0% found this document useful (0 votes)
11 views

Argergarga

Uploaded by

jptadaoyano
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
11 views

Argergarga

Uploaded by

jptadaoyano
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 9

Level 10 Skeleton Sorcerer, Draconic Bloodline 64000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Jack
Urban Bounty Hunter Neutral Yano
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet


STRENGTH Draconic Resilience (Sorcerer) (14) 14 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +4
+0
SHIELD
AC
Elemental Adept, Fire. Spells you cast ignore fire
N
CIE C
resistance. Treat any 1 on a damage die as a 2 with
+0 Strength fire spells.
Y
PROFI

11
+1 Dexterity
Font of Magic (Bonus Action). You have 10 Sorcery
✘ +6 Constitution ARMOR CLASS Points. You can transform unexpended sorcery
DEXTERITY
+1 Intelligence
points into one spell slot (2 > 1st, 3 > 2nd, 5 > 3rd, 6
MAXIMUM HIT DICE TEMPORARY > 4th, 7 > 5th) on your turn or you can expend one
+1 ✘
+2 Wisdom

+7 Charisma
73 10d6 spell slot and gain a number of sorcery points equal
to the slot’s level.
CONDITIONAL
Metamagic. You can use only one Metamagic
13 option on a spell when you cast it, unless otherwise
noted.
CURRENT HIT POINTS Twinned Spell. When you cast a spell that targets
CONSTITUTION DEATH SAVING THROWS
only one creature and doesn’t have a range of self,
SAVING THROWS
you can spend a number of sorcery points equal to
+2 N
CIE C

+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
the spell’s level to target a second creature in range
with the same spell (1 sorcery point if the spell is a
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION cantrip).


+2 Animal Handling (Wis)
Quickened Spell. When you cast a spell that has a
15 +1 Arcana (Int) Darkvision casting time of 1 action, you can spend 2 sorcery
Immunities. Poison points to change the casting time to 1 bonus action
+0 Athletics (Str)
for this casting.
INTELLIGENCE ✘ +7 Deception (Cha) Empowered Spell. When you roll damage for a
spell, you can spend 1 sorcery point to reroll 3
+1 ✘
+1 History (Int)
+6 Insight (Wis)
damage dice. You must use the new rolls. You can
use Empowered Spell even if you have already used
a different Metamagic option during the casting of
✘ +7 Intimidation (Cha) SPEED, SENSES, & CONDITIONS the spell.
12 +1 Investigation (Int)
Past Life. Dragon Ancestor. Whenever you make a Charisma
+2 Medicine (Wis) Half-Elf. Before your death, you were a Half-Elf and appear as an
undead version of it.
check when interacting with dragons, your
WISDOM +1 Nature (Int) proficiency bonus is doubled if it applies to the
Living Dead. You are immune to disease. You do not need to eat or check.
+2 +2 Perception (Wis)
+3 Performance (Cha)
breathe. Additionally, you have two creature types: humanoid and
undead. You can be affected by a spell or ability if it works on either of
your creature types.
Red Dragon. The red dragon as your ancestor.

Draconic Resilience. When you aren’t wearing


✘ +7 Persuasion (Cha) Restless. You treat exhaustion as if it was one level less. In addition,
14 instead of sleeping, you enter an inactive state for 4 hours each day. You armor, your AC equals 14.
+1 Religion (Int) do not dream in this state; you are fully aware of your surroundings and
notice approaching enemies and other events as normal.
Elemental Affinity. When you cast a spell that deals
+1 Sleight of Hand (Dex) Unholy. When you regain hit points from a source that specifies it does fire damage, add 3 to one damage roll of that spell.
CHARISMA +1 Stealth (Dex)
not function on undead, you only receive half as many hit points as the
At the same time, you can spend 1 sorcery point to
source would normally provide, rounded down.
gain fire resistance for 1 hour.
+3 +2 Survival (Wis)
SKILLS
Bloodless. You are immune to poison damage and the poisoned
condition.
Bone Pile (1/Long Rest). When you are reduced to 0 hit points but not
killed outright, you can drop to 1 hit point instead. If you do, you reduce
17 12 PASSIVE PERCEPTION yourself to a pile of bones, render yourself prone, and are considered to
be under a similar effect to the feign death spell. While subject to this
condition, you are unable to move or take actions other than using an
action to end this effect.
ADVANTAGE
Them Bones. Whenever both of your hands are unoccupied, you can
use a bonus action to rearrange the bones in your body, or to return
INITIATIVE +1 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE

FEATURES & TRAITS

Armor Proficiencies. –

Weapon Proficiencies. Dagger, Dart, Sling,


Quarterstaff, Crossbow, Light

Tool Proficiencies. Playing card set, Thieves’ tools

Languages. Common, Undercommon, Draconic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male ?
GENDER AGE HEIGHT WEIGHT
Jack None none none
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Before you became an adventurer, your life was already full of conflict and excitement, because you made a living
tracking down people for pay. Unlike some people who collect bounties, though, you aren’t a savage who follows quarry
into or through the wilderness. You’re involved in a lucrative trade, in the place where you live, that routinely tests your
The best way to get me to do something is to tell me skills and survival instincts. What’s more, you aren’t alone, as a bounty hunter in the wild would be: you routinely
I can’t do it. interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you
I would rather make a new friend than a new enemy. succeed.

You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you
are someone who has your ear to the street, aware of the doings of thieves’ guilds and street gangs. You might be a
PERSONALITY TRAITS
"velvet mask" bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that
prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of
Redemption. There’s a spark of good in everyone. Faerûn’s great metropolises, such as Waterdeep or Baldur’s Gate, or a less populous location, perhaps Luskan or Yartar-
(Good) any place that’s large enough to have a steady supply of potential quarries.

As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn’t fit with
IDEAL the group’s objectives- but on the other hand, you can take down much more formidable targets with the help of your
companions.

Something important was taken from me, and I aim


to steal it back.

BOND

If there’s a plan, I’ll forget it. If I don’t forget it, I’ll


ignore it.

FLAW BACKGROUND STORY

Feature: Ear to the Ground Jack era um caçador de recompensas hábil e experiente. Ele viajou por todo o Velho
You are in frequent contact with people in the oeste, perseguindo bandidos e criminosos procurados, ganhando fama e fortuna ao
segment of society that your chosen quarries move longo do caminho. Contudo, em uma de suas missões, ele foi emboscado e
through. These people might be associated with the
criminal underworld, the rough-and-tumble folk of mortalmente ferido por um bandido muito perigoso que ele estava caçando.
the streets, or members of high society. This Em seus últimos momentos, Jack foi encontrado por um misterioso feiticeiro que lhe
connection comes in the form of a contact in any city ofereceu a oportunidade de voltar à vida como um morto-vivo. Jack aceitou a oferta,
you visit, a person who provides information about
the people and places of the local area. mas ao fazê-lo, ele fez um pacto com o feiticeiro e selou seu destino como um servo
da magia.
Com sua nova vida imortal, Jack continuou sua carreira como caçador de
recompensas, mas agora com novos poderes mágicos à sua disposição.
BACKGROUND FEATURE
Apesar de ter recebido uma segunda chance e de seus novos poderes, a vida de Jack
não ficou mais fácil. Devido à má reputação dos mortos-vivos, ele enfrentou
dificuldades para conseguir novos clientes e acabou se envolvendo em trabalhos
criminosos. Com o passar dos anos, Jack começou a se sentir desconfortável com a “
ética” de seu trabalho, até que, após uma missão perturbadora, ele decidiu mudar de
TRINKET vida e tentar limpar seu nome.
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Pistol 1 3
Burglar’s Pack 1 10
Playing Card Set 1 —
Thieves’ Tools 1 1

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

14 lb / 165 lb 330 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

old guitar

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +7 15 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Sorcerer, Draconic Bloodline

CANTRIPS Create Bonfire Fire Bolt


Mind Sliver Minor Illusion Prestidigitation
Shape Water

1ST LEVEL 4 SPELL SLOTS Chromatic Orb Magic Missile


Shield

2ND LEVEL 3 SPELL SLOTS Maximilian’s Earthen Grasp Misty Step

3RD LEVEL 3 SPELL SLOTS Fireball Haste

4TH LEVEL 3 SPELL SLOTS Sickening Radiance Wall of Fire

5TH LEVEL 2 SPELL SLOTS Animate Objects Creation


Create Bonfire Fire Bolt Mind Sliver
Conjuration Cantrip Evocation Cantrip Enchantment Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 60 feet RANGE 120 feet RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION 1 round
COMPONENTS V, S COMPONENTS V, S COMPONENTS V

You create a bonfire on ground that you can see within range. Until You hurl a mote of fire at a creature or object within range. Make a You drive a disorienting spike of psychic energy into the mind of one
the spells ends, the bonfire fills a 5-foot cube. Any creature in the ranged spell attack against the target. On a hit, the target takes 1d10 creature you can see within range. The target must make an
bonfire’s space when you cast the spell must succeed on a Dexterity fire damage. A flammable object hit by this spell ignites if it isn’t Intelligence saving throw. Unless the saving throw is successful, the
saving throw or take 1d8 fire damage. A creature must also make the being worn or carried. target takes 1d6 psychic damage, and the first time it makes a saving
saving throw when it enters the bonfire’s space for the first time on a This spell’s damage increases by 1d10 when you reach 5th level throw before the end of your next turn, it must roll a d4 and subtract
turn or ends its turn there. (2d10), 11th level (3d10), and 17th level (4d10). the number rolled from the save.
The spell’s damage increases by 1d8 when you reach 5th level This spell’s damage increases by 1d6 when you reach certain levels:
(2d8), 11th level (3d8), and 17th level (4d8). 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Spellcasting (Sorcerer) Princes of the Apocalypse Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) UA: Sorcerer and Warlock

Minor Illusion Prestidigitation Shape Water


Illusion Cantrip Transmutation Cantrip Transmutation Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 30 feet RANGE 10 feet RANGE 30 feet
DURATION 1 minute DURATION Up to 1 hour DURATION Instantaneous or 1 hour (see below)
COMPONENTS S, M (a bit of fleece) COMPONENTS V, S COMPONENTS S

You create a sound or an image of an object within range that lasts This spell is a minor magical trick that novice spellcasters use for You choose an area of water that you can see within range and that
for the duration. The illusion also ends if you dismiss it as an action or practice. You create one of the following magical effects within fits within a 5-foot cube. You manipulate it in one of the following
cast this spell again. If you create a sound, its volume can range from range: ways.
a whisper to a scream. It can be your voice, someone else’s voice, a • You create an instantaneous, harmless sensory effect, such as a • You instantaneously move or otherwise change the flow of the
lion’s roar, a beating of drums, or any other sound you choose. The shower of sparks, a puff of wind, faint musical notes, or an odd odor. water as you direct, up to 5 feet in any direction. This movement
sound continues unabated throughout the duration, or you can make • You instantaneously light or snuff out a candle, a torch, or a doesn’t have enough force to cause damage.
discrete sounds at different times before the spell ends. If you create small campfire. • You cause the water to form into simple shapes and animate at
an image of an object—such as a chair, muddy footprints, or a small • You instantaneously clean or soil an object no larger than 1 cubic your direction. This change lasts for 1 hour.
chest—it must be no larger than a 5-foot cube. The image can’t foot. • You change the water’s color or opacity. The water must be
create sound, light, smell, or any other sensory effect. Physical • You chill, warm, or flavor up to 1 cubic foot of nonliving material changed in the same way throughout. This change lasts for 1 hour.
interaction with the image reveals it to be an illusion, because things for 1 hour. • You freeze the water, provided that there are no creatures in it.
can pass through it. If a creature uses its action to examine the sound • You make a color, a small mark, or a symbol appear on an object The water unfreezes in 1 hour.
or image, the creature can determine that it is an illusion with a or a surface for 1 hour.
successful Intelligence (Investigation) check against your spell save • You create a nonmagical trinket or an illusory image that can fit If you cast this spell multiple times, you can have no more than two
DC. If a creature discerns the illusion for what it is, the illusion in your hand and that lasts until the end of your next turn. of its non-instantaneous effects active at a time, and you can dismiss
becomes faint to the creature. 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 Spellcasting (Sorcerer) Xanathar’s Guide to Everything

Chromatic Orb Magic Missile Shield


1st-level evocation 1st-level evocation 1st-level abjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 reaction


RANGE 90 feet RANGE 120 feet RANGE Self
DURATION Instantaneous DURATION Instantaneous DURATION 1 round
COMPONENTS V, S, M (a diamond worth at least 50 gp) COMPONENTS V, S COMPONENTS V, S

You hurl a 4-inch-diameter sphere of energy at a creature that you You create three glowing darts of magical force. Each dart hits a Reaction trigger: You are hit by an attack or targeted by the magic
can see within range. You choose acid, cold, fire, lightning, poison, or creature of your choice that you can see within range. A dart deals missile spell An invisible barrier of magical force appears and protects
thunder for the type of orb you create, and then make a ranged spell 1d4 + 1 force damage to its target. The darts all strike simultaneously, you. Until the start of your next turn, you have a +5 bonus to AC,
attack against the target. If the attack hits, the creature takes 3d8 and you can direct them to hit one creature or several. including against the triggering attack, and you take no damage from
damage of the type you choose. At Higher Levels. When you cast this spell using a spell slot of 2nd magic missile.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level
level or higher, the damage increases by 1d8 for each slot level above above 1st.
1st.

Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook
Maximilian’s Earthen Grasp Misty Step Fireball
2nd-level transmutation 2nd-level conjuration 3rd-level evocation

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE 30 feet RANGE Self RANGE 150 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S, M (a miniature hand sculpted from clay) COMPONENTS V COMPONENTS V, S, M (a tiny ball of bat guano and sulfur)

You choose a 5-foot-square unoccupied space on the ground that you Briefly surrounded by silvery mist, you teleport up to 30 feet to an A bright streak flashes from your pointing finger to a point you
can see within range. A Medium hand made from compacted soil unoccupied space that you can see. choose within range and then blossoms with a low roar into an
rises there and reaches for one creature you can see within 5 feet of explosion of flame. Each creature in a 20-foot-radius sphere centered
it. The target must make a Strength saving throw. On a failed save, on that point must make a Dexterity saving throw. A target takes 8d6
the target takes 2d6 bludgeoning damage and is restrained for the fire damage on a failed save, or half as much damage on a successful
spell’s duration. one.
As an action, you can cause the hand to crush the restrained target, The fire spreads around corners. It ignites flammable objects in the
who must make a Strength saving throw. It takes 2d6 bludgeoning area that aren’t being worn or carried.
damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th
To break out, the restrained target can us its action make a level or higher, the damage increases by 1d6 for each slot level above
Strength check against your spell save DC. On a success, the target 3rd.
escapes and is no longer restrained by the hand.
As an action, you can cause the hand to reach for a different
creature or to move to a different unoccupied space within range.
The hand releases a restrained target if you do either.

Spellcasting (Sorcerer) Xanathar’s Guide to Everything Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook

Haste Sickening Radiance Wall of Fire


3rd-level transmutation 4th-level evocation 4th-level evocation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 30 feet RANGE 120 feet RANGE 120 feet
DURATION Concentration, up to 1 minute DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a shaving of licorice root) COMPONENTS V, S COMPONENTS V, S, M (a small piece of phosphorus)

Choose a willing creature that you can see within range. Until the Dim, greenish light spreads within a 30-foot-radius sphere centered You create a wall of fire on a solid surface within range. You can
spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it on a point you choose within range. The light spreads around make the wall up to 60 feet long, 20 feet high, and 1 foot think, or a
has advantage on Dexterity saving throws, and it gains an additional corners, and it lasts until the spell ends. ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot think.
action on each of its turns. That action can be used only to take the When a creature moves into the spell’s area for the first time on a The wall is opaque and lasts for the duration.
Attack (one weapon attack only), Dash, Disengage, Hide, or Use an turn or starts its turn there, that creature must succeed on a When the wall appears, each creature within its area must make a
Object action. When the spell ends, the target can’t move or take Constitution saving throw or take 4d10 radiant damage, and it suffers Dexterity saving throw. On a failed save, a creature takes 5d8 fire
actions until after its next turn, as a wave of lethargy sweeps over it. one level of exhaustion and emits a dim, greenish light in a 5-foot damage, or half as much damage on a successful save.
radius. This light makes it impossible for the creature to benefit from One side of the wall, selected by you when you cast this spell, deals
being invisible. The light and any levels of exhaustion caused by this 5d8 fire damage to each creature that ends its turn within 10 feet of
spell go away when the spell ends. that side or inside the wall. A creature takes the same damage when
it enters the wall for the first time on a turn or ends its turn there.
The other side of the wall deals no damage.
At Higher Levels. When you cast this spell using a spell slot of 5th
level or higher, the damage increases by 1d8 for each slot level above
4th.

Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Xanathar’s Guide to Everything Spellcasting (Sorcerer) Player’s Handbook

Animate Objects Creation


5th-level transmutation 5th-level illusion

CASTING TIME 1 action CASTING TIME 1 minute


RANGE 120 feet RANGE 30 feet
DURATION Concentration, up to 1 minute DURATION Special
COMPONENTS V, S COMPONENTS V, S, M (a tiny piece of matter of the same type of the item you plan
to create)
Objects come to life at your command. Choose up to ten nonmagical objects within range that are You pull wisps of shadow material from the Shadowfell to create a
not being worn or carried. Medium targets count as two objects, Large targets count as four
objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each nonliving object of vegetable matter within range: soft goods, rope,
target animates and becomes a creature under your control until the spell ends or until reduced to wood, or something similar. You can also use this spell to create
0 hit points.
As a bonus action, you can mentally command any creature you made with this spell if the mineral objects such as stone, crystal, or metal. The object created
creature is within 500 feet of you (if you control multiple creatures, you can command any or all of must be no larger than a 5-foot cube, and the object must be of a
them at the same time, issuing the same command to each one). You decide what action the
creature will take and where it will move during its next turn, or you can issue a general command, form and material that you have seen before. The duration depends
such as to guard a particular chamber or corridor. If you issue no commands, the creature only on the object’s material. If the object is composed of multiple
defends itself against hostile creatures. Once given an order, the creature continues to follow it materials, use the shortest duration. Material -- Duration Vegetable
until its task is complete.
ANIMATED OBJECT STATISTICS matter -- 1 day Stone/crystal -- 12 hours Precious metals -- 1 hour
Size HP AC Attack Str Dex Gems -- 10 minutes Adamantine/Mithral -- 1 minute Using any
Tiny 20 18 +8 to hit, 1d4 + 4 damage 4 18
Small 25 16 +6 to hit, 1d8 + 2 damage 6 14 material created by this spell as another spell’s material component
Medium 40 13 +5 to hit, 2d6 + 1 damage 10 12 causes that spell to fail.
Large 50 10 +6 to hit, 2d10 + 2 damage 14 10 At Higher Levels. When you cast this spell using a spell slot of 6th
Huge 80 10 +8 to hit, 2d12 + 4 damage 18 6
level or higher, the cube increases by 5 feet for each slot level above
An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determine 5th.
by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its
speed is 30 feet; if the objects lack legs or other appendages it can use for locomotion, it instead
has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger
object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and
is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its
original object form, and any remaining damage carries over to its original object form.
If you command an object to attack, it can make a single melee attack against a creature within 5
feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determine by its
size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.
At Higher Levels. If you cast this spell using a spell slot of 6th or higher, you can animate two
additional objects for each slot level above 5th.

Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook


Pistol Burglar’s Pack Playing Card Set
Weapons Equipment Packs Tools

Includes a backpack, a bag of 1,000 ball bearings, 10 feet of If you are proficient with the Playing Card Set, you can add
string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a your proficiency bonus to ability checks you make to play a
hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, game.
and a waterskin. The pack also has 50 feet of hempen rope
strapped to the side of it.

3 lb. Dungeon Master’s Guide 10 lbs. Player’s Handbook — Player’s Handbook

Thieves’ Tools Darkvision Past Life


Tools Vision Racial Trait

Perhaps the most common tools used by adventurers, thieves’ Many creatures in the worlds of D&D, especially those that Choose another race besides this one, which must be
tools are designed for picking locks and foiling traps. dwell underground, have darkvision. Within a specified humanoid and lack the Living Construct trait (or similar).
Proficiency with the tools also grants you a general knowledge range, a creature with darkvision can see in darkness as if Before your death, you were a member of this race and
of traps and locks. the darkness were dim light, so areas of darkness are only appear as an undead version of it. Your size, height, and
Components. Thieves’ tools include a small file, a set Of lock lightly obscured as far as that creature is concerned. movement speed are the same as a typical member of that
picks, a small mirror mounted on a metal handle, a set of However, the creature can’t discern color in darkness, only race. You do not retain special movement speeds from this
narrow—bladed scissors, and a pair of pliers. shades of gray. race (such as swimming or flying). If your Past Life race has
History. Your knowledge of traps grants you insight when subraces, you can select one, but it confers no benefits.
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

1 lbs. Player’s Handbook Awakened Undead Player’s Handbook Awakened Undead Walrock Homebrew: Awakened Undead

Half-Elf Living Dead Restless


Racial Trait Racial Trait Racial Trait

Before your death, you were a Half-Elf and appear as an You have been raised from death, but regaining your As an undead, you very rarely tire. You treat exhaustion as
undead version of it. autonomy has returned to you some of the spark of life. if it was one level less. In addition, instead of sleeping, you
You are immune to disease. You do not need to eat or enter an inactive state for 4 hours each day. You do not
breathe, but you can ingest food and drink if you wish. dream in this state; you are fully aware of your
Additionally, you have two creature types: humanoid and surroundings and notice approaching enemies and other
undead. You can be affected by a spell or ability if it works events as normal.
on either of your creature types.

Past Life Player’s Handbook Awakened Undead Walrock Homebrew: Awakened Undead Awakened Undead Walrock Homebrew: Awakened Undead
Unholy Bloodless Bone Pile
Racial Trait Racial Trait Racial Trait

Unlike other undead, you can be restored through healing You are immune to poison damage and the poisoned When you are reduced to 0 hit points but not killed
magic, but it has a significantly dampened effect on you. condition. outright, you can drop to 1 hit point instead. If you do, you
When you regain hit points from a source that specifies it reduce yourself to a pile of bones, render yourself prone,
does not function on undead, you only receive half as many and are considered to be under a similar effect to the feign
hit points as the source would normally provide, rounded death spell. While subject to this condition, you are unable
down. to move or take actions other than using an action to end
this effect. Once you use this trait, you can’t use it again
until you finish a long rest.

Awakened Undead Walrock Homebrew: Awakened Undead Awakened Undead Walrock Homebrew: Awakened Undead Skeleton Walrock Homebrew: Awakened Undead

Them Bones Fire Font of Magic


Racial Trait Feat Feature Class Feature

Whenever both of your hands are unoccupied, you can use Spells you cast ignore fire resistance. In addition, when you At 2nd level, you tap into a deep wellspring of magic within
a bonus action to rearrange the bones in your body, or to roll damage for a spell you cast that deals fire damage, you yourself. This wellspring is represented by sorcery points, which
return your body to its original configuration. Some can treat any 1 on a damage die as a 2. allow you to create a variety of magical effects.
rearrangement options for example: SORCERY POINTS
You have 2 sorcery points, and you gain more as you reach
• Bone Club. higher levels, as shown in the Sorcery Points column of the
• You remove an arm and use it as a bone club. While Sorcerer table. You can never have more sorcery points than
used as a weapon, you have proficiency with your removed shown on the table for your level. You regain all spent sorcery
arm, which is a melee weapon with the finesse property points when you finish a long rest.
that deals 1d6 bludgeoning damage on a hit. FLEXIBLE CASTING
• Bone To Pick. You can use your sorcery points to gain additional spell slots, or
• You remove a hand, and hold it in your other hand as sacrifice spell slots to gain additional sorcery points. You learn
if it were a set of thieves’ tools. This hand is capable of other ways to use your sorcery points as you reach higher levels.
picking locks, cutting glass, and any other function thieves’ Creating Spell Slots. You can transform unexpended sorcery
tools could achieve. points into one spell slot as a bonus action on your turn. The
Creating Spell Slots table shows the cost of creating a spell slot of
• Bone Xylophone. a given level. You can create spell slots no higher in level than
• You remove two of your ribs and use the rest of your 5th.
remaining ribs as a musical instrument. Any spell slot you create with this feature vanishes when you
finish a long rest.
At your DM’s option, you can use this trait to perform other CREATING SPELLSLOTS
tasks, such as juggling your own bones, removing your skull Spell Slot Level Sorcery Point Cost
to look around a corner or over a wall, or similar. Your 1st 2
bones lose their animation if they are further than 5 feet 2nd 3
from the majority of your body, and must be reattached 3rd 5
before they are once again a part of you. If your skull loses 4th 6
5th 7
animation, you are blinded and deafened until a skull is
affixed to your body. Converting a Spell Slot to Sorcery Points. As a bonus action on
your turn, you can expend one spell slot and gain a number of
Skeleton Walrock Homebrew: Awakened Undead Elemental Adept Player’s Handbook Sorcerer Player’s Handbook

Metamagic Twinned Spell Quickened Spell


Class Feature Class Feature Class Feature

At 3rd level, you gain the ability to twist your spells to suit When you cast a spell that targets only one creature and When you cast a spell that has a casting time of 1 action,
your needs. You gain two of the following Metamagic doesn’t have a range of self, you can spend a number of you can spend 2 sorcery points to change the casting time
options of your choice. You gain another one at 10th and sorcery points equal to the spell’s level to target a second to 1 bonus action for this casting.
17th level. creature in range with the same spell (1 sorcery point if the
You can use only one Metamagic option on a spell when spell is a cantrip). To be eligible, a spell must be incapable
you cast it, unless otherwise noted. of targeting more than one creature at the spell’s current
level. For example, magic missile and scorching ray aren’t
eligible, but ray of frost and chromatic orb are.

Sorcerer Player’s Handbook Metamagic Player’s Handbook Metamagic Player’s Handbook


Empowered Spell Dragon Ancestor Red Dragon
Class Feature Archetype Feature Archetype Feature

When you roll damage for a spell, you can spend 1 sorcery At 1st level, you choose one type of dragon as your You choose the red dragon as your ancestor. The fire
point to reroll a number of the damage dice up to your ancestor. The damage type associated with each dragon is damage type is used by features you gain later.
Charisma modifier (minimum of one). You must use the used by features you gain later.
new rolls. DRACONIC ANCESTRY
You can use Empowered Spell even if you have already Dragon Damage Type
used a different Metamagic option during the casting of the Black Acid
spell. Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

You can speak, read, and write Draconic. Additionally,


whenever you make a Charisma check when interacting
with dragons, your proficiency bonus is doubled if it applies
to the check.

Metamagic Player’s Handbook Draconic Bloodline Player’s Handbook Dragon Ancestor Player’s Handbook

Draconic Resilience Elemental Affinity


Archetype Feature Archetype Feature

As magic flows through your body, it causes physical traits Starting at 6th level, when you cast a spell that deals
of your dragon ancestors to emerge. At 1st level, your hit damage of the type associated with your draconic ancestry,
point maximum increases by 1 and increases by 1 again you can add your Charisma modifier to one damage roll of
whenever you gain a level in this class. that spell. At the same time, you can spend 1 sorcery point
Additionally, parts of your skin are covered by a thin to gain resistance to that damage type for 1 hour.
sheen of dragon-like scales. When you aren’t wearing
armor, your AC equals 13 + your Dexterity modifier.

Draconic Bloodline Player’s Handbook Draconic Bloodline Player’s Handbook

You might also like