Professional Documents
Culture Documents
STEALTH DISADVANTAGE
+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
-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
Armor Proficiencies. –
Tool Proficiencies. –
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
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
0 0 0 0 0
22 lb / 135 lb 270 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +7 15 N/A
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
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