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STEALTH DISADVANTAGE
✘
+3 Damage Resistance. You have resistance to lightning.
+1 Dexterity
✘ +4 Constitution ARMOR CLASS Rage (Bonus Action—3/Day). Advantage on Strength
checks and Strength Saving Throws. A +2 to damage rolls
DEXTERITY
+0 Intelligence with strength melee weapon attacks. You have resistance
MAXIMUM HIT DICE TEMPORARY to bludgeoning, piercing, and slashing damage.
12 +0 Wisdom
+0 Charisma
32 3d12
Unarmored Defense. While you aren’t wearing armor, your
AC equals 13. You can use a shield and still gain this benefit.
CONDITIONAL
15 N
CIE C
+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Danger Sense. You have advantage on Dexterity saving
throws against effects that you can see, such as traps and
Y
PROFI
EXPE
10 +0 History (Int)
+0 Insight (Wis)
Draconic.
10 ✘ +2 Survival (Wis)
SKILLS
1
1
Clothes, Common
Pouch
1 Smith’s Tools
+0 10 PASSIVE PERCEPTION
ADVANTAGE
CP SP EP GP PP WEIGHT
0 0 0 50 0 57.0 lb.
INITIATIVE +1 1 Attack / Attack Action EQUIPMENT
Handaxe 20/60 +5 vs AC 1d6 + 3 slashing Armor Proficiencies. Light Armor, Medium Armor, Shields
Light, Thrown Weapon Proficiencies. Simple Weapons, Martial Weapons
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You come from a humble social rank, but you are destined for so much more. Already the people of your home village
regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the
common folk everywhere.
If someone is in trouble, I’m always ready to lend
help.
Thinking is for other people. I prefer action.
PERSONALITY TRAITS
IDEAL
BOND
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES ADDITIONAL TREASURE
As part of the action used to cast this spell, you must make a melee You extend your hand and point a finger at a target in range. Your For the duration, you sense the presence of magic within 30 feet of
attack with a weapon against one creature within the spell's range, magic grants you a brief insight into the target’s defenses. On your you. If you sense magic in this way, you can use your action to see a
otherwise the spell fails. On a hit, the target suffers the attack's next turn, you gain advantage on your first attack roll against the faint aura around any visible creature or object in the area that bears
normal effects, and it becomes sheathed in booming energy until the target, provided that this spell hasn’t ended. magic, and you learn its school of magic, if any. The spell can
start of your next turn. If the target willingly moves before then, it penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of
immediately takes 1d8 thunder damage, and the spell ends. common metal, a thin sheet of lead, or 3 feet of wood or dirt.
This spell's damage increases when you reach higher levels. At 5th
level, the melee attack deals an extra 1d8 thunder damage to the
target, and the damage the target takes for moving increases to 2d8.
Both damage rolls increase by 1d8 at 11th level and 17th level.
Spellcasting (Barbarian) Sword Coast Adventurer’s Guide Spellcasting (Barbarian) Player’s Handbook Spellcasting (Barbarian) Player’s Handbook
In the beginning, there was only darkness. It will return. The forgotten masters of the blade swore to defend their secrets to
Choose a location within range that is within 5 feet of a creature or the death, and were famed for their perfect clarity in battle.
in dim light or darkness. You teleport to this location. As a bonus You whisper a word and weave magic over your own mind,
action before or after teleporting, you can make a single melee spell heightening your senses and reflexes. Until the spell ends, your
attack against a target within your reach. If you hit, the target takes attacks can result in critical hits more easily. Whenever the result of
1d6 psychic damage. the d20 roll is 18-20, you critically hit. If you’ve made an attack with
At Higher Levels. When you cast this spell using a spell slot of 2nd disadvantage and one of the results was in this range, you can ignore
level or higher, the range increases by 5 feet and the psychic damage the disadvantage and critically hit regardless. Once you’ve critically
increases by 1d6 per spell slot level above 1st. hit, the spell ends at the end of the current turn.
At Higher Levels. When you cast this spell using a slot of 2nd level
or higher, the range you can critically hit within expands by 1 (17-20,
16-20, and so on) per slot level above 1st.
Spellcasting (Barbarian) The Compendium of Forgotten Secrets Spellcasting (Barbarian) The Compendium of Forgotten Secrets
Greataxe Javelin Handaxe
Martial Melee Weapon Simple Melee Weapon Simple Melee Weapon
Smith’s Tools
Tools
You have draconic ancestry. Choose one type of dragon You can use your action to exhale destructive energy. Your
from the Draconic Ancestry table. Your breath weapon and draconic ancestry determines the size, shape, and damage
damage resistance are determined by the dragon type, as type of the exhalation.
shown in the table. When you use your breath weapon, each creature in the
DRACONIC ANCESTRY area of the exhalation must make a saving throw, the type
Dragon Damage Type Breath Weapon of which is determined by your draconic ancestry. The DC
Black Acid 5 by 30 ft. line (Dex. save) for this saving throw equals 8 + your Constitution modifier
Blue Lightning 5 by 30 ft. line (Dex. save) + your proficiency bonus. A creature takes 2d6 damage on
Brass Fire 5 by 30 ft. line (Dex. save) a failed save, and half as much damage on a successful one.
Bronze Lightning 5 by 30 ft. line (Dex. save) The damage increases to 3d6 at 6th level, 4d6 at 11th level,
Copper Acid 5 by 30 ft. line (Dex. save) and 5d6 at 16th level.
Gold Fire 15 ft. cone (Dex. save) After you use your breath weapon, you can’t use it again
Green Poison 15 ft. cone (Dex. save) until you complete a short or long rest.
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Dex. save)
White Cold 15 ft. cone (Dex. save)
Dragonborn Player’s Handbook Draconic Ancestry Player’s Handbook Dragonborn Player’s Handbook
You have resistance to the damage type associated with In battle, you fight with primal ferocity. On your turn, you While you are not wearing any armor, your Armor Class
your draconic ancestry. can enter a rage as a bonus action. While raging, you gain equals 10 + your Dexterity modifier + your Constitution
the following benefits if you aren’t wearing heavy armor: modifier. You can use a shield and still gain this benefit.
• You have advantage on Strength checks and Strength
saving throws.
• When you make a melee weapon attack using
Strength, you gain a bonus to the damage roll that
increases as you gain levels as a barbarian, as shown in the
Rage Damage column of the Barbarian table.
• You have resistance to bludgeoning, piercing, and
slashing damage.
Starting at 2nd level, you can throw aside all concern for At 2nd level, you gain an uncanny sense of when things At 3rd level, you choose a path that shapes the nature of
defense to attack with fierce desperation. When you make nearby aren’t as they should be, giving you an edge when your rage. Choose the Path of the Berserker or the Path of
your first attack on your turn, you can decide to attack you dodge away from danger. the Totem Warrior, both detailed at the end of the class
recklessly. Doing so gives you advantage on melee weapon You have advantage on Dexterity saving throws against description. Your choice grants you features at 3rd level
attack rolls using Strength during this turn, but attack rolls effects that you can see, such as traps and spells. To gain and again at 6th, 10th, and 14th levels.
against you have advantage until your next turn. this benefit, you can’t be blinded, deafened, or
incapacitated.
At 3rd level, when you choose this path, you choose the The chosen ancestor associated with your origin is used by As ancient magic flows through you, physical traits of your
origin of your ancestor, either celestial, demonic, draconic, features you gain later. lineage emerge. Starting at 3rd level, whenever you cast a
or aberrant. You can speak, read, and write draconic and can weave spell, you regain hit points equal to three times spell slot’s
Choose one ancestor type from the Ancestral Origins their curses and oaths into your battle-cries. Additionally, level.
Table. The chosen ancestor associated with your origin is whenever you make a Charisma check when interacting
used by features you gain later. with a creature of your ancestors’ type, your proficiency
You can speak, read, and write the language of your bonus is doubled if it applies to the check.
ancestor and can weave their curses and oaths into your
battle-cries. Additionally, whenever you make a Charisma
check when interacting with a creature of your ancestors’
type, your proficiency bonus is doubled if it applies to the
check.
ANCESTRAL ORIGIN
Ancestor Damage Type Language
Celestial Thunder or Radiant Celestial
Demonic Necrotic or Poison Abyssal
Draconic Cold, Fire, or Lightning Draconic
Aberrant Psychic or Force Deep Speech
Path of Sacred Kin Xanathar’s Lost Notes to Everything Else Ancestral Origins Xanathar’s Lost Notes to Everything Else Path of Sacred Kin Xanathar’s Lost Notes to Everything Else
Supernatural Fury
Archetype Feature