Professional Documents
Culture Documents
STEALTH DISADVANTAGE
+3 Charisma
38 5d8
Thieves’ Cant. A secret mix of dialect, jargon, and
CONDITIONAL
code that allows you to hide messages in seemingly
normal conversation. Only another creature that
+3 knows thieves’ cant understands such messages. It
takes four times longer to convey such a message
CURRENT HIT POINTS than it does to speak the same idea plainly.In
CONSTITUTION DEATH SAVING THROWS
addition, you understand a set of secret signs and
SAVING THROWS
symbols used to convey short, simple messages,
14 N
CIE C
+3 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
such as whether an area is dangerous or the
territory of a thieves’ guild, whether loot is nearby,
Y
PROFI
RT
EXPE
VISION INSPIRATION EXHAUSTION or whether the people in an area are easy marks or
-1 Animal Handling (Wis)
will provide a safe house for thieves on the run.
+2 +3 Arcana (Int) Darkvision
Resistances. Fire Cunning Action. You can take a bonus action on
+0 Athletics (Str)
each of your turns in combat. This action can be
INTELLIGENCE ✘ +6 Deception (Cha) used only to take the Dash, Disengage, or Hide
action.
17 +3 History (Int)
-1 Insight (Wis) Uncanny Dodge (Reaction). When an attacker that
you can see hits you with an attack, you can halve
+3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS the attack’s damage against you.
+3 ✘ +6 Investigation (Int)
Hellish Resistance. You have resistance to fire Mage Hand Legerdemain. When you cast mage
-1 Medicine (Wis)
damage. hand, you can make the spectral hand invisible, and
WISDOM +3 Nature (Int) you can perform the following additional tasks with
it: You can stow one object the hand is holding in a
8 ✘ +2 Perception (Wis) Infernal Legacy. You know the thaumaturgy
cantrip. You can cast the hellish rebuke spell as a container worn or carried by another creature,
+3 Performance (Cha) 2nd-level spell and the darkness spell (1/long rest). retrieve an object in a container worn or carried by
(Charisma) another creature, or use thieves’ tools to pick locks
✘ +6 Persuasion (Cha)
-1 and disarm traps at range.You can perform one of
+3 Religion (Int) these tasks without being noticed by a creature if
you succeed on a Sleight of Hand check contested
✘ +6 Sleight of Hand (Dex)
by the creature’s Perception check. In addition, you
CHARISMA ✘ +6 Stealth (Dex) can use the bonus action granted by your Cunning
Action to control the hand.
17 -1 Survival (Wis)
SKILLS
+3 12 PASSIVE PERCEPTION
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you
learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls
who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness
without the advantage of medicine or a place to recuperate. You’ve survived despite all odds, and did so through
cunning, strength, speed, or some combination of each.
You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you
come by that money? What allowed you to break free of your desperate circumstances and embark on a better life?
PERSONALITY TRAITS
IDEAL
BOND
City Secrets
You know the secret patterns and flow to cities and
can find passages through the urban sprawl that
others would miss. When you are not in combat, you
(and companions you lead) can travel between any
two locations in the city twice as fast as your speed
would normally allow.
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 / 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.
Intelligence +6 14 N/A
A spectral, floating hand appears at a point you choose within range. You manifest a minor wonder, a sign of supernatural power, within Reaction: you are being damaged by a creature within 60 feet of you
The hand lasts for the duration or until you dismiss it as an action. range. You create one of the following magical effects within range: that you can see You point your finger, and the creature that
The hand vanishes if it is ever more than 30 feet away from you or if • Your voice booms up to three times as loud as normal for 1 damaged you is momentarily surrounded by hellish flames. The
you cast this spell again. minute. creature must make a Dexterity saving throw. It takes 2d10 fire
You can use your action to control the hand. You can use the hand • You cause flames to flicker, brighten, dim, or change color for 1 damage on a failed save, or half as much damage on a successful one.
to manipulate an object, open an unlocked door or container, stow or minute. At Higher Levels. When you cast this spell using a spell slot of 2nd
retrieve an item from an open container, or pour the contents out of • You cause harmless tremors in the ground for 1 minute. level or higher, the damage increases by 1d10 for each slot level
a vial. You can move the hand up to 30 feet each time you use it. The • You create an instantaneous sound that originates from a point above 1st.
hand can’t attack, activate magic items, or carry more than 10 of your choice within range, such as a rumble of thunder, the cry of a
pounds. raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly
open or slam shut.
• You alter the appearance of your eyes for 1 minute. If you cast
this spell multiple times, you can have up to three of its 1-minute
effects active at a time, and you can dismiss such an effect as an
action.
Spellcasting (Rogue) Player’s Handbook Infernal Legacy (Tiefling) Player’s Handbook Infernal Legacy (Tiefling) Player’s Handbook
Darkness
2nd-level evocation
Magical darkness spreads from a point you choose within range to fill
a 15-foot radius sphere for the duration. The darkness spreads
around corners. A creature with darkvision can’t see through this
darkness, and nonmagical light can’t illuminate it.
If the point you choose is on an object you are holding or one that
isn’t being worn or carried, the darkness emanates from the object
and moves with it. Completely covering the source of the darkness
with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell’s area overlaps with an area of light created by a
spell of 2nd level or lower, the spell that created the light is dispelled.