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Milo
Milo
STEALTH DISADVANTAGE
14 ✘
+2 Wisdom
+6 Charisma
9 1d8
CONDITIONAL
+2
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
SAVING THROWS
13 N
CIE C
+4 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI
✘
RT
EXPE
12 +1 History (Int)
+2 Insight (Wis)
+4 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+1 +1 Investigation (Int)
+2 Medicine (Wis) Celestial Resistance. You have resistance to
WISDOM
necrotic damage and radiant damage.
+1 Nature (Int)
19 +2 Survival (Wis) feet, and once on each of your turns, you can deal
SKILLS 1 extra radiant damage to one target when you
deal damage to it with an attack or a spell.
+4 12 PASSIVE PERCEPTION
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics
can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or
captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art
is your life.
PERSONALITY TRAITS
IDEAL
BOND
By Popular Demand
You can always find a place to perform, usually in an
inn or tavern but possibly with a circus, at a theater,
or even in a noble’s court. At such a place, you
receive free lodging and food of a modest or
comfortable standard (depending on the quality of
the establishment), as long as you perform each
night. In addition, your performance makes you
something of a local figure. When strangers
recognize you in a town where you have performed,
they typically take a liking to you.
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
0 0 0 0 0
lb / 180 lb 360 lb
#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
You touch one object that is no larger than 10 feet in any dimension. A spectral, floating hand appears at a point you choose within range. You create a burst of thunderous sound, which can be heard 100 feet
Until the spell ends, the object sheds bright light in a 20-foot radius The hand lasts for the duration or until you dismiss it as an action. away. Each creature other than you within 5 feet of you must make a
and dim light for an additional 20 feet. The light can be colored as The hand vanishes if it is ever more than 30 feet away from you or if Constitution saving throw. On a failed save, the creature takes 1d6
you like. Completely covering the object with something opaque you cast this spell again. thunder damage.
blocks the light. The spell ends if you cast it again or dismiss it as an You can use your action to control the hand. You can use the hand The spell’s damage increases by 1d6 when you reach 5th level
action. to manipulate an object, open an unlocked door or container, stow or (2d6), 11th level (3d6), and 17th level (4d6).
If you target an object held or worn by a hostile creature, that retrieve an item from an open container, or pour the contents out of
creature must succeed on a Dexterity saving throw to avoid the spell. a vial. You can move the hand up to 30 feet each time you use it. The
hand can’t attack, activate magic items, or carry more than 10
pounds.
Light Bearer (Aasimar) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Princes of the Apocalypse
A creature you touch regains a number of hit points equal to 1d8 + You whisper a discordant melody that only one creature of your Reaction: When you or a creature within 60 feet of you falls Choose
your spellcasting ability modifier. This spell has no effect on undead choice within range can hear, wracking it with terrible pain. The up to five falling creatures within range. A falling creature’s rate of
or constructs. target must make a Wisdom saving throw. On a failed save, it takes descent slows to 60 feet per round until the spell ends. If the creature
At Higher Levels. When you cast this spell using a spell slot of 2nd 3d6 psychic damage and must immediately use its reaction , if lands before the spell ends, it takes no falling damage and can land
level or higher, the healing increases by 1d8 for each slot level above available, to move as far as its speed allows away from you. The on its feet, and the spell ends for that creature.
1st. creature doesn’t move into obviously dangerous ground, such as a
fire or a pit. On a successful save, the target takes half as much
damage and doesn’t have to move away. A deafened creature
automatically succeeds on the save.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d6 for each slot level above
1st.
Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook
Thunderwave
1st-level evocation