Professional Documents
Culture Documents
STEALTH DISADVANTAGE
+3 Charisma
8 1d8
Thieves’ Cant. A secret mix of dialect, jargon, and
CONDITIONAL
code that allows you to hide messages in seemingly
normal conversation. Only another creature that
16 knows thieves’ cant understands such messages. It
takes four times longer to convey such a message
CURRENT HIT POINTS than it does to speak the same idea plainly.In
CONSTITUTION DEATH SAVING THROWS
addition, you understand a set of secret signs and
SAVING THROWS
symbols used to convey short, simple messages,
+0 N
CIE C
+5 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
such as whether an area is dangerous or the
territory of a thieves’ guild, whether loot is nearby,
Y
PROFI
✘
RT
EXPE
VISION INSPIRATION EXHAUSTION or whether the people in an area are easy marks or
+2 Animal Handling (Wis)
will provide a safe house for thieves on the run.
10 +1 Arcana (Int) Darkvision
-1 Athletics (Str)
INTELLIGENCE ✘ +5 Deception (Cha)
+1 ✘
+1 History (Int)
+4 Insight (Wis)
+3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
12 +1 Investigation (Int)
+2 ✘✘ +6 Perception (Wis)
+3 Performance (Cha)
✘ +5 Persuasion (Cha)
14 +1 Religion (Int)
+3 +2 Survival (Wis)
SKILLS
16 16 PASSIVE PERCEPTION
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
All your life you have found Necromancers, Hags, Fiendish Warlocks and all other practitioners of evil magic abhorrent.
You seek to root out and slay these monstrosities wherever they may hide. Witch hunters all have different reasons for
taking up their profession. Were you hired by a king or other noble to protect their city from an evil deity or cult? Or
I travel from place to place a lot - evil must be fought maybe you are a cleric or paladin dedicated to seeking out all those who endorse the abomination of arcane magic?
everywhere. Think about what led you to develop such a hatred. Perhaps your younger sister was abducted by a hag, and replaced
My wise words have often convinced another to step with a changeling that you were then forced to kill, or your mother and father were sacrificed then raised again by a
back into the light.
wicked mage. What are your methods? Do you imprison those you capture in pits? Burn them? Or even drag them back
to your lordly master for a public execution?
PERSONALITY TRAITS
IDEAL
BOND
Evil Recognition
You have advantage on Wisdom (Perception) checks
to identify necromancy, fiendish or fey magic, or a
practitioner of any of these techniques (this includes
identifiying a Fey, Fiend or Undead, even if they do
not directly practice that type of magic). Also you
can roll on intelligence checks to recall information
about them.
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
[Leather] 1 10
[Shortbow] 1 2
Rapier 1 2
Burglar’s Pack 1 10
Thieves’ Tools 1 1
Alchemist’s Supplies 1 8
Arrow 20 1
0 0 0 0 0
34 lb / 120 lb 240 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Prestidigitation
Transmutation Cantrip
This spell is a minor magical trick that novice spellcasters use for
practice. You create one of the following magical effects within
range:
• You create an instantaneous, harmless sensory effect, such as a
shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch, or a
small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic
foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material
for 1 hour.
• You make a color, a small mark, or a symbol appear on an object
or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit
in your hand and that lasts until the end of your next turn.
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.
Includes a backpack, a bag of 1,000 ball bearings, 10 feet of Perhaps the most common tools used by adventurers, thieves’ Alchemist’s supplies enable a character to produce useful concoctions,
string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a tools are designed for picking locks and foiling traps. such as acid or alchemist’s fire.
Proficiency with the tools also grants you a general knowledge Components. Alchemist’s supplies include two glass beakers, a
hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, metal frame to hold a beaker in place over an open flame, a glass
and a waterskin. The pack also has 50 feet of hempen rope of traps and locks. stirring rod, a small mortar and pestle, and a pouch of common
strapped to the side of it. Components. Thieves’ tools include a small file, a set Of lock alchemical ingredients, including salt, powdered iron, and purified
picks, a small mirror mounted on a metal handle, a set of water.
narrow—bladed scissors, and a pair of pliers. Arcana. Proficiency with alchemist’s supplies allows you to unlock
History. Your knowledge of traps grants you insight when more information on Arcana checks involving potions and similar
answering questions about locations that are renowned for materials.
their traps. Investigation.When you inspect an area for clues, proficiency with
Investigation and Perception. You gain additional insight alchemist’s supplies grants additional insight into any chemicals or
when looking for traps, because you have learned a variety of other substances that might have been used in the area.
Alchemical Crafting.You can use this tool proficiency to create
common signs that betray their presence. alchemical items. A character can spend money to collect raw
Set a Trap. Just as you can disable traps, you can also set materials, which weigh 1 pound for every 50 gp spent. The DM can
them. As part of a short rest, you can create a trap using items allow a character to make a check using the indicated skill with
you have on hand. The total of your check becomes the DC for advantage. As part of a long rest, you can use alchemist’s supplies to
someone else’s attempt to discover or disable the trap. The make one dose of acid, alchemist’s fire, antitoxin, oil, perfume, or
trap deals damage appropriate to the materials used in soap. Subtract half the value of the created item from the total gp
crafting it (such as poison or a weapon) or damage equal to worth of raw materials you are carrying.
half the total of your check, whichever the DM deems ALCHEMIST’S SUPPLIES
Activity DC
appropriate. Create a puff of thick smoke 10
THIEVES’ TOOLS Identify a poison 10
Activity DC Identify a substance 15
Pick a lock Varies Start a fire 15
Disable a trap Varies Neutralize acid 20
Arrow
Ammunition