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STEALTH DISADVANTAGE
+3 Charisma
19 2d8 can prepare 4 spells from the druid spell list. You
can use a druidic focus as your spellcasting focus.
CONDITIONAL
Wildshape (Action—2/Short Rest). You can
+3 magically assume the shape of a beast that you
have seen before.You can stay in a beast shape for 1
CURRENT HIT POINTS hours. You then revert to your normal form unless
CONSTITUTION DEATH SAVING THROWS
you expend another use of this feature. You can
SAVING THROWS
revert to your normal form earlier by using a bonus
15 N
CIE C
+3 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
action on your turn. You automatically revert if you
fall unconscious, drop to 0 hit points, or die.
Y
PROFI
RT
EXPE
16 ✘ +4 Survival (Wis)
SKILLS
+3 14 PASSIVE PERCEPTION
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have
one thing in common: they live out their lives without ever traveling more than a few miles from where they were born.
I have different assumptions from those around me You aren't one of those folk.
concerning personal space, blithely invading others'
space in innocence, or reacting to ignorant invasion You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances
of my own.
I express affection or contempt in ways that are are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a
unfamiliar to others. few outrageous stories. You have come to this part of Faerûn for your own reasons, which you might or might not
choose to share.
PERSONALITY TRAITS
Although you will undoubtedly find some of this land’s ways to be strange and discomfiting, you can also be sure that
Reserved. As someone new to these strange lands, I some things its people take for granted will be to you new wonders that you've never laid eyes on before. By the same
am cautious and respectful in my dealings. (Lawful) token, you're a person of interest, for good or ill, to those around you almost anywhere you go.
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 Masquerade Tattoo. This tattoo appears on your skin as
[Scimitar] 1 3 [Masquerade Tattoo] 1 — whatever you desire. As a bonus action, you can shape
Explorer’s Pack 1 10 the tattoo into any color or pattern and move it to any
[Shield] 1 6 area of your skin. Whatever form it takes, it is always
[Chain Shirt] 1 20 obviously a tattoo. It can range in size from no smaller
than a copper piece to an intricate work of art that
covers all your skin.
Disguise Self. As an action, you can use the tattoo to
cast the disguise self spell. Once the spell is cast from the
tattoo, it can’t be cast from the tattoo again until the
next dawn.
Tattoo Attunement. To attune to this item, you hold
the needle to your skin where you want the tattoo to
appear, pressing the needle there throughout the
attunement process. When the attunement is complete,
the needle turns into the ink that becomes the tattoo,
which appears on the skin. If you have multiple magic
tattoos, they count as a single magic item with regard to
the number of magic items you can attune to.
If your attunement to the tattoo ends, the tattoo
vanishes, and the needle reappears in the closest
unoccupied space to you.
ATTUNED MAGIC ITEMS 1 / 3
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb
0 0 0 0 0
39 lb / 165 lb 330 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +4 12 4
You choose nonmagical flame that you can see within range and that You cause numbing frost to form on one creature that you can see A ray of sickening greenish energy lashes out toward a creature
fits within a 5-foot cube. You affect it in one of the following ways: within range. The target must make a Constitution saving throw. On a within range. Make a ranged spell attack against the target. On a hit,
• You instantaneously expand the flame 5 feet in one direction, failed save, the target takes 1d6 cold damage, and it has the target takes 2d8 poison damage and must make a Constitution
provided that wood or other fuel is present in the new location. disadvantage on the next weapon attack roll it makes before the end saving throw. On a failed save, it is also poisoned until the end of
• You instantaneously extinguish the flames within the cube. of its next turn. your next turn.
• You double or halve the area of bright light and dim light cast by The spell’s damage increases by 1d6 when you reach 5th level At Higher Levels. When you cast this spell using a spell slot of 2nd
the flame, change its color, or both. The change lasts for 1 hour. (2d6), 11th level (3d6), and 17th level (4d6). level or higher, the damage increases by 1d8 for each slot level above
• You cause simple shapes-such as the vague form of a creature, 1st.
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 non-
instantaneous effects created by it active at a time, and you can
dismiss such an effect as an action.
Spellcasting (Druid) Xanathar’s Guide to Everything Spellcasting (Druid) Xanathar’s Guide to Everything Additional Spell Player’s Handbook
Scimitar Explorer’s Pack Shield
Weapons Equipment Packs Armor
Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 A shield is made from wood or metal and is carried in one
torches, 10 days of rations, and a waterskin. The pack also hand. Wielding a shield increases your Armor Class by 2.
has 50 feet of hempen rope strapped to the side of it. You can benefit from only one shield at a time.
Made of interlocking metal rings, a chain shirt is worn This tattoo appears on your skin as whatever you desire. As You can equip this item to “enable” it. It remains hidden
between layers of clothing or leather. This armor offers a bonus action, you can shape the tattoo into any color or from the inventory on your character sheet.
modest protection to the wearer’s upper body and allows pattern and move it to any area of your skin. Whatever
the sound of the rings rubbing against one another to be form it takes, it is always obviously a tattoo. It can range in
muffled by outer layers. size from no smaller than a copper piece to an intricate
work of art that covers all your skin.
Disguise Self. As an action, you can use the tattoo to cast
the disguise self spell. Once the spell is cast from the
tattoo, it can’t be cast from the tattoo again until the next
dawn.
Tattoo Attunement. To attune to this item, you hold the
needle to your skin where you want the tattoo to appear,
pressing the needle there throughout the attunement
process. When the attunement is complete, the needle
turns into the ink that becomes the tattoo, which appears
on the skin. If you have multiple magic tattoos, they count
as a single magic item with regard to the number of magic
items you can attune to.
If your attunement to the tattoo ends, the tattoo
vanishes, and the needle reappears in the closest
unoccupied space to you.
20 lb. Player’s Handbook Unearthed Arcana: Spells and Magic Tattoos Player’s Handbook