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Hubble: Character Level, Race, & Class Experience
Hubble: Character Level, Race, & Class Experience
STEALTH DISADVANTAGE
-1 Charisma
10 1d8 10 feet away.The object continuously emits your
choice of an odor or a nonverbal sound. The chosen
CONDITIONAL
phenomenon is perceivable up to 10 feet away.A
static visual effect appears on one of the object’s
+2 surfaces.The chosen property lasts indefinitely. As
an action, you can touch the object and end the
CURRENT HIT POINTS property early.You can bestow magic on up to 2
CONSTITUTION DEATH SAVING THROWS
objects.
SAVING THROWS
14 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)
15 ✘
+2 History (Int)
+3 Insight (Wis)
-1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+2 +2 Investigation (Int)
✘ +3 Medicine (Wis) Grovel, Cower, and Beg. As an action on your turn,
WISDOM
you can cower pathetically to distract nearby foes.
+2 Nature (Int) Until the end of your next turn, your allies gain
8 +1 Survival (Wis)
SKILLS Sunlight Sensitivity. You have disadvantage on
attack rolls and on Perception checks that rely on
sight when you, the target of your attack, or
-1 11 PASSIVE PERCEPTION whatever you are trying to perceive is in direct
sunlight.
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You are a member of an artisan’s guild, skilled in a particular field and closely associated with other artisans. You are a
well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order.
You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a
master in your own right.
PERSONALITY TRAITS
IDEAL
BOND
Guild Membership
As an established and respected member of a guild, you can rely on
certain benefits that membership provides. Your fellow guild members
will provide you with lodging and food if necessary, and pay for your
funeral if needed. In some cities and towns, a guildhall offers a central
place to meet other members of your profession, which can be a good
place to meet potential patrons, allies, or hirelings.Guilds often wield
tremendous political power. If you are accused of a crime, your guild will
support you if a good case can be made for your innocence or the crime is
justifiable. You can also gain access to powerful political figures through
the guild, if you are a member in good standing. Such connections might
require the donation of money or magic items to the guild’s coffers.You
must pay dues of 5 gp per month to the guild. If you miss payments, you
must make up back dues to remain in the guild’s good graces.
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
[Pistol] 1 3 Bag of Holding 1 15
Dagger 1 1
[Shield] 1 6
Bullet 20 4
Smith’s Tools 1 8
[Scale Mail] 1 45
Thieves’ Tools 1 1
0 0 0 0 0
83 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 +4 12 2
You hurl a mote of fire at a creature or object within range. Make a You touch a living creature that has 0 hit points. The creature
ranged spell attack against the target. On a hit, the target takes 1d10 becomes stable. This spell has no effect on undead or constructs.
fire damage. A flammable object hit by this spell ignites if it isn’t
being worn or carried.
This spell’s damage increases by 1d10 when you reach 5th level
(2d10), 11th level (3d10), and 17th level (4d10).
3 lb. Dungeon Master’s Guide 1 lb. Player’s Handbook 6 lb. Player’s Handbook
The ammunition of a renaissance firearm is destroyed upon Smith’s tools allow you to work metal, heating it to alter its This armor consists of a coat and leggings (and perhaps a
use. shape, repair damage, or work raw ingots into useful items. separate skirt) of leather covered with overlapping pieces
Components. Smith’s tools include hammers, tongs, of metal, much like the scales of a fish. The suit includes
charcoal, rags, and a Whetstone. gauntlets.
Arcana and History. Your expertise lends you additional
insight when examining metal objects, such as weapons.
Investigation. You can spot clues and make deductions
that others might overlook when an investigation involves
armor, weapons, or other metalwork.
Repair. With access to your tools and an open flame hot
enough to make metal pliable, you can restore 10 hit points
to a damaged metal object for each hour of work.
SMITH’S TOOLS
Activity DC
Sharpen a dull blade 10
Repair a suit of armor 15
Sunder a nonmagical metal object 20
1/5 lb. Dungeon Master’s Guide 8 lbs. Player’s Handbook 45 lb. Player’s Handbook
Perhaps the most common tools used by adventurers, thieves’ This bag has an interior space considerably larger than its
tools are designed for picking locks and foiling traps. outside dimensions, roughly 2 feet in diameter at the
Proficiency with the tools also grants you a general knowledge mouth and 4 feet deep. The bag can hold up to 500
of traps and locks. pounds, not exceeding a volume of 64 cubic feet. The bag
Components. Thieves’ tools include a small file, a set Of lock weighs 15 pounds, regardless of its contents. Retrieving an
picks, a small mirror mounted on a metal handle, a set of item from the bag requires an action.
narrow—bladed scissors, and a pair of pliers. If the bag is overloaded, pierced, or torn, it ruptures and
History. Your knowledge of traps grants you insight when is destroyed, and its contents are scattered in the Astral
answering questions about locations that are renowned for
their traps. Plane. If the bag is turned inside out, its contents spill forth,
Investigation and Perception. You gain additional insight unharmed, but the bag must be put right before it can be
when looking for traps, because you have learned a variety of used again. Breathing creatures inside the bag can survive
common signs that betray their presence. up to a number of minutes equal to 10 divided by the
Set a Trap. Just as you can disable traps, you can also set number of creatures (minimum 1 minute), after which time
them. As part of a short rest, you can create a trap using items they begin to suffocate.
you have on hand. The total of your check becomes the DC for Placing a bag of holding inside an extradimensional space
someone else’s attempt to discover or disable the trap. The created by a handy haversack, portable hole, or similar item
trap deals damage appropriate to the materials used in instantly destroys both items and opens a gate to the Astral
crafting it (such as poison or a weapon) or damage equal to Plane. The gate originates where the one item was placed
half the total of your check, whichever the DM deems inside the other. Any creature within 10 feet of the gate is
appropriate. sucked through it to a random location on the Astral Plane.
THIEVES’ TOOLS The gate then closes. The gate is one-way only and can't be
Activity DC reopened.
Pick a lock Varies
Disable a trap Varies