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Level 1 Elf (Mark of Shadow) Wizard 0

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


The Nameless One
Bodyguard Lawful Good Sune Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet


STRENGTH Unarmored (11) 11 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
10
SHIELD
AC
Arcane Recovery. Once per day when you finish a
N
CIE C
short rest, you can choose expended spell slots to
+0 Strength recover. The spell slots can have a combined level
Y
PROFI

+0 that is equal to or less than 1.


+1 Dexterity

+0 Constitution ARMOR CLASS


DEXTERITY
✘ +3 Intelligence
MAXIMUM HIT DICE TEMPORARY

12 ✘ +6 Wisdom

+0 Charisma
6 1d6
CONDITIONAL

+1
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS

10 N
CIE C

+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI

RT

EXPE

+4 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+0 ✘ +3 Arcana (Int) Darkvision

+0 Athletics (Str)
INTELLIGENCE +0 Deception (Cha)

12 ✘
+1 History (Int)
+6 Insight (Wis)
✘ +2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+1 +1 Investigation (Int)
+4 Medicine (Wis) Fey Ancestry. Advantage on saving throws against
WISDOM
being charmed, and magic can’t put you to sleep.
+1 Nature (Int)

18 ✘ +6 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they


meditate deeply, remaining semiconscious, for 4
+0 Performance (Cha) hours a day.
+0 Persuasion (Cha)
+4 ✘ +3 Religion (Int)
Gift of The Shadow. When you make a
Performance or Stealth check, you can roll one
+1 Sleight of Hand (Dex) Intuition die, a d4, and add the number rolled to
CHARISMA the ability check.
+1 Stealth (Dex)

11 +4 Survival (Wis) Slip Into Shadow (1/Rest). You can use the Hide
SKILLS action as a bonus action, even if you have no cover
or if you’re under observation.

+0 16 PASSIVE PERCEPTION Shape Shadow. You know the minor illusion


cantrip. (Spellcasting: Charisma).

ADVANTAGE

INITIATIVE +1 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE

FEATURES & TRAITS

Armor Proficiencies. –

Weapon Proficiencies. Dagger, Dart, Sling,


Quarterstaff, Crossbow, Light

Tool Proficiencies. Vehicles land, Horn

Languages. Common, Elvish, Winter Wolf

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 500 6'3" 130 lb.
GENDER AGE HEIGHT WEIGHT
The Nameless One
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You have spent your life protecting someone else’s. Perhaps it was a noble, or a powerful crime boss; maybe even a
brutal warlord. Maybe instead of someone more powerful than you, it was a physically weaker companion or family
member. Whatever the case, your life up to this point has been focused around protecting someone.
I always check the shadows wherever I go; you can
never be too safe.
I am always quiet and stoic, rarely speaking or acting
when I work.

PERSONALITY TRAITS

Friendship. I just don’t want my friends to die. (Any)

IDEAL

I owe my life to my old master; and they owe their


life to me.

BOND

I am paranoid and overly protective, never letting


those I guard out of my sight.

FLAW BACKGROUND STORY

Guardian’s Eye
I have a keen eye when it comes to safety. My
companions and I can travel at a normal speed
through crowds; and I can always pick out the safest
route to take through a town or city. This doesn’t
account for unseen or hidden dangers, such as a lair
of vampires hiding in the noble quarter; but I can
easily avoid slums and areas where thugs might hang
around.

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

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

lb / 150 lb 300 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Intelligence +3 11 2

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Wizard

1ST LEVEL 2 SPELL SLOTS

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Minor Illusion (The Mark of Shadow)


Minor Illusion
Illusion Cantrip

CASTING TIME 1 action


RANGE 30 feet
DURATION 1 minute
COMPONENTS S, M (a bit of fleece)

You create a sound or an image of an object within range that lasts


for the duration. The illusion also ends if you dismiss it as an action or
cast this spell again. If you create a sound, its volume can range from
a whisper to a scream. It can be your voice, someone else’s voice, a
lion’s roar, a beating of drums, or any other sound you choose. The
sound continues unabated throughout the duration, or you can make
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.

Shape Shadow (The Mark of Shadow) Player’s Handbook

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