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STEALTH DISADVANTAGE
-1
+2 Dexterity
Channel Divinity (1/Short Rest).
-1 Constitution ARMOR CLASS
DEXTERITY
+2 Intelligence
Turn Undead (Action—Channel Divinity). Each
MAXIMUM HIT DICE TEMPORARY undead that can see or hear you within 30 feet of
14 ✘
✘
+5 Wisdom
+4 Charisma
18 4d8 you must make a Wisdom saving throw. If the
creature fails its saving throw, it is turned for 1
CONDITIONAL
minute or until it takes any damage.A turned
creature must spend its turns trying to move as far
+2 away from you as it can, and it can’t willingly move
to a space within 30 feet of you. It also can’t take
CURRENT HIT POINTS reactions. For its action, it can use only the Dash
CONSTITUTION DEATH SAVING THROWS
action or try to escape from an effect that prevents
SAVING THROWS
it from moving. If there’s nowhere to move, the
8 N
CIE C
+2 Acrobatics (Dex)
SPEED
35ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
creature can use the Dodge action.
Y
PROFI
RT
EXPE
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You lived in seclusion—either in a sheltered community such as a monastery, or entirely a lone—for a formative part of
your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you
were looking for.
PERSONALITY TRAITS
IDEAL
BOND
There is a holy symbol on his forehead that shines whenever he uses magic.
Discovery
The quiet seclusion of your extended hermitage gave
you access to a unique and powerful discovery. The
exact nature of this revelation depends on the nature
of your seclusion. It might be a great truth about the
cosmos, the deities, the powerful beings of the outer
planes, or the forces of nature. It could be a site that
no one else has ever seen. You might have uncovered
a fact that has long been forgotten, or unearthed
some relic of the past that could rewrite history. It
might be information that would be damaging to the
people who or consigned you to exile, and hence the
reason for your return to society.
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
[Warhammer] 1 2
Crossbow, Light 1 5
Crossbow Bolt 27 1.35
Priest’s Pack 1 10
[Shield] 1 6
Amulet 1 1
[Chain Shirt] 1 20
0 0 0 245 0
Brooch of Shielding : While wearing this brooch, you have resistance to force damage, and you have
immunity to damage from the magic missile spell. This item can be found in the Dungeon Master’s
Guide. This brooch is fashioned from a tiny leaf inlaid in gold and silver. While the leaf is not alive, it
changes color depending on the season as if it were.
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +5 13 5
1ST LEVEL 3 SPELL SLOTS ● Burning Hands (Always Prepared) ● Faerie Fire (Always Prepared)
Bane Bless Ceremony
Command Create or Destroy Water Cure Wounds
Detect Evil and Good Detect Magic Detect Poison and Disease
Guiding Bolt Healing Word Inflict Wounds
Protection from Evil and Good Purify Food and Drink Sanctuary
Shield of Faith
Charisma +4 12 N/A
A beam of crackling energy streaks toward a creature within range. You touch one willing creature. Once before the spell ends, the target You touch one object that is no larger than 10 feet in any dimension.
Make a ranged spell attack against the target. On a hit, the target can roll a d4 and add the number rolled to one ability check of its Until the spell ends, the object sheds bright light in a 20-foot radius
takes 1d10 force damage. choice. It can roll the die before or after making the ability check. The and dim light for an additional 20 feet. The light can be colored as
The spell creates more than one beam when you reach higher spell then ends. you like. Completely covering the object with something opaque
levels: two beams at 5th level, three beams at 11th level, and four blocks the light. The spell ends if you cast it again or dismiss it as an
beams at 17th level. you can direct the beams at the same target or action.
at different ones. Make a separate attack roll for each beam. If you target an object held or worn by a hostile creature, that
creature must succeed on a Dexterity saving throw to avoid the spell.
Pact Magic (Warlock) Player’s Handbook Spellcasting (Cleric) Player’s Handbook Bonus Cantrips (Warlock) Player’s Handbook
A spectral, floating hand appears at a point you choose within range. This spell repairs a single break or tear in an object you touch, such as Flame-like radiance descends on a creature that you can see within
The hand lasts for the duration or until you dismiss it as an action. broken chain link, two halves of a broken key, a torn cloak, or a range. The target must succeed on a Dexterity saving throw or take
The hand vanishes if it is ever more than 30 feet away from you or if leaking wineskin. As long as the break or tear is no larger than 1 foot 1d8 radiant damage. The target gains no benefit from cover for this
you cast this spell again. in any dimension, you mend it, leaving no trace of the former saving throw. The spell’s damage increases by 1d8 when you reach
You can use your action to control the hand. You can use the hand damage. This spell can physically repair a magic item or construct, 5th level (2d8), 11th level (3d8), and 17th level (4d8).
to manipulate an object, open an unlocked door or container, stow or but the spell can’t restore magic to such an object.
retrieve an item from an open container, or pour the contents out of
a vial. You can move the hand up to 30 feet each time you use it. The
hand can’t attack, activate magic items, or carry more than 10
pounds.
Pact Magic (Warlock) Player’s Handbook Spellcasting (Cleric) Player’s Handbook Bonus Cantrips (Warlock) Player’s Handbook
You touch a living creature that has 0 hit points. The creature As you hold your hands with thumbs touching and fingers spread, a For the duration, you sense the presence of magic within 30 feet of
becomes stable. This spell has no effect on undead or constructs. thin sheet of flames shoots forth from your outstretched fingertips. you. If you sense magic in this way, you can use your action to see a
Each creature in a 15-foot cone must make a Dexterity saving throw. faint aura around any visible creature or object in the area that bears
A creature takes 3d6 fire damage on a failed save, or half as much magic, and you learn its school of magic, if any. The spell can
damage on a successful one. The fire ignites any flammable objects in penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of
the area that aren’t being worn or carried. common metal, a thin sheet of lead, or 3 feet of wood or dirt.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d6 for each slot level above
1st.
Spellcasting (Cleric) Player’s Handbook Light Domain (Cleric) Player’s Handbook Eldritch Sight (Warlock) Player’s Handbook
Faerie Fire Guiding Bolt Hellish Rebuke
1st-level evocation 1st-level evocation 1st-level evocation
Each object in a 20-foot cube within range is outlined in blue, green, A flash of light streaks toward a creature of your choice within range. Reaction: you are being damaged by a creature within 60 feet of you
or violet light (your choice). Any creature in the area when the spell is Make a ranged spell attack against the target. On a hit, the target that you can see You point your finger, and the creature that
cast is also outlined in light if it fails a Dexterity saving throw. For the takes 4d6 radiant damage, and the next attack roll made against this damaged you is momentarily surrounded by hellish flames. The
duration, objects and affected creatures shed dim light in a 10-foot target before the end of your next turn has advantage, thanks to the creature must make a Dexterity saving throw. It takes 2d10 fire
radius. mystical dim light glittering on the target until then. damage on a failed save, or half as much damage on a successful one.
Any attack roll against an affected creature or object has advantage At Higher Levels. When you cast this spell using a spell slot of 2nd At Higher Levels. When you cast this spell using a spell slot of 2nd
if the attacker can see it, and the affected creature or object can’t level or higher, the damage increases by 1d6 for each slot level above level or higher, the damage increases by 1d10 for each slot level
benefit from being invisible. 1st. above 1st.
Light Domain (Cleric) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
Unseen Servant
1st-level conjuration (ritual)
2 lb. Player’s Handbook 5 lb. Player’s Handbook 1/20 lb. Player’s Handbook
Includes a backpack, a blanket, 10 candles, a tinderbox, an A shield is made from wood or metal and is carried in one A holy symbol is a representation of a god or pantheon. It
alms box, 2 blocks of incense, a censer, vestments, 2 days hand. Wielding a shield increases your Armor Class by 2. might be an amulet depicting a symbol representing a
of rations, and a waterskin. You can benefit from only one shield at a time. 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.
Chain Shirt
Armor