Professional Documents
Culture Documents
STEALTH DISADVANTAGE
14 ✘ +2 Wisdom
-1 Charisma
7 1d6
CONDITIONAL
+2
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
SAVING THROWS
13 N
CIE C
+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI
RT
EXPE
+0 Athletics (Str)
INTELLIGENCE -1 Deception (Cha)
20 ✘ +7 History (Int)
+0 Insight (Wis)
-1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+5 ✘ +7 Investigation (Int)
+0 Medicine (Wis) Fey Ancestry. Advantage on saving throws against
WISDOM
being charmed, and magic can’t put you to sleep.
+5 Nature (Int)
8 +0 Survival (Wis)
SKILLS
-1 12 PASSIVE PERCEPTION
ADVANTAGE
Armor Proficiencies. –
Tool Proficiencies. –
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the
greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.
PERSONALITY TRAITS
IDEAL
BOND
Researcher
When you attempt to learn or recall a piece of lore, if
you do not know that information, you often know
where and from whom you can obtain it. Usually,
this information comes from a library, scriptorium,
university, or a sage or other learned person or
creature. Your DM might rule that the knowledge
you seek is secreted away in an almost inaccessible
place, or that it simply cannot be found. Unearthing
the deepest secrets of the multiverse can require an
adventure or even a whole campaign
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
0 0 0 0 0
lb / 150 lb 300 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Intelligence +3 11 6
You hurl a bubble of acid. Choose one creature you can see within You create a ghostly, skeletal hand in the space of a creature within You choose nonmagical flame that you can see within range and that
range, or choose two creatures you can see within range that are range. Make a ranged spell attack against the creature to assail it fits within a 5-foot cube. You affect it in one of the following ways:
within 5 feet of each other. A target must succeed on a Dexterity with the chill of the grave. On a hit, the target takes 1d8 necrotic • You instantaneously expand the flame 5 feet in one direction,
saving throw or take 1d6 acid damage. damage, and it can’t regain hit points until the start of your next turn. provided that wood or other fuel is present in the new location.
This spell’s damage increases by 1d6 when you reach 5th level Until then, the hand clings to the target. If you hit an undead target, • You instantaneously extinguish the flames within the cube.
(2d6), 11th level (3d6), and 17th level (4d6). it also has disadvantage on attack rolls against you until the end of • You double or halve the area of bright light and dim light cast by
your next turn. This spell’s damage increases by 1d8 when you reach the flame, change its color, or both. The change lasts for 1 hour.
5th level (2d8), 11th level (3d8), and 17th level (4d8). • You cause simple shapes—such as the vague form of a creature,
an inanimate object, or a location—to appear within the flames and
animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three of its
non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.
Cantrip (High Elf) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Princes of the Apocalypse
You create a bonfire on ground that you can see within range. Until A dazzling array of flashing, colored light springs from your hand. Roll You cause a tremor in the ground in a 10-foot radius. Each creature
the spells ends, the bonfire fills a 5-foot cube. Any creature in the 6d10, the total is how many hit points of creatures this spell can other than you in that area must make a Dexterity saving throw. On a
bonfire’s space when you cast the spell must succeed on a Dexterity effect. Creatures in a 15-foot cone originating from you are affected failed save, a creature takes 1d6 bludgeoning damage and is knocked
saving throw or take 1d8 fire damage. A creature must also make the in ascending order of their current hit points (ignoring unconscious prone. If the ground in that area is loose earth or stone, it becomes
saving throw when it enters the bonfire’s space for the first time on a creatures and creatures that can’t see). difficult terrain until cleared.
turn or ends its turn there. Starting with the creature that has the lowest current hit points, At Higher Levels. When you cast this spell using a spell slot of 2nd
The spell’s damage increases by 1d8 when you reach 5th level each creature affected by this spell is blinded until the end of your level or higher, the damage increases by 1d6 for each slot level above
(2d8), 11th level (3d8), and 17th level (4d8). next turn. Subtract each creature’s hit points from the total before 1st.
moving on to the creature with the next lowest hit points. A
creature’s hit points must be equal to or less than the remaining total
for the creature to be affected.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, roll an additional 2d10 for each slot level above 1st.
Spellcasting (Wizard) Princes of the Apocalypse Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Princes of the Apocalypse
Slick grease covers the ground in a 10-foot square centered on a You create a shard of ice and fling it at one creature within range. You write on parchment, paper, or some other suitable writing
point within range and turns it into difficult terrain for the duration. Make a ranged spell attack against the target. On a hit, the target material and imbue it with a potent illusion that lasts for the
When the grease appears, each creature standing in its area must takes 1d10 piercing damage. Hit or miss, the shard then explodes. duration. To you and any creatures you designate when you cast the
succeed on a Dexterity saving throw or fall prone. A creature that The target and each creature within 5 feet of the point where the ice spell, the writing appears normal, written in your hand, and conveys
enters the area or ends its turn there must also succeed on a exploded must succeed on a Dexterity saving throw or take 2d6 cold whatever meaning you intended when you wrote the text. To all
Dexterity saving throw or fall prone. damage. others, the writing appears as if it were written in an unknown or
At Higher Levels. When you cast this spell using a spell slot of 2nd magical script that is unintelligible. Alternatively, you can cause the
level or higher, the cold damage increases by 1d6 for each slot level writing to appear to be an entirely different message, written in a
above 1st. different hand and language, though the language must be one you
know. Should the spell be dispelled, the original script and the illusion
both disappear. A creature with truesight can read the hidden
message.
Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Princes of the Apocalypse Spellcasting (Wizard) Player’s Handbook
Jump
1st-level transmutation
You touch a creature. The creature’s jump distance is tripled until the
spell ends.
Many creatures in the worlds of D&D, especially those that You have advantage on saving throws against being Elves don’t need to sleep. Instead, they meditate deeply,
dwell underground, have darkvision. Within a specified charmed, and magic can’t put you to sleep. remaining semiconscious, for 4 hours a day. (The Common
range, a creature with darkvision can see in darkness as if word for such meditation is “trance.”) While meditating,
the darkness were dim light, so areas of darkness are only you can dream after a fashion; such dreams are actually
lightly obscured as far as that creature is concerned. mental exercises that have become reflexive through years
However, the creature can’t discern color in darkness, only of practice. After resting in this way, you gain the same
shades of gray. benefit that a human does from 8 hours of sleep.
Arcane Recovery
Class Feature