Professional Documents
Culture Documents
STEALTH DISADVANTAGE
-1 material components.
+2 Dexterity
Misty Visions. You can cast silent image at will,
+1 Constitution ARMOR CLASS without expending a spell slot or material
DEXTERITY
+1 Intelligence
components.
MAXIMUM HIT DICE TEMPORARY
14 ✘
✘
+2 Wisdom
+5 Charisma
15 2d8 Hexblade’s Curse (Bonus Action—1/Short Rest).
Choose one creature you can see within 30ft. The
CONDITIONAL
target is cursed for 1 minute. Until the curse ends,
you gain the following benefits:You gain a +2 bonus
+2 to damage rolls against the cursed target and any
attack roll you make against the cursed target is a
CURRENT HIT POINTS critical hit on a roll of 19 or 20 on the d20.If the
CONSTITUTION DEATH SAVING THROWS
cursed target dies, you regain 5 hp.
SAVING THROWS
13 N
CIE C
+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Hex Warrior. Whenever you finish a long rest, you
can touch one weapon that you are proficient with
Y
PROFI
RT
EXPE
VISION INSPIRATION EXHAUSTION and that lacks the two-handed property. When you
+0 Animal Handling (Wis)
attack with that weapon, you can use +5 for the
+1 ✘ +3 Arcana (Int) Darkvision attack and +3 damage.
-1 Athletics (Str) Immunities. Poison
INTELLIGENCE ✘ +5 Deception (Cha)
13 +1 History (Int)
+0 Insight (Wis)
+3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+1 ✘ +3 Investigation (Int)
+0 Medicine (Wis) Innate Spellcasting. You know the poison spray
WISDOM
cantrip. You can cast animal friendship an
+1 Nature (Int) unlimited number of times with this trait, but you
17 +0 Survival (Wis)
SKILLS
+3 10 PASSIVE PERCEPTION
ADVANTAGE
Poison Spray 10ft DC13 Con 1d12 poison Armor Proficiencies. Light Armor, Medium Armor,
Shields
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
Eventeo is a failed merchant of rare magic items and potions who decided to take up adventuring. He took large loans
from some particularly dangerous people to fund a large import of potions from a nearby kingdom and lost all of them
to a pirate raid a few days out of the port. A few days later, a group of adventurers came to him looking to sell a "magic
I was cutting corners and breaking deals to maximize sword" that they found, which turned out to be a hexblade. Seeing no other option to make back such a large amount of
profit. That’s why I failed. money, he decided to form a pact with the blade and take up adventuring.
Even my competitors said I was affable and talented.
Those traits should serve me well.
PERSONALITY TRAITS
IDEAL
BOND
Why spend gold here when you can buy the same
thing for copper in the next town?
Supply Chain
From your time as a merchant, you retain
connections with wholesalers, suppliers, and other
merchants and entrepreneurs. You can call upon
these connections when looking for items or
information.
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
Alchemist’s Supplies 1 8
Leather 1 10
Orb 1 3
Dagger 2 2
Crossbow, Light 1 5
Crossbow Bolt 20 1
Backpack 1 5
Crowbar 1 5
Hammer 1 3
Piton 10 2.5
Torch 10 10
Tinderbox 1 1
Rations (1 day) 10 20
Waterskin 1 5
Rope, Hempen (50 feet) 1 10
[Longsword] 1 3
[Shield] 1 6
0 0 0 15 0
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +5 13 N/A
1ST LEVEL Animal Friendship (Yuan-Ti Pureblood) Mage Armor (Armor of Shadows)
Silent Image (Misty Visions)
Eldritch Blast Green-Flame Blade Poison Spray
Evocation Cantrip Evocation Cantrip Conjuration Cantrip
A beam of crackling energy streaks toward a creature within range. As part of the action used to cast this spell, you must make a melee You extend your hand toward a creature you can see within range
Make a ranged spell attack against the target. On a hit, the target attack with a weapon against one creature within the spell’s range, and project a puff of noxious gas from your palm. The creature must
takes 1d10 force damage. otherwise the spell fails. On a hit, the target suffers the attack’s succeed on a Constitution saving throw or take 1d12 poison damage.
The spell creates more than one beam when you reach higher normal effects, and green fire leaps from the target to a different This spell’s damage increases by 1d12 when you reach 5th level
levels: two beams at 5th level, three beams at 11th level, and four creature of your choice that you can see within 5 feet of it. The (2d12), 11th level (3d12), and 17th level (4d12).
beams at 17th level. you can direct the beams at the same target or second creature takes fire damage equal to your spellcasting ability
at different ones. Make a separate attack roll for each beam. modifier.
This spell’s damage increases when you reach higher levels. At 5th
level, the melee attack deals an extra 1d8 fire damage to the target,
and the fire damage to the second creature increases to 1d8 + your
spellcasting ability modifier. Both damage rolls increase by 1d8 at
11th level and 17th level.
Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Sword Coast Adventurer’s Guide Innate Spellcasting (Yuan-Ti Pureblood) Player’s Handbook
This spell lets you convince a beast that you mean it no harm. Choose A protective magical force surrounds you, manifesting as a spectral You invoke the power of Hadar, the Dark Hunger. Tendrils of dark
a beast that you can see within range. It must see and hear you. If the frost that covers you and your gear. You gain 5 temporary hit points energy erupt from you and batter all creatures within 10 feet of you.
beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast for the duration. If a creature hits you with a melee attack while you Each creature in that area must make a Strength saving throw. On a
must succeed on a Wisdom saving throw or be charmed by you for have these hit points, the creature takes 5 cold damage. failed save, a target takes 2d6 necrotic damage and can’t take
the spell’s duration. If you or one of your companions harms the At Higher Levels. When you cast this spell using a spell slot of 2nd reactions until its next turn. On a successful save, the creature takes
target, the spell ends. level or higher, both the temporary hit points and the cold damage half damage, but suffers no other effect.
At Higher Levels. When you cast this spell using a spell slot of 2nd increase by 5 for each slot above 1st. At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, you can affect one additional beast for each slot level level or higher, the damage increases by 1d6 for each slot level above
above 1st. 1st.
Innate Spellcasting (Yuan-Ti Pureblood) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE 90 feet RANGE Touch RANGE 60 feet
DURATION Concentration, up to 1 hour DURATION 8 hours DURATION Concentration, up to 10 minute
COMPONENTS V, S, M (the petrified eye of a newt) COMPONENTS V, S, M (a piece of cured leather) COMPONENTS V, S, M (a bit of fleece)
You place a curse on a creature that you can see within range. Until You touch a willing creature who isn’t wearing armor, and a You create the image of an object, a creature, or some other visible
the spell ends, you deal an extra 1d6 necrotic damage to the target protective magical force surrounds it until the spell ends. The target’s phenomenon that is no larger than a 15-foot cube. The image
whenever you hit it with an attack. Also, choose one ability when you base AC becomes 13 + its Dexterity modifier. The spell ends it if the appears at a spot within range and lasts for the duration. The image
cast the spell. The target has disadvantage on ability checks made target dons armor or if you dismiss the spell as an action. is purely visual; it isn’t accompanied by sound, smell, or other sensory
with the chosen ability. If the target drops to 0 hit points before this effects.
spell ends, you can use a bonus action on a subsequent turn of yours You can use your action to cause the image to move to any spot
to curse a new creature. A remove curse cast on the target ends this within range. As the image changes location, you can alter its
spell early. appearance so that its movements appear natural for the image. For
At Higher Levels. When you cast this spell using a spell slot of 3rd example, if you create an image of a creature and move it, you can
or 4th level, you can maintain your concentration on the spell for up alter the image so that it appears to be walking.
to 8 hours. When you use a spell slot of 5th level or higher, you can Physical interaction with the image reveals it to be an illusion,
maintain your concentration on the spell for up to 24 hours. because things can pass through it. A creature that uses its action to
examine the image 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 creature can
see through the image.
Pact Magic (Warlock) Player’s Handbook Armor of Shadows (Warlock) Player’s Handbook Misty Visions (Warlock) Player’s Handbook
Alchemist’s Supplies Leather Orb
Tools Armor Spellcasting Focus
Alchemist’s supplies enable a character to produce useful concoctions, The breastplate and shoulder protectors of this armor are An arcane focus is a special item—an orb, a crystal, a rod, a
such as acid or alchemist’s fire. made of leather that has been stiffened by being boiled in specially constructed staff, a wand—like length of wood, or
Components. Alchemist’s supplies include two glass beakers, a
metal frame to hold a beaker in place over an open flame, a glass oil. The rest of the armor is made of softer and more some similar item designed to channel the power of arcane
stirring rod, a small mortar and pestle, and a pouch of common flexible materials. spells. A sorcerer, warlock, or wizard can use such an item
alchemical ingredients, including salt, powdered iron, and purified as a spellcasting focus.
water.
Arcana. Proficiency with alchemist’s supplies allows you to unlock
more information on Arcana checks involving potions and similar
materials.
Investigation.When you inspect an area for clues, proficiency with
alchemist’s supplies grants additional insight into any chemicals or
other substances that might have been used in the area.
Alchemical Crafting.You can use this tool proficiency to create
alchemical items. A character can spend money to collect raw
materials, which weigh 1 pound for every 50 gp spent. The DM can
allow a character to make a check using the indicated skill with
advantage. As part of a long rest, you can use alchemist’s supplies to
make one dose of acid, alchemist’s fire, antitoxin, oil, perfume, or
soap. Subtract half the value of the created item from the total gp
worth of raw materials you are carrying.
ALCHEMIST’S SUPPLIES
Activity DC
Create a puff of thick smoke 10
Identify a poison 10
Identify a substance 15
Start a fire 15
Neutralize acid 20
Crossbow bolts are used with a crossbow to make a ranged A backpack is a leather pack carried on the back, typically Using a crowbar grants advantage to Strength checks
attack. with straps to secure it. A backpack can hold 1 cubic foot/ where the crowbar’s leverage can be applied.
30 pounds of gear.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.
1/20 lb. Player’s Handbook 5 lb. Player’s Handbook 5 lb. Player’s Handbook
Hammer Piton Torch
Adventuring Gear Adventuring Gear Adventuring Gear
3 lb. Player’s Handbook 1/4 lb. Player’s Handbook 1 lb. Player’s Handbook
This small container holds flint, fire steel, and tinder Rations consist of dry foods suitable for extended travel,
(usually dry cloth soaked in light oil) used to kindle a fire. including jerky, dried fruit, hardtack, and nuts.
Using it to light a torch—or anything else with abundant,
exposed fuel—takes an action. Lighting any other fire takes
1 minute.
1 lb. Player’s Handbook 2 lb. Player’s Handbook 5 lb. (full) Player’s Handbook
Rope, whether made of hemp or silk, has 2 hit points and A shield is made from wood or metal and is carried in one
can be burst with a DC 17 Strength check. hand. Wielding a shield increases your Armor Class by 2.
You can benefit from only one shield at a time.