Professional Documents
Culture Documents
STEALTH DISADVANTAGE
✘
+1 them.
✘ +4 Dexterity
Beasts.
+0 Constitution ARMOR CLASS
DEXTERITY
+3 Intelligence
Natural Explorer. When you make an Intelligence or
MAXIMUM HIT DICE TEMPORARY Wisdom check related to your favored terrain, your
15 +1 Wisdom
+0 Charisma
10 1d10 proficiency bonus is doubled if you are using a skill
that you’re proficient in. While traveling for an hour
CONDITIONAL
or more in your favored terrain, you gain the
following benefits:
+2 Difficult terrain doesn’t slow your group’s travel.
Your group can’t become lost except by magical
CURRENT HIT POINTS means.
CONSTITUTION DEATH SAVING THROWS
Even when you are engaged in another activity
SAVING THROWS
while traveling, you remain alert to danger.
10 N
CIE C
+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
If you are traveling alone, you can move stealthily
at a normal pace.
Y
PROFI
RT
EXPE
VISION INSPIRATION EXHAUSTION When you forage, you find twice as much food as
+1 Animal Handling (Wis)
you normally would.
+0 +3 Arcana (Int) Darkvision While tracking other creatures, you also learn
their exact number, their sizes, and how long ago
✘ +3 Athletics (Str)
they passed through the area.
INTELLIGENCE +0 Deception (Cha) Forest.
16 ✘
+3 History (Int)
+3 Insight (Wis)
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+3 +3 Investigation (Int)
13 ✘ +3 Perception (Wis)
+0 Performance (Cha)
+0 Persuasion (Cha)
+1 ✘ +5 Religion (Int)
✘ +4 Sleight of Hand (Dex)
CHARISMA ✘ +4 Stealth (Dex)
10 ✘ +3 Survival (Wis)
SKILLS
+0 13 PASSIVE PERCEPTION
ADVANTAGE
Tool Proficiencies. –
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary
between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct
worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same
I see omens in every event and action. The gods try thing as channeling divine power.
to speak to us, we just need to listen
I see omens in every event and action. The gods try Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of
to speak to us, we just need to listen
your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred
rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were
the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish
PERSONALITY TRAITS
master that you now deny.
IDEAL
BOND
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
Dungeoneer’s Pack 1 10
Thieves’ Tools 1 1
[Leather] 1 10
[Crossbow, Light] 1 5
Dagger 1 1
Crossbow Bolt 1 .05
0 0 0 0 0
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Dungeoneer’s Pack Thieves’ Tools Leather
Equipment Packs Tools Armor
Includes a backpack, a crowbar, a hammer, 10 pitons, 10 Perhaps the most common tools used by adventurers, thieves’ The breastplate and shoulder protectors of this armor are
torches, a tinderbox, 10 days of rations, and a waterskin. tools are designed for picking locks and foiling traps. made of leather that has been stiffened by being boiled in
The pack also has 50 feet of hempen rope strapped to the Proficiency with the tools also grants you a general knowledge oil. The rest of the armor is made of softer and more
side of it. of traps and locks. flexible materials.
Components. Thieves’ tools include a small file, a set Of lock
picks, a small mirror mounted on a metal handle, a set of
narrow—bladed scissors, and a pair of pliers.
History. Your knowledge of traps grants you insight when
answering questions about locations that are renowned for
their traps.
Investigation and Perception. You gain additional insight
when looking for traps, because you have learned a variety of
common signs that betray their presence.
Set a Trap. Just as you can disable traps, you can also set
them. As part of a short rest, you can create a trap using items
you have on hand. The total of your check becomes the DC for
someone else’s attempt to discover or disable the trap. The
trap deals damage appropriate to the materials used in
crafting it (such as poison or a weapon) or damage equal to
half the total of your check, whichever the DM deems
appropriate.
THIEVES’ TOOLS
Activity DC
Pick a lock Varies
Disable a trap Varies
10 lbs. System Reference Document 1 lbs. System Reference Document 10 lb. System Reference Document
5 lb. System Reference Document 1 lb. System Reference Document 1/20 lb. System Reference Document