Professional Documents
Culture Documents
STEALTH DISADVANTAGE
✘
+0
+2 Dexterity
Second Wind (Bonus Action—1/Short Rest). You
✘ +3 Constitution ARMOR CLASS regain 1d10+2 hp.
DEXTERITY
+1 Intelligence
MAXIMUM HIT DICE TEMPORARY Action Surge (1/Short Rest). On your turn, you can
15 +3 Wisdom
-1 Charisma
15 2d10 take one additional action on top of your regular
action.
CONDITIONAL
+2
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
SAVING THROWS
13 N
CIE C
+2 Acrobatics (Dex)
SPEED
20ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI
RT
EXPE
✘ +2 Athletics (Str)
INTELLIGENCE -1 Deception (Cha)
12 +1 History (Int)
+3 Insight (Wis)
-1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+1 +1 Investigation (Int)
+3 Medicine (Wis) Shifting (Bonus Action—1/Short Rest). You can
WISDOM
assume a more bestial appearance for 1 minute,
+1 Nature (Int) until you die, or until you revert to your normal
9 ✘ +5 Survival (Wis)
SKILLS
-1 15 PASSIVE PERCEPTION
ADVANTAGE
Crossbow, Light 80/320 +4 vs AC 1d8+2 piercing Armor Proficiencies. Light Armor, Medium Armor,
Ammunition, Loading, Two-Handed
Heavy Armor, Shields
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration
of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the
solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a
I’m always picking things up, absently fiddling with nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific
them, and sometimes accidentally breaking them. features of the terrain, you know the ways of the wild.
PERSONALITY TRAITS
IDEAL
BOND
Wanderer
You have an excellent memory for maps and
geography, and you can always recall the general
layout of terrain, settlements, and other features
around you. In addition, you can find food and fresh
water for yourself and up to five other people each
day, provided that the land offers berries, small
game, water, and so forth.
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
[Chain Mail] 1 55
[Rapier] 1 2
[War Pick] 1 2
Crossbow, Light 1 5
Crossbow Bolt 20 1
Backpack 1 5
Crowbar 1 5
Hammer 1 3
Piton 10 2.5
Torch 10 10
Tinderbox 1 1
Rations (1 day) 10 20
Waterskin 1 5
Rope, Hempen (50 feet) 1 10
Clothes, Traveler’s 1 4
Hunting Trap 1 25
0 0 0 10 0
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Chain Mail Rapier War Pick
Armor Weapons Weapons
Crossbow bolts are used with a crossbow to make a ranged A backpack is a leather pack carried on the back, typically
attack. with straps to secure it. A backpack can hold 1 cubic foot/
30 pounds of gear.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.
5 lb. Player’s Handbook 1/20 lb. Player’s Handbook 5 lb. Player’s Handbook
5 lb. Player’s Handbook 3 lb. Player’s Handbook 1/4 lb. Player’s Handbook
Torch Tinderbox Rations (1 day)
Adventuring Gear Adventuring Gear Adventuring Gear
A torch burns for 1 hour, providing bright light in a 20-foot This small container holds flint, fire steel, and tinder Rations consist of dry foods suitable for extended travel,
radius and dim light for an additional 20 feet. If you make a (usually dry cloth soaked in light oil) used to kindle a fire. including jerky, dried fruit, hardtack, and nuts.
melee attack with a burning torch and hit, it deals 1 fire Using it to light a torch—or anything else with abundant,
damage. exposed fuel—takes an action. Lighting any other fire takes
1 minute.
5 lb. (full) Player’s Handbook 10 lb. Player’s Handbook 4 lb. Player’s Handbook
Hunting Trap
Adventuring Gear
When you use your action to set it, this trap forms a saw-
toothed steel ring that snaps shut when a creature steps on
a pressure plate in the center. The trap is affixed by a heavy
chain to an immobile object, such as a tree or a spike
driven into the ground. A creature that steps on the plate
must succeed on a DC 13 Dexterity saving throw or take
1d4 piercing damage and stop moving. Thereafter, until the
creature breaks free of the trap, its movement is limited by
the length of the chain (typically 3 feet long). A creature
can use its action to make a DC 13 Strength check, freeing
itself or another creature within its reach on a success.
Each failed check deals 1 piercing damage to the trapped
creature.