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STEALTH DISADVANTAGE
+0
+4 Dexterity
Shadow Touched (1/Long Rest). You can cast your
+3 Constitution ARMOR CLASS chosen spells without expending a spell slot or using
DEXTERITY
+0 Intelligence
any spell slots you have of the appropriate level.
MAXIMUM HIT DICE TEMPORARY
18 ✘
✘
+1 Wisdom
+7 Charisma
41 4d8 Eldritch Invocations.
Voice of the Chain Master. You can communicate
CONDITIONAL
telepathically with your familiar and perceive
through your familiar’s senses as long as you are on
+4 the same plane of existence. Additionally, while
perceiving through your familiar’s senses, you can
CURRENT HIT POINTS also speak through your familiar in your own voice,
CONSTITUTION DEATH SAVING THROWS
even if your familiar is normally incapable of
SAVING THROWS
speech.
16 N
CIE C
+4 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Duskborne Companion. Whenever you cast a spell
using a warlock spell slot while you have a dimcat as
Y
PROFI
RT
EXPE
20 -1 Survival (Wis)
SKILLS
+5 11 PASSIVE PERCEPTION
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals
and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft,
and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules
I am incredibly slow to trust. Those who seem the and regulations of society.
fairest often have the most to hide.
I don’t pay attention to the risks in a situation. Never
tell me the odds.
PERSONALITY TRAITS
IDEAL
BOND
Criminal Connections
In Baldur’s Gate, crime is just another business. As a
result, you can arrange a meeting with a low ranking
operative of nearly any business, patriar family,
crew, government institution, or—certainly— the
Guild. This operative will hear you out and, at their
discretion take your information on request up their
chain of command. These meetings almost always
occur in shady venues.
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
Dungeoneer’s Pack 1 10 Deck of Illusions 1 —
Playing Card Set 1 —
[Quarterstaff] 1 4
[Studded Leather] 1 13
0 0 0 0 0
27 lb / 165 lb 330 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Dimcat Pact of the Chain
MAXIMUM HIT DICE TEMPORARY Eyes of the Hunter. Magical darkness doesn’t impede the
18 dimcat’s darkvision, and it treats all locations as though
they were brightly lit for the purposes of perceiving objects
and creatures.
-2 +3 +1 Languages. Common and those known by its master Shadow Hop. The dimcat teleports to a point that it can see
within 15 feet of it, becoming heavily obscured by magical
darkness until the start of its next turn.
INTELLIGENCE WISDOM CHARISMA
10 12 14
+0 +1 +2
CREATURE STATISTICS TRAITS & ACTIONS
Charisma +7 15 N/A
A beam of crackling energy streaks toward a creature within range. As a bonus action, you are able to manipulate the shadow belonging You cause shadows to manifest around a creature within range. The
Make a ranged spell attack against the target. On a hit, the target to a creature of Medium size or smaller that you can see within target must make a Wisdom saving throw or receive a -2 penalty to
takes 1d10 force damage. range. This manipulation can take several forms, such as making it act their attack rolls and disadvantage on Dexterity saving throws until
The spell creates more than one beam when you reach higher out simple actions independent from its owner, move up to 30 feet the end of their next turn as they become engulfed by a dark
levels: two beams at 5th level, three beams at 11th level, and four away from its owner, or to alter its shape one size larger or smaller embrace.
beams at 17th level. you can direct the beams at the same target or than its owner.
at different ones. Make a separate attack roll for each beam. You may only manipulate one shadow at a time with this spell.
Should the source of the shadow move from its original location, the
shadow will follow its owner but remain under your control for up to
the duration while within a range of 120 feet.
Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Grimlore’s Grimoire Pact Magic (Warlock) Grimlore’s Grimoire
In the beginning, there was only darkness. It will return. Reaction: When you or a creature within 60 feet of you falls Choose You gain the service of a familiar, a spirit that takes an animal form you choose:
Choose a location within range that is within 5 feet of a creature or up to five falling creatures within range. A falling creature’s rate of bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish
(quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied
in dim light or darkness. You teleport to this location. As a bonus descent slows to 60 feet per round until the spell ends. If the creature space within range, the familiar has the statistics of the chosen form, though it is a
action before or after teleporting, you can make a single melee spell lands before the spell ends, it takes no falling damage and can land celestial, fey or fiend (your choice) instead of a beast.
attack against a target within your reach. If you hit, the target takes on its feet, and the spell ends for that creature. Your familiar acts independently of you, but it always obeys your commands. In
1d6 psychic damage. combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack,
At Higher Levels. When you cast this spell using a spell slot of 2nd but it can take other actions as normal.
level or higher, the range increases by 5 feet and the psychic damage When the familiar drops to 0 hit points, it disappears, leaving behind no physical
form. It reappears after you cast this spell again.
increases by 1d6 per spell slot level above 1st. While your familiar is within 100 feet of you, you can communicate with it
telepathically. Additionally, as an action, you can see through your familiar’s eyes
and hear what it hears until the start of your next turn, gaining the benefits of any
special senses that the familiar has. During this time, you are deaf and blind with
regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a
pocket dimension where it awaits you summons. Alternatively, you can dismiss it
forever. As an action while it is temporarily dismissed, you can cause it to
reappear in any unoccupied space within 30 feet of you.
You can’t have more than one familiar at a time. If you cast this spell while you
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.
Finally, when you cast a spell with a range of touch, your familiar can deliver the
spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it
must use its reaction to deliver the spell when you cast it. If the spell requires an
attack roll, you use your attack modifier for the roll.
Mark of the Shadowcat The Compendium of Forgotten Secrets Pact Magic (Warlock) Player’s Handbook Pact of the Chain (Warlock) Player’s Handbook
CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 reaction, made when you are attacked or make a saving throw
This spell creates an invisible, mindless, shapeless, Medium force that A creature you touch becomes invisible until the spell ends. Anything In shadow and shade, the gravest of plans are made.
performs simple tasks at your command until the spell ends. The the target is wearing or carrying is invisible as long as it is on the You wrap a cloak of shadow around you, coiling in a defensive
servant springs into existence in an unoccupied space on the ground target’s person. The spell ends for a target that attacks or casts a posture. Until the start of your next turn, attacks targeting you are
within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t spell. made with disadvantage and you gain advantage on Dexterity saving
attack. If it drops to 0 hit points, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd throws. The next time an attack misses or hits you, you can choose to
Once on each of your turns as a bonus action, you can mentally level or higher, you can target one additional creature for each slot move up to 15 feet without provoking opportunity attacks. Once you
command the servant to move up to 15 feet and interact with an level above 2nd. do this, the spell ends.
object. The servant can perform simple tasks that a human servant At Higher Levels. When you cast this spell using a spell slot of 3rd
could do, such as fetching things, cleaning, mending, folding clothes, level or higher, you can choose to move one additional time per slot
lighting fires, serving food, and pouring wine. Once you give the level above 2nd before the spell ends.
command, the servant performs the task to the best of its ability until
it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it
more than 60 feet away from you, the spell ends.
Pact Magic (Warlock) Player’s Handbook Shadow Touched Player’s Handbook Pact Magic (Warlock) The Compendium of Forgotten Secrets
Shadow Bind
2nd-level illusion