPE LL AT TAC K B ON US

SPE LL SAV E D C

SPELLS
Burning Hands

Shield

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S

15ft

Reaction

V,S

Self

Instant

1 Round

You fire a 15ft cone of flames from your

Cast in response to being hit and gain a

fingers. Creatures in the area of ef fect

+5 AC bonus. If the attack won' t hit your

3d6 dmg or half on a successful DEX

new AC, it misses instead. You keep the

save.

+5 AC until your next turn.


Magic Missile

Thunder Wave

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S

120ft

Action

V,S

15ft

Instant

Instant

You fire three glowing darts of energy .

You blast all targets in a 15ft cube next

The darts automatically hit and deal 1d4+1

to you. Each target must make a CON

force damage each. You may divide the

save. Fail: 2d8 thunder dmg and pushed

darts up among multiple targets.

10ft. Success: Half damage, no push.

CANTRIPS & RITUALS


Dancing Lights ( C o n c e n t r a t i o n )

Detect Magic ( C o n c e n t r a t i o n )

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S,M

120ft

10 Minutes

V,S

30ft

1 Minute

10 Minutes

You make up to 4 torch sized lights.

While this spell is in ef fect you can sense

These lights move at your command and

magic nearby . When you do you can use

can be merged into a humanoid shape of

an action to determine the location and

light.

type of magic.
Fire Bolt

Comprehend Languages ( C o n c e n t r a t i o n )

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,S

120ft

10 Minutes

V,S,M

Self

Instant

1 Hour

You hurl a small ball of fire at the target

You can understand any spoken language

doing 1d10 points of fire damage if it hits.

you hear. You can read any written

It will ignite flammable objects not being

language you touch.

carried or worn.
Light
CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE

Action

V,M

Touch

1 Hour

Target object less than 10 cubic ft in size


sheds bright light for 20ft and dim light
for an additional 20ft.

CA ST I NG T I M E

COM P ON E N T S DU R AT ION

R A NGE