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STEALTH DISADVANTAGE
ARMOR Darkvision. You can see in dim light within 60 feet of you as if
STRENGTH Chain Mail 17 it were bright light, and in darkness as if it were dim light.
PROFICIENCY BONUS +3
18
SHIELD Polearm Master. When you take the Attack action and attack
AC with only a glaive, halberd, quarterstaff, or spear, you can use
a bonus action to make a melee attack with the opposite end
N
CIE C
Defense (Fighting Style) (1) of the weapon. The weapon’s damage die for this attack is a
+4 Strength d4, and the attack deals bludgeoning damage. This attack
Y
PROFI
+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
in your pool. You can expend 5 hp from your pool of healing
to cure the target of one disease or neutralize one poison
Y
PROFI
EXPE
12 +1 History (Int) attack, you can expend one spell slot to deal radiant damage
to the target, in addition to the weapon’s damage. The extra
✘ +4 Insight (Wis) damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell
level higher than 1st, to a maximum of 5d8. The damage
✘ +6 Intimidation (Cha) SPEED, SENSES, & CONDITIONS increases by 1d8 if the target is an undead or a fiend, to a
+1 +1 Investigation (Int)
maximum of 6d8.
+1 Medicine (Wis) Innate Spellcasting. You know the poison spray Divine Health. The divine magic flowing through you makes
cantrip. You can cast animal friendship an you immune to disease.
WISDOM +1 Nature (Int) unlimited number of times with this trait, but you Oath of Vengeance.
13 +1 Perception (Wis) can target only snakes with it. You can also cast
suggestion with this trait. Once you cast it, you Extra Attack. You can attack twice, instead of once, whenever
+3 Performance (Cha) can't do so again until you finish a long rest. you take the Attack action on your turn.
+3 Persuasion (Cha) (Charisma)
+1 ✘ +4 Religion (Int)
Abjure Enemy (Action—Channel Divinity). You present your
holy symbol and speak a prayer of denunciation, using your
Magic Resistance. You have advantage on saving Channel Divinity. Choose one creature within 60 feet of you
+1 Sleight of Hand (Dex) throws against spells and other magical effects. that you can see. That creature must make a Wisdom saving
CHARISMA throw, unless it is immune to being frightened. Fiends and
+1 Stealth (Dex) Poison Immunity. You are immune to the undead have disadvantage on this saving throw.On a failed
16
poisoned condition. save, the creature is frightened for 1 minute or until it takes
+1 Survival (Wis) any damage. While frightened, the creature’s speed is 0, and
SKILLS it can’t benefit from any bonus to its speed.On a successful
save, the creature’s speed is halved for 1 minute or until the
creature takes any damage.
+3 11 PASSIVE PERCEPTION
Vow of Enmity (Bonus Action—Channel Divinity). You can
utter a vow of enmity against a creature you can see within
10 feet of you, using your Channel Divinity. You gain
ADVANTAGE
advantage on attack rolls against the creature for 1 minute or
until it drops to 0 hit points or falls unconscious.
INITIATIVE +1 2 Attacks / Attack Action RACIAL TRAITS
NAME
Izzet League
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and
armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a
standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during
I’m haunted by memories of war. I can’t get the a recent war.
images of violence out of my mind.
I’ve lost too many friends, and I’m slow to make new When you choose this background, work with your DM to determine which military organization you were a part of,
ones.
how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a
standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a
mercenary company.
PERSONALITY TRAITS
IDEAL
BOND
Military Rank
You have a military rank from your career as a
soldier. Soldiers loyal to your former military
organization still recognize your authority and
influence, and they defer to you if they are of a
lower rank. You can invoke your rank to exert
influence over other soldiers and requisition simple
equipment or horses for temporary use. You can also
usually gain access to friendly military encampments
and fortresses where your rank is recognized.
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 Javelin. 5x
[Glaive] 1 6
[Chain Mail] 1 55
Halberd 1 6
Javelin 1 2
Explorer’s Pack 1 10
Emblem 1 —
0 0 0 750 0
94 lb / 270 lb 540 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 5
2ND LEVEL 2 SPELL SLOTS ● Find Steed ● Hold Person (Always Prepared)
● Lesser Restoration ● Magic Weapon ● Misty Step (Always Prepared)
Aid Branding Smite Locate Object
Protection from Poison Zone of Truth
You extend your hand toward a creature you can see within range This spell lets you convince a beast that you mean it no harm. Choose Up to three creatures of your choice that you can see within range
and project a puff of noxious gas from your palm. The creature must a beast that you can see within range. It must see and hear you. If the must make Charisma saving throws. Whenever a target that fails this
succeed on a Constitution saving throw or take 1d12 poison damage. beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast saving throw makes an attack roll or a saving throw before the spell
This spell’s damage increases by 1d12 when you reach 5th level must succeed on a Wisdom saving throw or be charmed by you for ends, the target must roll a d4 and subtract the number rolled from
(2d12), 11th level (3d12), and 17th level (4d12). the spell’s duration. If you or one of your companions harms the the attack roll or saving throw.
target, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot
level or higher, you can affect one additional beast for each slot level level above 1st.
above 1st.
Innate Spellcasting (Yuan-Ti Pureblood) Player’s Handbook Innate Spellcasting (Yuan-Ti Pureblood) Player’s Handbook Oath Spells (Paladin) Player’s Handbook
CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 10 minutes
RANGE Touch RANGE 90 feet RANGE 30 feet
DURATION Instantaneous DURATION Concentration, up to 1 hour DURATION Instantaneous
COMPONENTS V, S COMPONENTS V COMPONENTS V, S
A creature you touch regains a number of hit points equal to 1d8 + You choose a creature you can see within range and mystically mark You summon a spirit that assumes the form of an unusually
your spellcasting ability modifier. This spell has no effect on undead it as your quarry. Until the spell ends, you deal an extra 1d6 damage intelligent, strong, and loyal steed, creating a long-lasting bond with
or constructs. to the target whenever you hit it with a weapon attack, and you have it. Appearing in an unoccupied space within range, the steed takes on
At Higher Levels. When you cast this spell using a spell slot of 2nd advantage on any Wisdom (Perception) or Wisdom (Survival) check a form that you choose, such as a warhorse, a pony, a camel, an elk,
level or higher, the healing increases by 1d8 for each slot level above you make to find it. If the target drops to 0 hit points before this spell or a mastiff. (Your DM might allow other animals to be summoned as
1st. ends, you can use a bonus action on a subsequent turn of yours to steeds.) The steed has the statistics of the chosen form, though it is a
mark a new creature. celestial, fey, or fiend (your choice) instead of its normal type.
At Higher Levels. When you cast this spell using a spell slot of 3rd Additionally, if your steed has an Intelligence of 5 or less, its
or 4th level, you can maintain your concentration on the spell for up Intelligence becomes 6, and it gains the ability to understand one
to 8 hours. When you use a spell slot of 5th level or higher, you can language of your choice that you speak.
maintain your concentration on the spell for up to 24 hours. Your steed serves you as a mount, both in combat and out, and you
have an instinctive bond with it that allows you to fight as a seamless
unit. While mounted on your steed, you can make any spell you cast
that targets only you also target your steed.
When the steed drops to 0 hit points, it disappears, leaving behind
no physical form. You can also dismiss your steed at any time as an
action, causing it to disappear. In either case, casting this spell again
summons the same steed, restored to its hit point maximum.
While your steed is within 1 mile of you, you can communicate
with each other telepathically.
You can’t have more than one steed bonded by this spell at a time.
As an action, you can release the steed from its bond at any time,
causing it to disappear.
Prepared (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook
CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 60 feet RANGE Touch RANGE Touch
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Concentration, up to 1 hour
COMPONENTS V, S, M (a small, straight piece of iron) COMPONENTS V, S COMPONENTS V, S
Choose a humanoid that you can see within range. The target must You touch a creature and can end either one disease or one condition You touch a nonmagical weapon. Until the spell ends, that weapon
succeed on a Wisdom saving throw or be paralyzed for the duration. afflicting it. The condition can be blinded, deafened, paralyzed, or becomes a magic weapon with a +1 bonus to attack rolls and damage
At the end of each of its turns, the target can make another Wisdom poisoned. rolls.
saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 4th
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus increases to +2. When you use a spell slot
level or higher, you can target on additional humanoid for each slot of 6th level or higher, the bonus increases to +3.
level above 2nd. The humanoids must be within 30 feet of each other
when you target them.
Oath Spells (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook
Misty Step Suggestion
2nd-level conjuration 2nd-level enchantment
Briefly surrounded by silvery mist, you teleport up to 30 feet to an You suggest a course of activity (limited to a sentence or two) and
unoccupied space that you can see. magically influence a creature you can see within range that can hear
and understand you. Creatures that can’t be charmed are immune to
this effect. The suggestion must be worded in such a manner as to
make the course of action sound reasonable. Asking the creature to
stab itself, throw itself onto a spear, immolate itself, or do some
other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it
purses the course of action you described to the best of its ability.
The suggested course of action can continue for the entire duration.
If the suggested activity can be completed in a shorter time, the spell
ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity
during the duration. For example, you might suggest that a knight
give her warhorse to the first beggar she meets.
If the condition isn’t met before the spell expires, the activity isn’t
preformed. If you or any of your companions damage the target, the
spell ends.
Oath Spells (Paladin) Player’s Handbook Innate Spellcasting (Yuan-Ti Pureblood) Player’s Handbook
Glaive Chain Mail Halberd
Weapons Armor Weapons
Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 A holy symbol is a representation of a god or pantheon. It
torches, 10 days of rations, and a waterskin. The pack also might be an amulet depicting a symbol representing a
has 50 feet of hempen rope strapped to the side of it. deity, the same symbol carefully engraved or inlaid as an
emblem on a shield, or a tiny box holding a fragment of a
sacred relic. Appendix PH-B "Fantasy-Historical
Pantheons"lists the symbols commonly associated with
many gods in the multiverse. A cleric or paladin can use a
holy symbol as a spellcasting focus. To use the symbol in
this way, the caster must hold it in hand, wear it visibly, or
bear it on a shield.