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Level 1 Half-Elf Sorcerer, Shadow Magic 0

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Hadarai Nai'lo
Faction Agent Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet


STRENGTH Unarmored (13) 13 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
9
SHIELD
AC
Shadow Magic. Your power draws from the
N
CIE C
Shadowfell itself.
-1 Strength
Y
PROFI

-1 Eyes of the Dark.


+3 Dexterity
✘ +5 Constitution ARMOR CLASS Superior Darkvision. You can see in dim light within
DEXTERITY
+0 Intelligence
120 feet of you as if it were bright light, and in
MAXIMUM HIT DICE TEMPORARY darkness as if it were dim light.
16 ✘
+3 Wisdom

+7 Charisma
9 1d6
Strength of the Grave. When damage reduces you
CONDITIONAL
to 0 hit points, make a Charisma saving throw (DC5
+ damage taken). On a success, you drop to 1 hit
+3 point and cannot use this feature again until you
finish a long rest.
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS

16 N
CIE C

+3 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI

RT

EXPE

+3 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+3 +0 Arcana (Int)
Darkvision, Superior Darkvision

-1 Athletics (Str)
INTELLIGENCE ✘ +7 Deception (Cha)

10 ✘
+0 History (Int)
+5 Insight (Wis)
✘ +7 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 +0 Investigation (Int)
+3 Medicine (Wis) Fey Ancestry. You have advantage on saving
WISDOM
throws against being charmed, and magic can’t
+0 Nature (Int) put you to sleep.

16 ✘ +5 Perception (Wis)
+5 Performance (Cha)
✘ +7 Persuasion (Cha)
+3 +0 Religion (Int)
+3 Sleight of Hand (Dex)
CHARISMA +3 Stealth (Dex)

20 +3 Survival (Wis)
SKILLS

+5 15 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Crossbow, Light 80/320 +5 vs AC 1d8+3 piercing
Ammunition, Loading, Two-Handed
FEATURES & TRAITS

Armor Proficiencies. –

Weapon Proficiencies. Dagger, Dart, Sling,


Quarterstaff, Crossbow, Light

Tool Proficiencies. –

Languages. Common, Elvish, Goblin, Dwarvish, Orc

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'9" 110 lb.
GENDER AGE HEIGHT WEIGHT
Hadarai Nai'lo
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Many organizations active in the North and across the face of Faerûn aren't bound by strictures of geography. These
factions pursue their agendas without regard for political boundaries, and their members operate anywhere the
organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders
(people who guard caches of wealth or magic for use by the faction’s operatives), haven keepers, and message drop
minders, to name a few. At the core of every faction are those who don't merely fulfill a small function for that
organization, but who serve as its hands, head, and heart.

As a prelude to your adventuring career (and in preparation for it), you served as an agent of a particular faction in
Faerûn. You might have operated openly or secretly, depending on the faction and its goals, as well as how those goals
PERSONALITY TRAITS
mesh with your own. Becoming an adventurer doesn't necessarily require you to relinquish membership in your faction
(though you can choose to do so), and it might enhance your status in the faction.

IDEAL

BOND

FLAW BACKGROUND STORY

Feature: Safe Haven


As a faction agent, you have access to a secret
network of supporters and operatives who can
provide assistance on your adventures. You know a
set of secret signs and passwords you can use to
identify such operatives, who can provide you with
access to a hidden safe house, free room and board,
or assistance in finding information. These agents
never risk their lives for you or risk revealing their
true identities.

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
[Crossbow, Light] 1 5
Crossbow Bolt 20 1
Staff 1 4
Explorer’s Pack 1 10
Dagger 2 2

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

22 lb / 135 lb 270 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +7 15 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Sorcerer, Shadow Magic

CANTRIPS Fire Bolt Mage Hand


Message Minor Illusion

1ST LEVEL 2 SPELL SLOTS Burning Hands Mage Armor


Fire Bolt Mage Hand Message
Evocation Cantrip Conjuration Cantrip Transmutation Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 120 feet RANGE 30 feet RANGE 120 feet
DURATION Instantaneous DURATION 1 minute DURATION 1 round
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a short piece of copper wire)

You hurl a mote of fire at a creature or object within range. Make a A spectral, floating hand appears at a point you choose within range. You point your finger toward a creature within range and whisper a
ranged spell attack against the target. On a hit, the target takes 1d10 The hand lasts for the duration or until you dismiss it as an action. message. The target (and only the target) hears the message and can
fire damage. A flammable object hit by this spell ignites if it isn’t The hand vanishes if it is ever more than 30 feet away from you or if reply in a whisper that only you can hear. You can cast this spell
being worn or carried. you cast this spell again. through solid objects if you are familiar with the target and know it is
This spell’s damage increases by 1d10 when you reach 5th level You can use your action to control the hand. You can use the hand beyond the barrier. Magical silence, 1 foot of stone, 1 inch of
(2d10), 11th level (3d10), and 17th level (4d10). to manipulate an object, open an unlocked door or container, stow or common metal, a thin sheet of lead, or 3 feet of wood blocks the
retrieve an item from an open container, or pour the contents out of spell. The spell doesn’t have to follow a straight line and can travel
a vial. You can move the hand up to 30 feet each time you use it. The freely around corners or through openings.
hand can’t attack, activate magic items, or carry more than 10
pounds.

Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook

Minor Illusion Burning Hands Mage Armor


Illusion Cantrip 1st-level evocation 1st-level abjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 30 feet RANGE Self (15-foot cone) RANGE Touch
DURATION 1 minute DURATION Instantaneous DURATION 8 hours
COMPONENTS S, M (a bit of fleece) COMPONENTS V, S COMPONENTS V, S, M (a piece of cured leather)

You create a sound or an image of an object within range that lasts As you hold your hands with thumbs touching and fingers spread, a You touch a willing creature who isn’t wearing armor, and a
for the duration. The illusion also ends if you dismiss it as an action or thin sheet of flames shoots forth from your outstretched fingertips. protective magical force surrounds it until the spell ends. The target’s
cast this spell again. If you create a sound, its volume can range from Each creature in a 15-foot cone must make a Dexterity saving throw. base AC becomes 13 + its Dexterity modifier. The spell ends it if the
a whisper to a scream. It can be your voice, someone else’s voice, a A creature takes 3d6 fire damage on a failed save, or half as much target dons armor or if you dismiss the spell as an action.
lion’s roar, a beating of drums, or any other sound you choose. The damage on a successful one. The fire ignites any flammable objects in
sound continues unabated throughout the duration, or you can make the area that aren’t being worn or carried.
discrete sounds at different times before the spell ends. If you create At Higher Levels. When you cast this spell using a spell slot of 2nd
an image of an object—such as a chair, muddy footprints, or a small level or higher, the damage increases by 1d6 for each slot level above
chest—it must be no larger than a 5-foot cube. The image can’t 1st.
create sound, light, smell, or any other sensory effect. Physical
interaction with the image reveals it to be an illusion, because things
can pass through it. If a creature uses its action to examine the sound
or image, the creature can determine that it is an illusion with a
successful Intelligence (Investigation) check against your spell save
DC. If a creature discerns the illusion for what it is, the illusion
becomes faint to the creature.

Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook
Crossbow, Light Crossbow Bolt Staff
Weapons Ammunition Spellcasting Focus

Crossbow bolts are used with a crossbow to make a ranged An arcane focus is a special item—an orb, a crystal, a rod, a
attack. specially constructed staff, a wand—like length of wood, or
some similar item designed to channel the power of arcane
spells. A sorcerer, warlock, or wizard can use such an item
as a spellcasting focus.

5 lb. Player’s Handbook 1/20 lb. Player’s Handbook 4 lb. Player’s Handbook

Explorer’s Pack Dagger Dagger


Equipment Packs Weapons Weapons

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10


torches, 10 days of rations, and a waterskin. The pack also
has 50 feet of hempen rope strapped to the side of it.

10 lbs. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook

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