Professional Documents
Culture Documents
STEALTH DISADVANTAGE
10 ✘
✘
+5 Wisdom
+2 Charisma
9 1d8
CONDITIONAL
+0
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
SAVING THROWS
13 N
CIE C
+0 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI
RT
EXPE
11 ✘
✘
+2 History (Int)
+5 Insight (Wis)
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 +0 Investigation (Int)
+3 Medicine (Wis) Draconic Ancestry.
WISDOM
Brass. Your draconic ancestry is brass. Your
+0 Nature (Int) damage type is fire. Your breath weapon is 5 by 30
11 ✘ +5 Survival (Wis)
SKILLS
+0 13 PASSIVE PERCEPTION
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains -their bones, their
ruins, their surviving masterworks, and their tombs. Those who practice archaeology travel to the far corners of the
world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of
monarchs and high priests, wars and cataclysms.
PERSONALITY TRAITS
IDEAL
BOND
Historical Knowledge
When you enter a ruin or dungeon, you can correctly
ascertain its original purpose and determine its
builders, whether those were dwarves, elves,
humans, yuan-ti, or some other known race. In
addition, you can determine the monetary value of
art objects more than a century old.
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
[Mace] 1 4
Explorer’s Pack 1 10
[Scale Mail] 1 45
Sling 1 —
0 0 0 0 0
59 lb / 210 lb 420 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +5 13 4
1ST LEVEL 2 SPELL SLOTS ● Burning Hands (Always Prepared) ● Faerie Fire (Always Prepared)
Bane Bless Ceremony
Command Create or Destroy Water Cure Wounds
Detect Evil and Good Detect Magic Detect Poison and Disease
Guiding Bolt Guiding Hand Healing Word
Inflict Wounds Protection from Evil and Good Purify Food and Drink
Sanctuary Shield of Faith
Light Mending Sacred Flame
Evocation Cantrip Transmutation Cantrip Evocation Cantrip
You touch one object that is no larger than 10 feet in any dimension. This spell repairs a single break or tear in an object you touch, such as Flame-like radiance descends on a creature that you can see within
Until the spell ends, the object sheds bright light in a 20-foot radius broken chain link, two halves of a broken key, a torn cloak, or a range. The target must succeed on a Dexterity saving throw or take
and dim light for an additional 20 feet. The light can be colored as leaking wineskin. As long as the break or tear is no larger than 1 foot 1d8 radiant damage. The target gains no benefit from cover for this
you like. Completely covering the object with something opaque in any dimension, you mend it, leaving no trace of the former saving throw. The spell’s damage increases by 1d8 when you reach
blocks the light. The spell ends if you cast it again or dismiss it as an damage. This spell can physically repair a magic item or construct, 5th level (2d8), 11th level (3d8), and 17th level (4d8).
action. but the spell can’t restore magic to such an object.
If you target an object held or worn by a hostile creature, that
creature must succeed on a Dexterity saving throw to avoid the spell.
Bonus Cantrip (Cleric) Player’s Handbook Spellcasting (Cleric) Player’s Handbook Spellcasting (Cleric) Player’s Handbook
You touch a living creature that has 0 hit points. The creature As you hold your hands with thumbs touching and fingers spread, a Each object in a 20-foot cube within range is outlined in blue, green,
becomes stable. This spell has no effect on undead or constructs. thin sheet of flames shoots forth from your outstretched fingertips. or violet light (your choice). Any creature in the area when the spell is
Each creature in a 15-foot cone must make a Dexterity saving throw. cast is also outlined in light if it fails a Dexterity saving throw. For the
A creature takes 3d6 fire damage on a failed save, or half as much duration, objects and affected creatures shed dim light in a 10-foot
damage on a successful one. The fire ignites any flammable objects in radius.
the area that aren’t being worn or carried. Any attack roll against an affected creature or object has advantage
At Higher Levels. When you cast this spell using a spell slot of 2nd if the attacker can see it, and the affected creature or object can’t
level or higher, the damage increases by 1d6 for each slot level above benefit from being invisible.
1st.
Spellcasting (Cleric) Player’s Handbook Light Domain (Cleric) Player’s Handbook Light Domain (Cleric) Player’s Handbook
Mace Explorer’s Pack Scale Mail
Weapons Equipment Packs Armor
Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 This armor consists of a coat and leggings (and perhaps a
torches, 10 days of rations, and a waterskin. The pack also separate skirt) of leather covered with overlapping pieces
has 50 feet of hempen rope strapped to the side of it. of metal, much like the scales of a fish. The suit includes
gauntlets.
Sling
Weapons
— Player’s Handbook