Professional Documents
Culture Documents
Antitrea: Character Level, Race, & Class Experience
Antitrea: Character Level, Race, & Class Experience
STEALTH DISADVANTAGE
✘
+7 Wisdom
+4 Charisma
19 4d8 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
CONDITIONAL
reactions. For its action, it can use only the Dash
action or try to escape from an effect that prevents
+2 it from moving. If there’s nowhere to move, the
creature can use the Dodge action.
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
Disciple of Life. Whenever you use a spell of 1st
SAVING THROWS
level or higher to restore hp to a creature, the
10 N
CIE C
+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
creature regains additional hp equal to 2 + the
spell’s level.
Y
PROFI
RT
EXPE
20 +5 Perception (Wis)
+2 Performance (Cha)
+2 Persuasion (Cha)
+5 ✘ +2 Religion (Int)
+2 Sleight of Hand (Dex)
CHARISMA +2 Stealth (Dex)
14 +5 Survival (Wis)
SKILLS
+2 15 PASSIVE PERCEPTION
ADVANTAGE
Tool Proficiencies. –
Languages. Common
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
Antitoxin (vial) 2 —
Backpack 1 5
Bedroll 1 7
Blanket 1 3
Case, Crossbow Bolt 1 1
Candle 2 —
Clothes, Common 1 3
Healer’s Kit 2 6
Potion of Healing 2 1
Tent, Two—Person 1 20
Torch 2 2
Flask or Tankard 2 2
Priest’s Pack 1 10
Herbalism Kit 1 3
[Studded Leather] 1 13
[Dagger] 1 1
Dagger 1 1
Crossbow, Hand 1 3
Quarterstaff 1 4
Crossbow Bolt 4 .2
Cart 1
Horse, Riding 1 —
ATTUNED MAGIC ITEMS 0 / 3
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb
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.
Wisdom +7 15 9
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. This spell repairs a single break or tear in an object you touch, such as
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 broken chain link, two halves of a broken key, a torn cloak, or a
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 leaking wineskin. As long as the break or tear is no larger than 1 foot
spell then ends. you like. Completely covering the object with something opaque in any dimension, you mend it, leaving no trace of the former
blocks the light. The spell ends if you cast it again or dismiss it as an damage. This spell can physically repair a magic item or construct,
action. but the spell can’t restore magic to such an object.
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.
Spellcasting (Cleric) Player’s Handbook Spellcasting (Cleric) Player’s Handbook Spellcasting (Cleric) Player’s Handbook
You utter a divine word, and burning radiance erupts from you. Each Up to three creatures of your choice that you can see within range You bless up to three creatures of your choice within range.
creature of your choice that you can see within range must succeed must make Charisma saving throws. Whenever a target that fails this Whenever a target makes an attack roll or a saving throw before the
on a Constitution saving throw or take 1d6 radiant damage. saving throw makes an attack roll or a saving throw before the spell spell ends, the target can roll a d4 and add the number rolled to the
The spell’s damage increases by 1d6 when you reach 5th level ends, the target must roll a d4 and subtract the number rolled from attack roll or saving throw.
(2d6), 11th level (3d6), and 17th level (4d6). the attack roll or saving throw. 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 level or higher, you can target one additional creature for each slot
level or higher, you can target one additional creature for each slot level above 1st.
level above 1st.
Spellcasting (Cleric) Xanathar’s Guide to Everything Prepared (Cleric) Player’s Handbook Life Domain (Cleric) Player’s Handbook
A creature you touch regains a number of hit points equal to 1d8 + For the duration, you sense the presence of magic within 30 feet of For the duration, you can sense the presence and location of poisons,
your spellcasting ability modifier. This spell has no effect on undead you. If you sense magic in this way, you can use your action to see a poisonous creatures, and diseases within 30 feet of you. You also
or constructs. faint aura around any visible creature or object in the area that bears identify the kind of poison, poisonous creature, or disease in each
At Higher Levels. When you cast this spell using a spell slot of 2nd magic, and you learn its school of magic, if any. The spell can case. The spell can penetrate most barriers, but is blocked by 1 foot
level or higher, the healing increases by 1d8 for each slot level above penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
1st. common metal, a thin sheet of lead, or 3 feet of wood or dirt. wood or dirt.
Life Domain (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook
Healing Word Protection from Evil and Good Aid
1st-level evocation 1st-level abjuration 2nd-level abjuration
CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE 60 feet RANGE Touch RANGE 30 feet
DURATION Instantaneous DURATION Concentration, up to 10 minutes DURATION 8 hours
COMPONENTS V COMPONENTS V, S, M (holy water or powdered silver and iron, which the spell COMPONENTS V, S, M (a tiny strip of white cloth)
consumes)
A creature of your choice that you can see within range regains hit Until the spell ends, one willing creature you touch is protected Your spell bolsters your allies with toughness and resolve. Choose up
points equal to 1d4 + your spellcasting ability modifier. This spell has against certain types of creatures: aberrations, celestials, elementals, to three creatures within range. Each target’s hit point maximum and
no effect on undead or constructs. fey, fiends, and undead. The protection grants several benefits. current hit points increase by 5 for the duration.
At Higher Levels. When you cast this spell using a spell slot of 2nd Creatures of those types have disadvantage on attack rolls against At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the healing increases by 1d4 for each slot level above the target. The target also can’t be charmed, frightened, or possessed level or higher, a target’s hit points increase by an additional 5 for
1st. by them. If the target is already charmed, frightened, or possessed by each slot level above 2nd.
such a creature, the target has advantage on any new saving throw
against the relevant effect.
Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook
You touch a creature and can end either one disease or one condition Up to six creatures of your choice that you can see within range each You touch a creature. If it is poisoned, you neutralize the poison. If
afflicting it. The condition can be blinded, deafened, paralyzed, or regain hit points equal to 2d8 + your spellcasting ability modifier. This more than one poison afflicts the target, you neutralize on poison
poisoned. spell has no effect on undead or constructs. that you know is present, or you neutralize one at random. For the
At Higher Levels. When you cast this spell using a spell slot of 3rd duration, the target has advantage on saving throws against being
level or higher, the healing increases by 1d8 for each slot level above poisoned, and it has resistance to poison damage.
2nd.
Life Domain (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook
You create a floating, spectral weapon within range that lasts for the You create a magical zone that guards against deception in a 15-foot-
duration or until you cast this spell again. When you cast the spell, radius sphere centered on a point of your choice within range. Until
you can make a melee spell attack against a creature within 5 feet of the spell ends, a creature that enters the spell’s area for the first time
the weapon. On a hit, the target takes force damage equal to 1d8 + on a turn or starts its turn there must make a Charisma saving throw.
your spellcasting ability modifier. As a bonus action on your turn, you On a failed save, a creature can’t speak a deliberate lie while in the
can move the weapon up to 20 feet and repeat the attack against a radius. You know whether each creature succeeds or fails on its
creature within 5 feet of it. The weapon can take whatever form you saving throw.
choose. Clerics of deities who are associated with a particular An affected creature is aware of the spell and can thus avoid
weapon (as St. Cuthbert is known for his mace and Thor for his answering questions to which it would normally respond with a lie.
hammer) make this spell’s effect resemble that weapon. Such creatures can be evasive in its answers as long as it remains
At Higher Levels. When you cast this spell using a spell slot of 3rd within the boundaries of the truth.
level or higher, the damage increases by 1d8 for every two slot levels
above the 2nd.
A creature that drinks this vial of liquid gains advantage on A backpack is a leather pack carried on the back, typically
saving throws against poison for 1 hour. It confers no with straps to secure it. A backpack can hold 1 cubic foot/
benefit to undead or constructs. 30 pounds of gear.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.
This wooden case can hold up to twenty crossbow bolts. For 1 hour, a candle sheds bright light in a 5-foot radius and
dim light for an additional 5 feet.
This kit is a leather pouch containing bandages, salves, and A character who drinks the magical red fluid in this vial
splints. The kit has ten uses. As an action, you can expend regains 2d4 + 2 hit points. Drinking or administering a
one use of the kit to stabilize a creature that has 0 hit potion takes an action.
points, without needing to make a Wisdom (Medicine)
check.
A simple and portable canvas shelter, a tent sleeps two. A torch burns for 1 hour, providing bright light in a 20-foot
radius and dim light for an additional 20 feet. If you make a
melee attack with a burning torch and hit, it deals 1 fire
damage.
Includes a backpack, a blanket, 10 candles, a tinderbox, an Proficiency with an herbalism kit allows you to identify plants Made from tough but flexible leather, studded leather is
alms box, 2 blocks of incense, a censer, vestments, 2 days and safely collect their useful elements. reinforced with close-set rivets or spikes.
of rations, and a waterskin. Components. An herbalism kit includes pouches to store
herbs, clippers and leather gloves for collecting plants, a mortar
and pestle, and several glass jars.
Arcana. Your knowledge of the nature and uses of herbs can
add insight to your magical studies that deal with plants and
your attempts to identify potions.
Investigation. When you inspect an area overgrown with
plants, your proficiency can help you pick out details and clues
that others might miss.
Medicine. Your mastery of herbalism improves your ability to
treat illnesses and wounds by augmenting your methods of
care with medicinal plants.
Nature and Survival. When you travel in the wild, your skill
in herbalism makes it easier to identify plants and spot sources
of food that others might overlook.
Identify Plants. You can identify most plants with a quick
inspection of their appearance and smell.
HERBALISM KIT
Activity DC
Find plants 15
Identify poison 20
4 lb. Player’s Handbook 1/20 lb. Player’s Handbook 200 lb. Player’s Handbook
Horse, Riding
Mounts & Vehicles
Speed. 60 ft.
Carrying Capacity. 480 lb.
— Player’s Handbook