Sep
Sep
STEALTH DISADVANTAGE
✘
+2 Wisdom
+4 Charisma
10 1d8
Hex Warrior. Whenever you finish a long rest, you
CONDITIONAL
can touch one weapon that you are proficient with
and that lacks the two-handed property. When you
+2 attack with that weapon, you can use +4 for the
attack and +2 damage.
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
SAVING THROWS
15 N
CIE C
+3 Acrobatics (Dex)
SPEED
30ft.
FLY
30ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI
RT
EXPE
9 -1 History (Int)
+0 Insight (Wis)
✘ +4 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
-1 -1 Investigation (Int)
+0 Medicine (Wis) Hellish Resistance. You have resistance to fire
WISDOM
damage.
-1 Nature (Int)
17 +0 Survival (Wis)
SKILLS
+3 10 PASSIVE PERCEPTION
ADVANTAGE
Tool Proficiencies. –
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
PERSONALITY TRAITS
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
[Crossbow, Light] 1 5
Crossbow Bolt 3 .15
Amulet 1 1
Dungeoneer’s Pack 1 10
[Leather] 1 10
Quarterstaff 1 4
Dagger 2 2
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
A beam of crackling energy streaks toward a creature within range. This spell is a minor magical trick that novice spellcasters use for You awaken the sense of mortality in one creature you can see within
Make a ranged spell attack against the target. On a hit, the target practice. You create one of the following magical effects within range. A construct or an undead is immune to this effect. The target
takes 1d10 force damage. range: must succeed on a Wisdom saving throw or become frightened of
The spell creates more than one beam when you reach higher • You create an instantaneous, harmless sensory effect, such as a you until the spell ends. The frightened target can repeat the saving
levels: two beams at 5th level, three beams at 11th level, and four shower of sparks, a puff of wind, faint musical notes, or an odd odor. throw at the end of each of its turns, ending the effect on itself on a
beams at 17th level. you can direct the beams at the same target or • You instantaneously light or snuff out a candle, a torch, or a success.
at different ones. Make a separate attack roll for each beam. small campfire. At Higher Levels. When you cast this spell using a spell slot of 2nd
• You instantaneously clean or soil an object no larger than 1 cubic level or higher, you can target one additional creature for each slot
foot. level above 1st. The creatures must be within 30 feet of each other
• You chill, warm, or flavor up to 1 cubic foot of nonliving material when you target them.
for 1 hour.
• You make a color, a small mark, or a symbol appear on an object
or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit
in your hand and that lasts until the end of your next turn.
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.
Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Xanathar’s Guide to Everything
Hellish Rebuke
1st-level evocation
Crossbow bolts are used with a crossbow to make a ranged A holy symbol is a representation of a god or pantheon. It
attack. might be an amulet depicting a symbol representing a
deity, the same symbol carefully engraved or inlaid as an
emblem on a shield, or a tiny box holding a fragment of a
sacred relic. Appendix PH-B "Fantasy-Historical
Pantheons"lists the symbols commonly associated with
many gods in the multiverse. A cleric or paladin can use a
holy symbol as a spellcasting focus. To use the symbol in
this way, the caster must hold it in hand, wear it visibly, or
bear it on a shield.
5 lb. Player’s Handbook 1/20 lb. Player’s Handbook 1 lb. Player’s Handbook
Includes a backpack, a crowbar, a hammer, 10 pitons, 10 The breastplate and shoulder protectors of this armor are
torches, a tinderbox, 10 days of rations, and a waterskin. made of leather that has been stiffened by being boiled in
The pack also has 50 feet of hempen rope strapped to the oil. The rest of the armor is made of softer and more
side of it. flexible materials.
Dagger Dagger
Weapons Weapons