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STEALTH DISADVANTAGE
✘
+4 can perform the somatic components of spells even
+1 Dexterity when you have weapons or a shield in one or both
✘ +5 Constitution ARMOR CLASS hands.When a hostile creature’s movement provokes
DEXTERITY an opportunity attack from you, you can use your
+2 Intelligence reaction to cast a spell at the creature, rather than
MAXIMUM HIT DICE TEMPORARY
+1 Acrobatics (Dex)
SPEED
35ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
made against you. Roll a d20, and then choose
Y
PROFI
EXPE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
As a sell-sword who fought battles for coin, you're well acquainted with risking life and limb for a chance at a share of
treasure. Now, you look forward to fighting foes and reaping even greater rewards as an adventurer. Your experience
makes you familiar with the ins and outs of mercenary life, and you likely have harrowing stories of events on the
I enjoy being strong and like breaking things. battlefield. You might have served with a large outfit such as the Zhentarim or the soldiers of Mintarn, or a smaller band
I enjoy being strong and like breaking things. of sell-swords, maybe even more than one. (See the "Mercenaries of the North" sidebar for a collection of possibilities.)
Now you're looking for something else, perhaps greater reward for the risks you take, or the freedom to choose your
own activities. For whatever reason, you're leaving behind the life of a soldier for hire, but your skills are undeniably
suited for battle, so now you fight on in a different way.
PERSONALITY TRAITS
IDEAL
BOND
Dragon Scholar
You have studied dragons and their lore for many
years. You can automatically identify locations built
or used by dragons and can identify dragon eggs and
scales by sight. If you fail an Intelligence check to
recall lore related to dragons, you know someone or
some book you can consult for the answer unless the
DM rules that the lore is unknown.
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 Amulet of Proof Against Detection and Location. While
[Longsword] 1 3 Staff of the Python 1 4 wearing this amulet, you are hidden from divination
[Shield] 1 6 Javelin of Lightning 1 2 magic. You can't be targeted by such magic or perceived
Explorer’s Pack 1 10 [Amulet of Proof Against Detection and Location] 1 — through magical scrying sensors.
Javelin 1 2 Potion of Speed 1 .5
[Plate] 1 65
0 0 0 168 0
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Intelligence +5 13 N/A
CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 reaction, which you take when you take acid, cold, fire, lightning, or
thunder damage
RANGE 5 feet RANGE 30 feet RANGE Self
DURATION 1 round DURATION 1 minute DURATION 1 round
COMPONENTS V, M (a weapon) COMPONENTS S, M (a bit of fleece) COMPONENTS S
As part of the action used to cast this spell, you must make a melee You create a sound or an image of an object within range that lasts The spell captures some of the incoming energy, lessening its effect
attack with a weapon against one creature within the spell’s range, for the duration. The illusion also ends if you dismiss it as an action or on you and storing it for your next melee attack. You have resistance
otherwise the spell fails. On a hit, the target suffers the attack’s cast this spell again. If you create a sound, its volume can range from to the triggering damage type until the start of your next turn. Also,
normal effects, and it becomes sheathed in booming energy until the a whisper to a scream. It can be your voice, someone else’s voice, a the first time you hit with a melee attack on your next turn, the
start of your next turn. If the target willingly moves before then, it lion’s roar, a beating of drums, or any other sound you choose. The target takes an extra 1d6 damage of the triggering type, and the spell
immediately takes 1d8 thunder damage, and the spell ends. sound continues unabated throughout the duration, or you can make ends.
This spell’s damage increases when you reach higher levels. At 5th 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
level, the melee attack deals an extra 1d8 thunder damage to the an image of an object—such as a chair, muddy footprints, or a small level or higher, the extra damage increases by 1d6 for each slot level
target, and the damage the target takes for moving increases to 2d8. chest—it must be no larger than a 5-foot cube. The image can’t above 1st.
Both damage rolls increase by 1d8 at 11th level and 17th level. 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 (Fighter) Sword Coast Adventurer’s Guide Spellcasting (Fighter) Player’s Handbook Spellcasting (Fighter) Xanathar’s Guide to Everything
As you hold your hands with thumbs touching and fingers spread, a Reaction trigger: You are hit by an attack or targeted by the magic You cause a creature or an object you can see within range to grow
thin sheet of flames shoots forth from your outstretched fingertips. missile spell An invisible barrier of magical force appears and protects larger or smaller for the duration. Choose either a creature or an object
Each creature in a 15-foot cone must make a Dexterity saving throw. you. Until the start of your next turn, you have a +5 bonus to AC, that is neither worn nor carried. If the target is unwilling, it can make a
A creature takes 3d6 fire damage on a failed save, or half as much including against the triggering attack, and you take no damage from Constitution saving throw. On a success, the spell has no effect.
damage on a successful one. The fire ignites any flammable objects in magic missile. If the target is a creature, everything it is wearing and carrying
the area that aren’t being worn or carried. changes size with it. Any item dropped by an affected creature returns
At Higher Levels. When you cast this spell using a spell slot of 2nd to normal size at once.
level or higher, the damage increases by 1d6 for each slot level above Enlarge. The target’s size doubles in all dimensions, and its weight is
1st. multiplied by eight. This growth increases its size by one category -
from Medium to Large, for example. If there isn’t enough room for the
target to double its size, the creature or object attains the maximum
possible size in the space available. Until the spell ends, the target also
has advantage on Strength checks and Strength saving throws. The
target’s weapons also grow to match its new size. While these weapons
are enlarged, the target’s attack with them deal 1d4 extra damage.
Reduce. The target’s size is halved in all dimensions, and its weight is
reduced to one-eighth of normal. This reduction decreases its size by
one category - from Medium to Small, for example. Until the spell ends,
the target also has disadvantage on Strength checks and Strength
saving throws. The target’s weapons also shrink to match its new size.
While these weapons are reduced, the target’s attacks with them deal
1d4 less damage (this can’t reduce the damage below 1).
Spellcasting (Fighter) Player’s Handbook Spellcasting (Fighter) Player’s Handbook Spellcasting (Fighter) Player’s Handbook
Briefly surrounded by silvery mist, you teleport up to 30 feet to an A sudden loud ringing noise, painfully intense, erupts from a point of
unoccupied space that you can see. your choice within range. Each creature in a 10-foot-radius sphere
centered on that point must make a Constitution saving throw. A
creature takes 3d8 thunder damage on a failed save, or half as much
damage on a successful one. A creature made of inorganic material
such as stone, crystal, or metal has disadvantage on this saving
throw. A nonmagical object that isn’t being worn or carried also takes
the damage if it’s in the spell’s area.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d8 for each slot level above
2nd.
A shield is made from wood or metal and is carried in one Includes a backpack, a bedroll, a mess kit, a tinderbox, 10
hand. Wielding a shield increases your Armor Class by 2. torches, 10 days of rations, and a waterskin. The pack also
You can benefit from only one shield at a time. has 50 feet of hempen rope strapped to the side of it.
You can use an action to speak this staff’s command word Plate consists of shaped, interlocking metal plates to cover
and throw the staff on the ground within 10 feet of you. the entire body. A suit of plate includes gauntlets, heavy
The staff becomes a giant constrictor snake under your leather boots, a visored helmet, and thick layers of padding
control and acts on its own initiative count. By using a underneath the armor. Buckles and straps distribute the
bonus action to speak the command word again, you weight over the body.
return the staff to its normal form in a space formerly
occupied by the snake.
On your turn, you can mentally command the snake if it
is within 60 feet of you and you aren’t incapacitated. You
decide what action the snake takes and where it moves
during its next turn, or you can issue it a general command,
such as to attack your enemies or guard a location.
If the snake is reduced to 0 hit points, it dies and reverts
to its staff form. The staff then shatters and is destroyed. If
the snake reverts to staff form before losing all its hit
points, it regains all of them.
2 lb. Player’s Handbook 4 lb. Dungeon Master’s Guide 65 lb. Player’s Handbook
Javelin of Lightning Amulet of Proof Against Detection and Location Potion of Speed
Weapons Wondrous Items Potions
This javelin is a magic weapon. When you hurl it and speak While wearing this amulet, you are hidden from divination When you drink this potion, you gain the effect of the haste
its command word, it transforms into a bolt of lightning, magic. You can't be targeted by such magic or perceived spell for 1 minute (no concentration required). The potion’s
forming a line 5 feet wide that extends out from you to a through magical scrying sensors. yellow fluid is streaked with black and swirls on its own.
target within 120 feet. Each creature in the line excluding
you and the target must make a DC 13 Dexterity saving
throw, taking 4d6 lightning damage on a failed save, and
half as much damage on a successful one. The lightning bolt
turns back into a javelin when it reaches the target. Make a
ranged weapon attack against the target. On a hit, the
target takes damage from the javelin plus 4d6 lightning
damage.
The javelin's property can't be used again until the next
dawn. In the meantime, the javelin can still be used as a
magic weapon.
2 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide ½ lb. Dungeon Master’s Guide