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STEALTH DISADVANTAGE
✘
+4 Wisdom
+7 Charisma
27 3d8 Devil’s Sight. You can see normally in darkness,
both magical and nonmagical, to a distance of 120
CONDITIONAL
feet.
+1 Pact of the Tome. Your patron gives you a grimoire
called a Book of Shadows. If you lose it, you can
CURRENT HIT POINTS perform a 1-hour ceremony to receive a
CONSTITUTION DEATH SAVING THROWS
replacement from your patron. This ceremony can
SAVING THROWS
be performed during a short or long rest, and it
16 N
CIE C
+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
destroys the previous book. The book turns to ash
when you die.
Y
PROFI
RT
EXPE
19 +4 History (Int)
+2 Insight (Wis)
+5 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+4 ✘✘ +8 Investigation (Int)
+2 Medicine (Wis)
WISDOM +4 Nature (Int)
14 ✘ +4 Perception (Wis)
+5 Performance (Cha)
+5 Persuasion (Cha)
+2 ✘ +6 Religion (Int)
+1 Sleight of Hand (Dex)
CHARISMA +1 Stealth (Dex)
20 ✘ +4 Survival (Wis)
SKILLS
+5 14 PASSIVE PERCEPTION
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and flee from it to no avail.
This thing that haunts you can’t be slain with a sword or banished with a spell. It might come to you as a shadow on the
wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken
I don’t run from evil. Evil runs from me. its toll, isolating you from others and making you question your sanity. You must find a way to overcome it before it
I refuse to become a victim, and I will not allow destroys you.
others to be victimized.
PERSONALITY TRAITS
IDEAL
BOND
Heart of Darkness
Those who look into your eyes can see that you have
faced unimaginable horror and that you are no
stranger to darkness. Though they might fear you,
commoners will extend you every courtesy and do
their utmost to help you. Unless you have shown
yourself to be a danger to them, they will even take
up arms to fight alongside you, should you find
yourself facing an enemy alone.
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
Component Pouch 1 2
Dungeoneer’s Pack 1 10
Monster Hunter’s Pack 1 10
[Studded Leather] 1 13
Dagger 2 2
Shortbow 1 2
Arrow 20 1
0 0 0 10 0
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +6 14 N/A
A beam of crackling energy streaks toward a creature within range. This spell repairs a single break or tear in an object you touch, such as You create a sound or an image of an object within range that lasts
Make a ranged spell attack against the target. On a hit, the target broken chain link, two halves of a broken key, a torn cloak, or a for the duration. The illusion also ends if you dismiss it as an action or
takes 1d10 force damage. leaking wineskin. As long as the break or tear is no larger than 1 foot cast this spell again. If you create a sound, its volume can range from
The spell creates more than one beam when you reach higher in any dimension, you mend it, leaving no trace of the former a whisper to a scream. It can be your voice, someone else’s voice, a
levels: two beams at 5th level, three beams at 11th level, and four damage. This spell can physically repair a magic item or construct, lion’s roar, a beating of drums, or any other sound you choose. The
beams at 17th level. you can direct the beams at the same target or but the spell can’t restore magic to such an object. sound continues unabated throughout the duration, or you can make
at different ones. Make a separate attack roll for each beam. discrete sounds at different times before the spell ends. If you create
an image of an object—such as a chair, muddy footprints, or a small
chest—it must be no larger than a 5-foot cube. The image can’t
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.
Pact Magic (Warlock) Player’s Handbook Pact of the Tome (Warlock) Player’s Handbook Pact of the Tome (Warlock) Player’s Handbook
This spell is a minor magical trick that novice spellcasters use for You manifest a minor wonder, a sign of supernatural power, within You perform a special religious ceremony that is infused with magic.
practice. You create one of the following magical effects within range. You create one of the following magical effects within range: When you cast the spell, choose one of the following rites, the target of
range: • Your voice booms up to three times as loud as normal for 1 which must be within 10 feet of you throughout the casting.
• You create an instantaneous, harmless sensory effect, such as a minute. Atonement. You touch one willing creature whose alignment has
shower of sparks, a puff of wind, faint musical notes, or an odd odor. • You cause flames to flicker, brighten, dim, or change color for 1 changed, and you make a DC 20 Wisdom (Insight) check. On a
• You instantaneously light or snuff out a candle, a torch, or a minute. successful check, you restore the target to its original alignment
small campfire. • You cause harmless tremors in the ground for 1 minute. Bless Water. You touch one vial of water and cause it to become holy
• You instantaneously clean or soil an object no larger than 1 cubic • You create an instantaneous sound that originates from a point water.
foot. of your choice within range, such as a rumble of thunder, the cry of a Coming of Age. You touch one humanoid who is a young adult. For
• You chill, warm, or flavor up to 1 cubic foot of nonliving material raven, or ominous whispers. the next 24 hours, whenever the target makes an ability check, it can
for 1 hour. • You instantaneously cause an unlocked door or window to fly roll a d4 and add the number rolled to the ability check. A creature can
• You make a color, a small mark, or a symbol appear on an object open or slam shut. benefit from this rite only once.
or a surface for 1 hour. • You alter the appearance of your eyes for 1 minute. If you cast Dedication. You touch one humanoid who wishes to be dedicated to
• You create a nonmagical trinket or an illusory image that can fit this spell multiple times, you can have up to three of its 1-minute your god’s service. For the next 24 hours, whenever the target makes a
in your hand and that lasts until the end of your next turn. effects active at a time, and you can dismiss such an effect as an saving throw, it can roll a d4 and add the number rolled to the save. A
creature can benefit from this rite only once.
action. Funeral Rite. You touch one corpse, and for the next 7 days, the
If you cast this spell multiple times, you can have up to three of its target can’t become undead by any means short of a wish spell.
non-instantaneous effects active at a time, and you can dismiss such Wedding. You touch adult humanoids willing to be bonded together
an effect as an action. in marriage. For the next 7 days, each target gains a +2 bonus to AC
while they are within 30 feet of each other. A creature can benefit from
this rite again only if widowed.
Pact Magic (Warlock) Player’s Handbook Pact of the Tome (Warlock) Player’s Handbook Book of Ancient Secrets (Warlock) Xanathar’s Guide to Everything
You speak a one-word command to a creature you can see within You gain the service of a familiar, a spirit that takes an animal form you choose: You attune your senses to pick up the emotions of others for the
range. The target must succeed on a Wisdom saving throw or follow bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish duration. When you cast the spell, and as your action on each turn
(quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied
the command on its next turn. The spell has no effect if the target is space within range, the familiar has the statistics of the chosen form, though it is a until the spell ends, you can focus your senses on one humanoid you
undead, if it doesn’t understand your language, or if your command celestial, fey or fiend (your choice) instead of a beast. can see within 30 feet of you. You instantly learn the target’s
is directly harmful to it. Some typical commands and their effects Your familiar acts independently of you, but it always obeys your commands. In prevailing emotion, whether it’s love, anger, pain, fear, calm, or
follow. You might issue a command other than one described here. If combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, something else. If the target isn’t actually humanoid or it is immune
you do so, the DM determines how the target behaves. If the target but it can take other actions as normal. to being charmed, you sense that it is calm.
can’t follow your command, the spell ends. When the familiar drops to 0 hit points, it disappears, leaving behind no physical
form. It reappears after you cast this spell again.
Approach. The target moves toward you by the shortest and most While your familiar is within 100 feet of you, you can communicate with it
direct route, ending its turn if it moves within 5 feet of you. telepathically. Additionally, as an action, you can see through your familiar’s eyes
Drop. The target drops whatever it is holding and then ends its and hear what it hears until the start of your next turn, gaining the benefits of any
turn. special senses that the familiar has. During this time, you are deaf and blind with
Flee. The target spends its turn moving away from you by the regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a
fastest available means. pocket dimension where it awaits you summons. Alternatively, you can dismiss it
Grovel. The target falls prone and then ends its turn. forever. As an action while it is temporarily dismissed, you can cause it to
Halt. The target doesn’t move and takes no actions. A flying reappear in any unoccupied space within 30 feet of you.
creature stays aloft, provided that it is able to do so. If it must move You can’t have more than one familiar at a time. If you cast this spell while you
to stay aloft, it flies the minimum distance needed to remain in the already have a familiar, you instead cause it to adopt a new form. Choose one of
the forms from the above list. Your familiar transforms into the chosen creature.
air. Finally, when you cast a spell with a range of touch, your familiar can deliver the
At Higher Levels. When you cast this spell using a spell slot of 2nd spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it
level or higher, you can affect one additional creature for each slot must use its reaction to deliver the spell when you cast it. If the spell requires an
level above 1st. The creatures must be within 30 feet of each other attack roll, you use your attack modifier for the roll.
when you target them.
Pact Magic (Warlock) Player’s Handbook Book of Ancient Secrets (Warlock) Player’s Handbook Pact Magic (Warlock) UA: Starter Spells
Witch Bolt Hold Person
1st-level evocation 2nd-level enchantment
A beam of crackling, blue energy lances out toward a creature within Choose a humanoid that you can see within range. The target must
range, forming a sustained arc of lightning between you and the succeed on a Wisdom saving throw or be paralyzed for the duration.
target. Make a ranged spell attack against that creature. On a hit, the At the end of each of its turns, the target can make another Wisdom
target takes 1d12 lightning damage, and on each of your turns for the saving throw. On a success, the spell ends on the target.
duration, you can use your action to deal 1d12 lightning damage to At Higher Levels. When you cast this spell using a spell slot of 3rd
the target automatically. The spell ends if you use your action to do level or higher, you can target on additional humanoid for each slot
anything else. The spell also ends if the target is ever outside the level above 2nd. The humanoids must be within 30 feet of each other
spell’s range or if it has total cover from you. when you target them.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the initial damage increases by 1d12 for each slot
level above 1st.
Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
Crossbow, Light Crossbow Bolt Component Pouch
Weapons Ammunition Adventuring Gear
Crossbow bolts are used with a crossbow to make a ranged A component pouch is a small, watertight leather belt
attack. pouch that has compartments to hold all the material
components and other special items you need to cast your
spells, except for those components that have a specific
cost (as indicated in a spell's description).
5 lb. Player’s Handbook 1/20 lb. Player’s Handbook 2 lb. Player’s Handbook
Includes a backpack, a crowbar, a hammer, 10 pitons, 10 Includes a chest, a crowbar, a hammer, three wooden Made from tough but flexible leather, studded leather is
torches, a tinderbox, 10 days of rations, and a waterskin. stakes, a holy symbol, a flask of holy water, a set of reinforced with close-set rivets or spikes.
The pack also has 50 feet of hempen rope strapped to the manacles, a steel mirror, a flask of oil, a tinderbox, and
side of it. three torches.