syndra arawarin
syndra arawarin
STEALTH DISADVANTAGE
ARMOR Darkvision. You can see in dim light within 60 feet of you
STRENGTH Studded Leather +1 18 as if it were bright light, and in darkness as if it were dim
light.
PROFICIENCY BONUS +4
10
SHIELD
AC
Tough. Your hit points maximum increases by 18.
N
CIE C Sneak Attack. Once per turn, you can deal an extra 5d6
+0 Strength
Y
PROFI
20 +1 Wisdom
+2 Charisma
93 9d8 Thieves’ Cant. A secret mix of dialect, jargon, and code
that allows you to hide messages in seemingly normal
CONDITIONAL conversation. Only another creature that knows thieves’
+5 cant understands such messages. It takes four times
longer to convey such a message than it does to speak
the same idea plainly.In addition, you understand a set of
CURRENT HIT POINTS
secret signs and symbols used to convey short, simple
CONSTITUTION DEATH SAVING THROWS
messages, such as whether an area is dangerous or the
SAVING THROWS
territory of a thieves’ guild, whether loot is nearby, or
16 N
CIE C
RT
EX E
P
+1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION Cunning Action. You can take a bonus action on each of
+3 +1 Arcana (Int) Darkvision your turns in combat. This action can be used only to take
the Dash, Disengage, or Hide action.
+0 Athletics (Str) Resistances. Acid
Uncanny Dodge (Reaction). When an attacker that you
INTELLIGENCE +2 Deception (Cha) can see hits you with an attack, you can halve the attack’s
damage against you.
13 +1 History (Int)
+1 Insight (Wis) Evasion. When you are subjected to an effect that allows
you to make a Dexterity saving throw to take only half
✘ +6 Intimidation (Cha) SPEED, SENSES, & CONDITIONS damage, you instead take no damage if you succeed on
+1 +1 Investigation (Int)
the saving throw, and only half damage if you fail.
+1 Medicine (Wis) Amphibious. You can breathe air and water. Fancy Footwork. During your turn, if you make a melee
attack against a creature, that creature can't make
WISDOM +1 Nature (Int) opportunity attacks against you for the rest of your turn.
Call to the Wave. You know the acid splash
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You might want to tweak some of the features of a background so it better fits your character or the campaign setting.
To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of
two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your
background or spend coin on gear as described in chapter 5. (If you spend coin, you can’t also take the equipment
package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can’t
find a feature that matches your desired background, work with your DM to create one.
PERSONALITY TRAITS
IDEAL
BOND
Tool Proficiency
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 Studded Leather +1. You have a bonus to AC while
Backpack 1 5 [Studded Leather +1] 1 13 wearing this armor. The bonus is determined by its
Crowbar 1 5 Rapier +1 1 2 rarity.
Hammer 1 3 Shortbow +1 1 2
Piton 10 2.5 [Rapier of Warning] 1 2 Rapier of Warning. This magic weapon warns you of
Torch 10 10 danger. While the weapon is on your person, you have
Tinderbox 1 1 advantage on initiative rolls. In addition, you and any of
Rations (1 day) 10 20 your companions within 30 feet of you can't be
Waterskin 1 5 surprised, except when incapacitated by something
Rope, Hempen (50 feet) 1 10 other than nonmagical sleep. The weapon magically
Robes 1 4 awakens you and your companions within range if any of
you are sleeping naturally when combat begins.
0 0 0 0 0
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Acid Splash Create or Destroy Water Water Walk
Conjuration Cantrip 1st-level transmutation 3rd-level transmutation (ritual)
You hurl a bubble of acid. Choose one creature you can see within You either create or destroy water. This spell grants the ability to move across any liquid surface - such as
range, or choose two creatures you can see within range that are Create Water. You create up to 10 gallons of clean water within water, acid, mud, snow, quicksand, or lava - as if it were harmless
within 5 feet of each other. A target must succeed on a Dexterity range in an open container. Alternatively, the water falls as rain in a solid ground (creatures crossing molten lava can still take damage
saving throw or take 1d6 acid damage. 30-foot cube within range, extinguishing exposed flames in the area. from the heat). Up to ten willing creatures you can see within range
This spell’s damage increases by 1d6 when you reach 5th level Destroy Water. You destroy up to 10 gallons of water in an open gain this ability for the duration.
(2d6), 11th level (3d6), and 17th level (4d6). container within range. Alternatively, you destroy fog in a 30-foot If you target a creature submerged in a liquid, the spell carries the
cube within range. target to the surface of the liquid at a rate of 60 feet per round.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, you create or destroy 10 additional gallons of water,
or the size of the cube increases by 5 feet, for each slot level above
1st.
Call to the Wave (Water Genasi) Player’s Handbook Call to the Wave (Water Genasi) Player’s Handbook Call to the Wave (Water Genasi) Player’s Handbook
Backpack Crowbar Hammer
Adventuring Gear Adventuring Gear Adventuring Gear
A backpack is a leather pack carried on the back, typically Using a crowbar grants advantage to Strength checks
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.
A torch burns for 1 hour, providing bright light in a 20-foot This small container holds flint, fire steel, and tinder
radius and dim light for an additional 20 feet. If you make a (usually dry cloth soaked in light oil) used to kindle a fire.
melee attack with a burning torch and hit, it deals 1 fire Using it to light a torch—or anything else with abundant,
damage. exposed fuel—takes an action. Lighting any other fire takes
1 minute.
1/4 lb. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook
Rations consist of dry foods suitable for extended travel, Rope, whether made of hemp or silk, has 2 hit points and
including jerky, dried fruit, hardtack, and nuts. can be burst with a DC 17 Strength check.
2 lb. Player’s Handbook 5 lb. (full) Player’s Handbook 10 lb. Player’s Handbook
Robes Studded Leather +1 Rapier +1
Adventuring Gear Armor Weapons
You have a bonus to AC while wearing this armor. The You have a +1 bonus to attack and damage rolls made with
bonus is determined by its rarity. this magic weapon.
4 lb. Player’s Handbook 13 lb. Dungeon Master’s Guide 2 lb. Dungeon Master’s Guide
You have a +1 bonus to attack and damage rolls made with This magic weapon warns you of danger. While the weapon
this magic weapon. is on your person, you have advantage on initiative rolls. In
addition, you and any of your companions within 30 feet of
you can't be surprised, except when incapacitated by
something other than nonmagical sleep. The weapon
magically awakens you and your companions within range
if any of you are sleeping naturally when combat begins.