Fish in River
Fish in River
STEALTH DISADVANTAGE
ARMOR Darkvision. You can see in dim light within 60 feet of you as if it
STRENGTH Studded Leather 19 were bright light, and in darkness as if it were dim light.
PROFICIENCY BONUS +4 Piercer. Once per turn, when you hit a creature with an attack
10
SHIELD
AC that deals piercing damage against a creature, you can reroll
Shield one of the attack’s damage dice, and you must use the new
Cloak of Protection (1) roll.When you score a critical hit that deals piercing damage to a
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CIE C
+1 Strength
creature, you can roll one additional damage die when
Y
PROFI
+3 Charisma
78 9d8/1d10 the attack roll. The attack must use a finesse or a ranged
weapon.You don’t need advantage on the attack roll if another
enemy of the target is within 5 feet of it, that enemy isn’t
CONDITIONAL incapacitated, and you don’t have disadvantage on the attack
+4 roll.
Thieves’ Cant. A secret mix of dialect, jargon, and code that
CURRENT HIT POINTS allows you to hide messages in seemingly normal conversation.
CONSTITUTION DEATH SAVING THROWS Only another creature that knows thieves’ cant understands
SAVING THROWS such messages. It takes four times longer to convey such a
13
message than it does to speak the same idea plainly.In addition,
SPEED FLY CLIMB SWIM you understand a set of secret signs and symbols used to
N
CIE C
✘✘ +12 Acrobatics (Dex) 30ft. 0ft. 20ft. 0ft. convey short, simple messages, such as whether an area is
Y
PROFI
RT
EX E
P dangerous or the territory of a thieves’ guild, whether loot is
+1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION nearby, or whether the people in an area are easy marks or will
+1 +0 Arcana (Int) Darkvision provide a safe house for thieves on the run.
11 +0 History (Int) Uncanny Dodge (Reaction). When an attacker that you can see
hits you with an attack, you can halve the attack’s damage
+1 Insight (Wis) against you.
✘ +6 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Evasion. When you are subjected to an effect that allows you to
+0 +0 Investigation (Int)
make a Dexterity saving throw to take only half damage, you
instead take no damage if you succeed on the saving throw, and
only half damage if you fail.
+1 Medicine (Wis) Feline Agility. When you move on your turn in
WISDOM
combat, you can double your speed until the end Fancy Footwork. During your turn, if you make a melee attack
+0 Nature (Int) of the turn. Once you use this trait, you can’t use it against a creature, that creature can't make opportunity attacks
12 ✘✘ +9 Perception (Wis) again until you move 0 feet on one of your turns. against you for the rest of your turn.
+2 Performance (Cha) Rakish Audacity. You don't need advantage on your attack roll
Cat’s Claws. Because of your claws, you have a to use your Sneak Attack if no creature other than your target is
✘✘ +10 Persuasion (Cha) climbing speed of 20 feet. In addition, your claws within 5 feet of you.
+1 +0 Religion (Int)
are natural weapons, which you can use to make
Panache. As an action, you can make a Persuasion check
unarmed strikes. If you hit with them, you deal
contested by a creature's Insight check. If you succeed on the
✘ +8 Sleight of Hand (Dex) slashing damage equal to 1d4+0, instead of the check and the creature is hostile to you, it has disadvantage on
CHARISMA bludgeoning damage normal for an unarmed attack rolls against targets other than you and can't make
✘✘ +12 Stealth (Dex) strike. opportunity attacks against targets other than you. This effect
15 +1 Survival (Wis)
lasts for 1 minute, until one of your companions attacks the
target or affects it with a spell, or until you and the target are
SKILLS more than 60 feet apart. If you succeed on the check and the
creature isn't hostile to you, it is charmed by you for 1 minute.
While charmed, it regards you as a friendly acquaintance. This
+2 19 PASSIVE PERCEPTION effect ends immediately if you or your companions do anything
harmful to it.
Fighting Style.
ADVANTAGE Dueling. When you are wielding a melee weapon in one hand
and no other weapons, you gain a +2 bonus to damage rolls
INITIATIVE +6 1 Attack / Attack Action RACIAL TRAITS
with that weapon.
Dagger 20/60 +8 vs AC 1d4+4 piercing Armor Proficiencies. Light Armor, Medium Armor,
Shields
Finesse, Light, Thrown
Cerin Underhill
Merrywind NAME
Keth
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
A war orphan with Cyran ancestry, she now works as a house agent for House Tharashk.
She seems charming, but does her best to keep others at arm's length. The loss of her family and ancestral homeland
I am slow to trust. My family and homeland (Cyre) has left her with deeply rooted fears of losing everything once again. If she does become close to someone, she is fiercly
are both gone. I am scared to make attachments, loyal to them - willing to risk reward to save her friend.
afraid that everything will be taken away from me
once again.
The first thing I do in every new place is note the River lives in the Broken Arch District of Middle Dura (near the river, where she can hear the ships) at a modest lifestyle (1
locations of everything valuable gp/day). Dura isn't the best part of town, but River likes it that way, or has convinced herself as such).
PERSONALITY TRAITS
As a child, she was brought into The Little Fingers gang in Middle Dura (a kid's street gang) as a pitpocket. They are led
by adult halflings who are rumored to have ties to the Boromar Clan crime syndicate.
I am loyal to my friends, not to any ideals. (Neutral)
One man has shown her considerable kindness and has been patient with her fear of connection. A professor Byluff (RIP)
at Morgrave University who has hired her as a courier of sorts. His studies largely focused on the Giant Civilization that
collapsed on the contienent of Xen'drik long ago. (Specifically NE Xen'drik).
IDEAL
BOND
Swashbuckler
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 Shortbow. 1d6+proficiency
[Rapier] 1 2 Orb of Direction 1 — Thieves’ Tools. Perhaps the most common tools used by
Dagger 2 2 Feather Token 1 — adventurers, thieves’ tools are designed for picking locks
Shortbow 1 2 Cleansing Stone 1 — and foiling traps. Proficiency with the tools also grants
you a general knowledge of traps and locks.
Clothes, Common 1 3 [Cloak of Protection] 1 — Components. Thieves’ tools include a small file, a set
Thieves’ Tools 1 1 Potion of Greater Healing 2 1 Of lock picks, a small mirror mounted on a metal handle,
a set of narrow—bladed scissors, and a pair of pliers.
Backpack 1 5 History. Your knowledge of traps grants you insight
Ball Bearings (bag of 1,000) 1 2 when answering questions about locations that are
renowned for their traps.
String (10 feet) 1 — Investigation and Perception. You gain additional
Bell 1 — insight when looking for traps, because you have learned
Candle 5 — a variety of common signs that betray their presence.
Set a Trap. Just as you can disable traps, you can also
Crowbar 1 5 set them. As part of a short rest, you can create a trap
Hammer 1 3 using items you have on hand. The total of your check
becomes the DC for someone else’s attempt to discover
Piton 10 2.5 or disable the trap. The trap deals damage appropriate
Lantern, Hooded 1 2 to the materials used in crafting it (such as poison or a
weapon) or damage equal to half the total of your check,
Oil (flask) 2 2 whichever the DM deems appropriate.
Rations (1 day) 5 10 THIEVES’ TOOLS
Tinderbox 1 1
Waterskin 1 5 Potion of Greater Healing. You regain 4d4 + 4 hit points
Rope, Hempen (50 feet) 1 10 when you drink this potion. Whatever its potency, the
potion’s red liquid glimmers when agitated.
[Shield] 1 6
[Studded Leather] 1 13 Cloak of Protection. You gain a +1 bonus to AC and
ATTUNED MAGIC ITEMS 1 / 3 saving throws while you wear this cloak.
0 0 0 32 0
Prophecies Found:
"Seal being broken and seal being preserved. An abomination will stalk the land."
"The horrors of the past renewed, shall return to their place of origin where the destruction of the world
will ensure."
"When the child of a broken home, finds the star of the Reborn.
On that day, 13 come and gone,
Then shall the Ram of the West, govern
All forgiven, and unseen will the matron sew the land of green."
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Additional Treasure:
Me:
- Identification Papers
- map of city
- pet mouse
- token to remember parents
- Small box of trinkets (in bank)
- 50 gp (in bank)
- 2 potions of greater healing
Group:
- Bag of Holding
- Rubbing of 1/2 tablet
- Owl Goggles (Merry - can see in darkl)
- 1 identification potion (Cerin - spread over magic item & learn all
properties)
- 1 potion of jump (Merry)
- 1 potion of longstrider (Hass)
- 1 potion of speak w/animals (River)
- 1 potion of animal friendship (Cerin)
- 1 scroll of invisibility (Keth)
Group Bank:
- Professor's calendar (in the bank)
- 1/2 tablet (in the bank)
Found at Rufus's
- 7* art objects x 250 gp ea. *traded 3 paintings for 3 potions of greater
healing)
- Leather bag with 1250 gp (Keth has 250 of this)
- Ring of Telekenesis (Merrywind)
- Cloak of Protection (River)
- Winged Boots (Cerin)
- Bracers of Archery (Cerin)
- Adamentine Armor (Hass)
Other:
- Contact coin from Dinwiddy
NOTES NOTES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Booming Blade Green-Flame Blade Find Familiar
Evocation Cantrip Evocation Cantrip 1st-level conjuration (ritual)
As part of the action used to cast this spell, you must make a melee As part of the action used to cast this spell, you must make a melee You gain the service of a familiar, a spirit that takes an animal form you choose:
attack with a weapon against one creature within the spell’s range, attack with a weapon against one creature within the spell’s range, bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish
(quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied
otherwise the spell fails. On a hit, the target suffers the attack’s otherwise the spell fails. On a hit, the target suffers the attack’s space within range, the familiar has the statistics of the chosen form, though it is a
normal effects, and it becomes sheathed in booming energy until the normal effects, and green fire leaps from the target to a different celestial, fey or fiend (your choice) instead of a beast.
start of your next turn. If the target willingly moves before then, it creature of your choice that you can see within 5 feet of it. The Your familiar acts independently of you, but it always obeys your commands. In
immediately takes 1d8 thunder damage, and the spell ends. second creature takes fire damage equal to your spellcasting ability combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack,
This spell’s damage increases when you reach higher levels. At 5th modifier. but it can take other actions as normal.
level, the melee attack deals an extra 1d8 thunder damage to the This spell’s damage increases when you reach higher levels. At 5th When the familiar drops to 0 hit points, it disappears, leaving behind no physical
form. It reappears after you cast this spell again.
target, and the damage the target takes for moving increases to 2d8. level, the melee attack deals an extra 1d8 fire damage to the target, While your familiar is within 100 feet of you, you can communicate with it
Both damage rolls increase by 1d8 at 11th level and 17th level. and the fire damage to the second creature increases to 1d8 + your telepathically. Additionally, as an action, you can see through your familiar’s eyes
spellcasting ability modifier. Both damage rolls increase by 1d8 at and hear what it hears until the start of your next turn, gaining the benefits of any
11th level and 17th level. special senses that the familiar has. During this time, you are deaf and blind with
regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a
pocket dimension where it awaits you summons. Alternatively, you can dismiss it
forever. As an action while it is temporarily dismissed, you can cause it to
reappear in any unoccupied space within 30 feet of you.
You can’t have more than one familiar at a time. If you cast this spell while you
already have a familiar, you instead cause it to adopt a new form. Choose one of
the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the
spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it
must use its reaction to deliver the spell when you cast it. If the spell requires an
attack roll, you use your attack modifier for the roll.
Wizard Sword Coast Adventurer’s Guide Wizard Sword Coast Adventurer’s Guide Wizard Player’s Handbook
Orb of Direction Feather Token Cleansing Stone
Wondrous Items Wondrous Items Wondrous Items
While holding this orb, you can use an action to determine This small metal disk is inscribed with the image of a A cleaning stone is a stone sphere one foot in diameter,
which way is north. This property functions only on the feather. While the token is in your possession, you can cast engraved with mystic sigils. When touching the stone, you
Material Plane. feather fall as a bonus action. A feather token only holds can use an action to activate it and remove dirt and grime
sufficient charge for a single use, after which it loses its from your garments and your person. Cleaning stones are
power. While it’s an expensive form of insurance, frequent often embedded into pedestals in public squares in Aundair
airship travelers and citizens of Sharn often appreciate the or found in high-end Ghallanda inns.
security it provides.
0 lb. Xanathar’s Guide to Everything 0 lb. Wayfinder’s Guide to Eberron 0 lb. Wayfinder’s Guide to Eberron
Perhaps the most common tools used by adventurers, thieves’ A backpack is a leather pack carried on the back, typically
tools are designed for picking locks and foiling traps. with straps to secure it. A backpack can hold 1 cubic foot/
Proficiency with the tools also grants you a general knowledge 30 pounds of gear.
of traps and locks. You can also strap items, such as a bedroll or a coil of
Components. Thieves’ tools include a small file, a set Of lock rope, to the outside of a backpack.
picks, a small mirror mounted on a metal handle, a set of
narrow—bladed scissors, and a pair of pliers.
History. Your knowledge of traps grants you insight when
answering questions about locations that are renowned for
their traps.
Investigation and Perception. You gain additional insight
when looking for traps, because you have learned a variety of
common signs that betray their presence.
Set a Trap. Just as you can disable traps, you can also set
them. As part of a short rest, you can create a trap using items
you have on hand. The total of your check becomes the DC for
someone else’s attempt to discover or disable the trap. The
trap deals damage appropriate to the materials used in
crafting it (such as poison or a weapon) or damage equal to
half the total of your check, whichever the DM deems
appropriate.
THIEVES’ TOOLS
Activity DC
Pick a lock Varies
Disable a trap Varies
As an action, you can spill these tiny metal balls from their
pouch to cover a level, square area that is 10 feet on a side.
A creature moving across the covered area must succeed
on a DC 10 Dexterity saving throw or fall prone. A creature
moving through the area at half speed doesn’t need to
make the save.
For 1 hour, a candle sheds bright light in a 5-foot radius and Using a crowbar grants advantage to Strength checks
dim light for an additional 5 feet. where the crowbar’s leverage can be applied.
A hooded lantern casts bright light in a 30-foot radius and Oil usually comes in a clay flask that holds 1 pint. As an
dim light for an additional 30 feet. Once lit, it burns for 6 action, you can splash the oil in this flask onto a creature
hours on a flask (1 pint) of oil. As an action, you can lower within 5 feet of you or throw it up to 20 feet, shattering it
the hood, reducing the light to dim light in a 5-foot radius. on impact. Make a ranged attack against a target creature
or object, treating the oil as an improvised weapon. On a
hit, the target is covered in oil. If the target takes any fire
damage before the oil dries (after 1 minute), the target
takes an additional 5 fire damage from the burning oil. You
can also pour a flask of oil on the ground to cover a 5-foot-
square area, provided that the surface is level. If lit, the oil
burns for 2 rounds and deals 5 fire damage to any creature
that enters the area or ends its turn in the area. A creature
can take this damage only once per turn.
1/4 lb. Player’s Handbook 2 lb. Player’s Handbook 1 lb. Player’s Handbook
Rations consist of dry foods suitable for extended travel, This small container holds flint, fire steel, and tinder
including jerky, dried fruit, hardtack, and nuts. (usually dry cloth soaked in light oil) used to kindle a fire.
Using it to light a torch—or anything else with abundant,
exposed fuel—takes an action. Lighting any other fire takes
1 minute.
2 lb. Player’s Handbook 1 lb. Player’s Handbook 5 lb. (full) Player’s Handbook
Rope, Hempen (50 feet) Potion of Greater Healing Shield
Adventuring Gear Potions Armor
Rope, whether made of hemp or silk, has 2 hit points and You regain 4d4 + 4 hit points when you drink this potion. A shield is made from wood or metal and is carried in one
can be burst with a DC 17 Strength check. Whatever its potency, the potion’s red liquid glimmers hand. Wielding a shield increases your Armor Class by 2.
when agitated. You can benefit from only one shield at a time.
10 lb. Player’s Handbook ½ lb. Dungeon Master’s Guide 6 lb. Player’s Handbook
Made from tough but flexible leather, studded leather is You gain a +1 bonus to AC and saving throws while you
reinforced with close-set rivets or spikes. wear this cloak.