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Adrian: Character Level, Race, & Class Experience
Adrian: Character Level, Race, & Class Experience
STEALTH DISADVANTAGE
+2 Charisma
35 4d8 7
if you have advantage on the attack roll. The attack
must use a finesse or a ranged weapon.You don’t
CONDITIONAL
need advantage on the attack roll if another enemy
+3 42 of the target is within 5 feet of it, that enemy isn’t
incapacitated, and you don’t have disadvantage on
the attack roll.
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
Thieves’ Cant. A secret mix of dialect, jargon, and
SAVING THROWS
code that allows you to hide messages in seemingly
16 N
CIE C
+3 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
normal conversation. Only another creature that
knows thieves’ cant understands such messages. It
Y
PROFI
RT
EXPE
VISION INSPIRATION EXHAUSTION takes four times longer to convey such a message
+2 Animal Handling (Wis)
than it does to speak the same idea plainly.In
+3 +0 Arcana (Int)
1
addition, you understand a set of secret signs and
symbols used to convey short, simple messages,
+0 Athletics (Str)
Advantage on vision related perception checks. such as whether an area is dangerous or the
INTELLIGENCE ✘ +4 Deception (Cha) territory of a thieves’ guild, whether loot is nearby,
or whether the people in an area are easy marks or
10 ✘
+0 History (Int)
+4 Insight (Wis)
will provide a safe house for thieves on the run.
+2 Performance (Cha)
combat yet. In addition, any hit you score against a
creature that is surprised is a critical hit.
✘ +4 Persuasion (Cha)
+2 Awakend Mind. You can communicate
+0 Religion (Int) telepathically with any creature you can see within
30 feet of you. You don’t need to share a language
✘ +5 Sleight of Hand (Dex)
with the creature for it to understand your
CHARISMA ✘✘ +7 Stealth (Dex) telepathic utterances, but the creature must be able
to understand at least one language.
14 +2 Survival (Wis)
SKILLS
+2 16 PASSIVE PERCEPTION
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
PERSONALITY TRAITS
IDEAL
BOND
Criminal Contact
You have a reliable and trustworthy contact who acts
as your liaison to a network of other criminals. You
know how to get messages to and from your contact,
even over great distances; specifically, you know the
local messengers, corrupt caravan masters, and
seedy sailors who can deliver messages for you.
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
Disguise Kit 1 3
Thieves’ Tools 1 1
Playing Card Set 1 —
Poisoner’s Kit 1 2
[Leather] 1 10
[Rapier] 1 2
Shortbow 1 2
Dagger 2 2
Backpack 1 5
Ball Bearings (bag of 1,000) 1 2
String (10 feet) 1 —
Bell 1 —
Candle 5 —
Crowbar 1 5
Hammer 1 3
Piton 10 2.5
Lantern, Hooded 1 2
Oil (flask) 2 2
Rations (1 day) 5 10
Tinderbox 1 1
Waterskin 1 5
Rope, Hempen (50 feet) 1 10
ATTUNED MAGIC ITEMS 0 / 3
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb
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 +4 12 N/A
A spectral, floating hand appears at a point you choose within range. You create a sound or an image of an object within range that lasts You whisper a discordant melody that only one creature of your
The hand lasts for the duration or until you dismiss it as an action. for the duration. The illusion also ends if you dismiss it as an action or choice within range can hear, wracking it with terrible pain. The
The hand vanishes if it is ever more than 30 feet away from you or if cast this spell again. If you create a sound, its volume can range from target must make a Wisdom saving throw. On a failed save, it takes
you cast this spell again. a whisper to a scream. It can be your voice, someone else’s voice, a 3d6 psychic damage and must immediately use its reaction , if
You can use your action to control the hand. You can use the hand lion’s roar, a beating of drums, or any other sound you choose. The available, to move as far as its speed allows away from you. The
to manipulate an object, open an unlocked door or container, stow or sound continues unabated throughout the duration, or you can make creature doesn’t move into obviously dangerous ground, such as a
retrieve an item from an open container, or pour the contents out of discrete sounds at different times before the spell ends. If you create fire or a pit. On a successful save, the target takes half as much
a vial. You can move the hand up to 30 feet each time you use it. The an image of an object—such as a chair, muddy footprints, or a small damage and doesn’t have to move away. A deafened creature
hand can’t attack, activate magic items, or carry more than 10 chest—it must be no larger than a 5-foot cube. The image can’t automatically succeeds on the save.
pounds. create sound, light, smell, or any other sensory effect. Physical At Higher Levels. When you cast this spell using a spell slot of 2nd
interaction with the image reveals it to be an illusion, because things level or higher, the damage increases by 1d6 for each slot level above
can pass through it. If a creature uses its action to examine the sound 1st.
or image, the creature can determine that it is an illusion with a
successful Intelligence (Investigation) check against your spell save
DC. If a creature discerns the illusion for what it is, the illusion
becomes faint to the creature.
Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
Hex
1st-level enchantment
You place a curse on a creature that you can see within range. Until
the spell ends, you deal an extra 1d6 necrotic damage to the target
whenever you hit it with an attack. Also, choose one ability when you
cast the spell. The target has disadvantage on ability checks made
with the chosen ability. If the target drops to 0 hit points before this
spell ends, you can use a bonus action on a subsequent turn of yours
to curse a new creature. A remove curse cast on the target ends this
spell early.
At Higher Levels. When you cast this spell using a spell slot of 3rd
or 4th level, you can maintain your concentration on the spell for up
to 8 hours. When you use a spell slot of 5th level or higher, you can
maintain your concentration on the spell for up to 24 hours.
The perfect tool for anyone who wants to engage in trickery, a disguise Perhaps the most common tools used by adventurers, thieves’ If you are proficient with the Playing Card Set, you can add
kit enables its owner to adopt a false identity. tools are designed for picking locks and foiling traps. your proficiency bonus to ability checks you make to play a
Components. A disguise kit includes cosmetics, hair dye, small props, Proficiency with the tools also grants you a general knowledge
and a few pieces of clothing. game.
Deception. In certain cases, a disguise can improve your ability to of traps and locks.
weave convincing lies. Components. Thieves’ tools include a small file, a set Of lock
Intimidation. The right disguise can make you look more fearsome, picks, a small mirror mounted on a metal handle, a set of
whether you want to scare someone away by posing as a plague victim narrow—bladed scissors, and a pair of pliers.
or intimidate a gang of thugs by taking the appearance of a bully. History. Your knowledge of traps grants you insight when
Performance. A cunning disguise can enhance an audience’s answering questions about locations that are renowned for
enjoyment of a performance, provided the disguise is properly designed
to evoke the desired reaction. their traps.
Persuasion. Folk tend to trust a person in uniform. If you disguise Investigation and Perception. You gain additional insight
yourself as an authority figure, your efforts to persuade others are often when looking for traps, because you have learned a variety of
more effective. common signs that betray their presence.
Create Disguise. As part of a long rest, you can create a disguise. It Set a Trap. Just as you can disable traps, you can also set
takes you 1 minute to don such a disguise once you have created it. You them. As part of a short rest, you can create a trap using items
can carry only one such disguise on you at a time without drawing undue you have on hand. The total of your check becomes the DC for
attention, unless you have a bag of holding or a similar method to keep
them hidden. Each disguise weighs 1 pound. someone else’s attempt to discover or disable the trap. The
At other times, it takes 10 minutes to craft a disguise that involves trap deals damage appropriate to the materials used in
moderate changes to your appearance, and 30 minutes for one that crafting it (such as poison or a weapon) or damage equal to
requires more extensive changes. half the total of your check, whichever the DM deems
DISGUISE KIT appropriate.
Activity DC THIEVES’ TOOLS
Cover injuries or distinguishing marks 10
Spot a disguise being used by someone else 15 Activity DC
Copy a humanoid’s appearance 20 Pick a lock Varies
Disable a trap Varies
A poisoner’s kit is a favored resource for thieves, assassins, and The breastplate and shoulder protectors of this armor are
others who engage in skulduggery. It allows you to apply poisons made of leather that has been stiffened by being boiled in
and create them from various materials. Your knowledge of oil. The rest of the armor is made of softer and more
poisons also helps you treat them. flexible materials.
Components. A poisoner’s kit includes glass vials, a mortar and
pestle, chemicals, and a glass stirring rod.
History. Your training with poisons can help you when you try
to recall facts about infamous poisonings.
Investigation, Perception. Your knowledge of poisons has
taught you to handle those substances carefully, giving you an
edge when you inspect poisoned objects or try to extract clues
from events that involve poison.
Medicine. When you treat the victim of a poison, your
knowledge grants you added insight into how to provide the best
care to your patient.
Nature, Survival. Working with poisons enables you to acquire
lore about which plants and animals are poisonous.
Handle Poison. Your proficiency allows you to handle and apply
a poison without risk of exposing yourself to its effects.
POISONER’S KIT
Activity DC
Spot a poisoned object 10
Determine the effects of a poison 20
A backpack is a leather pack carried on the back, typically As an action, you can spill these tiny metal balls from their
with straps to secure it. A backpack can hold 1 cubic foot/ pouch to cover a level, square area that is 10 feet on a side.
30 pounds of gear. A creature moving across the covered area must succeed
You can also strap items, such as a bedroll or a coil of on a DC 10 Dexterity saving throw or fall prone. A creature
rope, to the outside of a backpack. moving through the area at half speed doesn’t need to
make the save.
For 1 hour, a candle sheds bright light in a 5-foot radius and Using a crowbar grants advantage to Strength checks
dim light for an additional 5 feet. where the crowbar’s leverage can be applied.
3 lb. Player’s Handbook 1/4 lb. Player’s Handbook 2 lb. Player’s Handbook
Oil (flask) Rations (1 day) Tinderbox
Adventuring Gear Adventuring Gear Adventuring Gear
Oil usually comes in a clay flask that holds 1 pint. As an Rations consist of dry foods suitable for extended travel, This small container holds flint, fire steel, and tinder
action, you can splash the oil in this flask onto a creature including jerky, dried fruit, hardtack, and nuts. (usually dry cloth soaked in light oil) used to kindle a fire.
within 5 feet of you or throw it up to 20 feet, shattering it Using it to light a torch—or anything else with abundant,
on impact. Make a ranged attack against a target creature exposed fuel—takes an action. Lighting any other fire takes
or object, treating the oil as an improvised weapon. On a 1 minute.
hit, the target is covered in oil. If the target takes any fire
damage before the oil dries (after 1 minute), the target
takes an additional 5 fire damage from the burning oil. You
can also pour a flask of oil on the ground to cover a 5-foot-
square area, provided that the surface is level. If lit, the oil
burns for 2 rounds and deals 5 fire damage to any creature
that enters the area or ends its turn in the area. A creature
can take this damage only once per turn.