Professional Documents
Culture Documents
STEALTH DISADVANTAGE
+4 Charisma
8 1d6 the chosen creature can speak telepathically with
each other while the two of you are within 2 miles
CONDITIONAL
of each other. To understand each other, you each
must speak mentally in a language the other knows.
+2 The telepathic connection lasts for 1 minute. It
ends early if you are incapacitated or die or if you
CURRENT HIT POINTS use this ability to form a connection with a different
CONSTITUTION DEATH SAVING THROWS
creature.
SAVING THROWS
14 N
CIE C
+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI
RT
EXPE
-1 Athletics (Str)
Resistances. Fire
INTELLIGENCE ✘ +4 Deception (Cha)
10 +0 History (Int)
+1 Insight (Wis)
✘ +4 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 +0 Investigation (Int)
+1 Medicine (Wis) Hellish Resistance. You have resistance to fire
WISDOM
damage.
+0 Nature (Int)
14 +1 Survival (Wis)
SKILLS
+2 13 PASSIVE PERCEPTION
ADVANTAGE
Armor Proficiencies. –
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
Shajin is a tiefling, treated with scorn near everywhere on the continent. Him and his family traveled across the country
for years, having been forced out from their village in Nihre. Wherever they went, they were met with constant suspicion
and hate. Finally, they settled in Orou when Shajin was 12, the first place they found any sort of solidarity and kindness.
Shajin, owing to his psionic pecularities, has a very Shajin's father, over the years, built a healthy rapport with the city and now holds a position in the council. A decade
unsettling and creepy stare and is constantly after his family arrived at the city, he has sent his own son to the enclave being held at New Haven, not to help in the
watching people proceedings, but to spark war and strife. The reasons for this are many, a group of councilors see a war as potentially
highly profitable and the perfect excuse to extend Orou's borders; Shajin and many other marginalized groups,
however, mainly see the war as the perfect means for enacting revenge on the rest of the continent.
Aberrant Origin: As a child, you had an imaginary friend that looked like a flumph or a strange platypus-like creature.
PERSONALITY TRAITS
One day, it gifted you with psionic powers, which have ended up being not so imaginary.
IDEAL
BOND
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
[Dagger] 1 1
[Leather] 1 10
Dungeoneer’s Pack 1 10
Crossbow, Light 1 5
0 0 0 0 0
26 lb / 120 lb 240 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 +4 12 N/A
A spectral, floating hand appears at a point you choose within range. You drive a disorienting spike of psychic energy into the mind of one You create a sound or an image of an object within range that lasts
The hand lasts for the duration or until you dismiss it as an action. creature you can see within range. The target must succeed on an for the duration. The illusion also ends if you dismiss it as an action or
The hand vanishes if it is ever more than 30 feet away from you or if Intelligence saving throw or take 1d6 psychic damage and subtract cast this spell again.
you cast this spell again. 1d4 from the next saving throw it makes before the end of your next If you create a sound, its volume can range from a whisper to a
You can use your action to control the hand. You can use the hand turn. scream. It can be your voice, someone else’s voice, a lion’s roar, a
to manipulate an object, open an unlocked door or container, stow or This spell’s damage increases by 1d6 when you reach certain levels: beating of drums, or any other sound you choose. The sound
retrieve an item from an open container, or pour the contents out of 5th level (2d6), 11th level (3d6), and 17th level (4d6). continues unabated throughout the duration, or you can make
a vial. You can move the hand up to 30 feet each time you use it. discrete sounds at different times before the spell ends.
The hand can’t attack, activate magic items, or carry more than 10 If you create an image of an object—such as a chair, muddy
pounds. 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.
Spellcasting (Sorcerer) Player’s Handbook Psionic Spells (Sorcerer) Tasha’s Cauldron of Everything Spellcasting (Sorcerer) Player’s Handbook
This spell is a minor magical trick that novice spellcasters use for Lightning springs from your hand to deliver a shock to a creature you You manifest a minor wonder, a sign of supernatural power, within
practice. You create one of the following magical effects within try to touch. Make a melee spell attack against the target. You have range. You create one of the following magical effects within range:
range: advantage on the attack roll if the target is wearing armor made of • Your voice booms up to three times as loud as normal for 1
• You create an instantaneous, harmless sensory effect, such as a metal. On a hit, the target takes 1d8 lightning damage, and it can’t minute.
shower of sparks, a puff of wind, faint musical notes, or an odd odor. take reactions until the start of its next turn. • You cause flames to flicker, brighten, dim, or change color for 1
• You instantaneously light or snuff out a candle, a torch, or a The spell’s damage increases by 1d8 when you reach 5th level minute.
small campfire. (2d8), 11th level (3d8), and 17th level (4d8). • You cause harmless tremors in the ground for 1 minute.
• You instantaneously clean or soil an object no larger than 1 cubic • You create an instantaneous sound that originates from a point
foot. of your choice within range, such as a rumble of thunder, the cry of a
• You chill, warm, or flavor up to 1 cubic foot of nonliving material raven, or ominous whispers.
for 1 hour. • You instantaneously cause an unlocked door or window to fly
• You make a color, a small mark, or a symbol appear on an object open or slam shut.
or a surface for 1 hour. • You alter the appearance of your eyes for 1 minute. If you cast
• You create a nonmagical trinket or an illusory image that can fit this spell multiple times, you can have up to three of its 1-minute
in your hand and that lasts until the end of your next turn. effects active at a time, and you can dismiss such an effect as an
action.
If you cast this spell multiple times, you can have up to three of its
non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.
Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook Infernal Legacy (Tiefling) Player’s Handbook
CASTING TIME CASTING TIME CASTING TIME 1 reaction, which you take when a creature you can see within 60 feet of
1 action 1 action yourself succeeds on an attack roll, an ability check, or a saving throw
You invoke the power of Hadar, the Dark Hunger. Tendrils of dark You whisper a discordant melody that only one creature of your You magically distract the triggering creature and turn its momentary
energy erupt from you and batter all creatures within 10 feet of you. choice within range can hear, wracking it with terrible pain. The uncertainty into encouragement for another creature. The triggering
Each creature in that area must make a Strength saving throw. On a target must make a Wisdom saving throw. On a failed save, it takes creature must reroll the d20 and use the lower roll.
failed save, a target takes 2d6 necrotic damage and can’t take 3d6 psychic damage and must immediately use its reaction , if You can then choose a different creature you can see within range
reactions until its next turn. On a successful save, the creature takes available, to move as far as its speed allows away from you. The (you can choose yourself). The chosen creature has advantage on the
half damage, but suffers no other effect. creature doesn’t move into obviously dangerous ground, such as a next attack roll, ability check, or saving throw it makes within 1
At Higher Levels. When you cast this spell using a spell slot of 2nd fire or a pit. On a successful save, the target takes half as much minute. A creature can be empowered by only one use of this spell at
level or higher, the damage increases by 1d6 for each slot level above damage and doesn’t have to move away. A deafened creature a time.
1st. 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.
Psionic Spells (Sorcerer) Player’s Handbook Psionic Spells (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Strixhaven: A Curriculum Of Chaos
Sleep Misty Step
1st-level enchantment 2nd-level conjuration
This spell sends creatures into a magical slumber. Roll 5d8, the total Briefly surrounded by silvery mist, you teleport up to 30 feet to an
is how many hit points of creatures this spell can affect. Creatures unoccupied space that you can see.
within 20 feet of a point you choose within range are affected in
ascending order of their current hit points (ignoring unconscious
creatures).
Starting with the creature that has the lowest current hit points,
each creature affected by this spell falls unconscious until the spell
ends, the sleeper takes damage, or someone uses an action to shake
or slap the sleeper awake. Subtract each creature’s hit points from
the total before moving on to the creature with the next lowest hit
points. A creature’s hit points must be equal to or less than the
remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected
by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, roll an additional 2d8 for each slot level above 1st.
The breastplate and shoulder protectors of this armor are Includes a backpack, a crowbar, a hammer, 10 pitons, 10
made of leather that has been stiffened by being boiled in torches, a tinderbox, 10 days of rations, and a waterskin.
oil. The rest of the armor is made of softer and more The pack also has 50 feet of hempen rope strapped to the
flexible materials. side of it.
Crossbow, Light
Weapons