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Uritur Atramento: Arcane Recovery. Once Per Day When You Finish A
Uritur Atramento: Arcane Recovery. Once Per Day When You Finish A
Uritur Atramento: Arcane Recovery. Once Per Day When You Finish A
STEALTH DISADVANTAGE
N
CIE C
-1 Strength
Y
PROFI
-1
+2 Dexterity
14 ✘ +3 Wisdom
+0 Charisma
8 1d6
CONDITIONAL
+2
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
SAVING THROWS
14 N
CIE C
+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI
RT
EXPE
17 ✘
✘
+5 History (Int)
+3 Insight (Wis)
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+3 ✘ +5 Investigation (Int)
+1 Medicine (Wis) Githyanki Psionics. You know the mage hand
WISDOM
cantrip, and the hand is invisible when you cast
+3 Nature (Int) the cantrip with this trait. Intelligence is your
12 +1 Perception (Wis) spellcasting ability for this spell and you don't
require components.
+0 Performance (Cha)
+0 Persuasion (Cha)
+1 ✘ +5 Religion (Int)
+2 Sleight of Hand (Dex)
CHARISMA +2 Stealth (Dex)
10 +1 Survival (Wis)
SKILLS
+0 11 PASSIVE PERCEPTION
ADVANTAGE
Tool Proficiencies. –
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
I once was a talented and clever young mountain dwarf who was an aspiring knight. I participated in a tournament for
the prize of the hand of a beautiful maiden which I did win. The father of the lady was furious about my victory because
he already promised her hand to another nobleman, so he hired a hag coven to bestow me with an unbreakable curse.
I’ve read every book in the world’s greatest The curse transformed me into such an ugly creature, (Gith) that my appearance scared everyone. My skin turned into
libraries— or I like to boast that I have. an unusual color, my fingers became abnormally long, my face changed and I looked very old. Strangely the ritual must
I am horribly, horribly awkward in social situations have malfunctioned because not only did my appearance change but I also acquired some of the abilities of a Gith.
and I try to avoid them at all costs.
Devastated by what happened I tried to explain everything to the maiden but she was so scared that she did not believe
me and cried for help. After that incident, the townspeople tried hunt me down like a monster. The only one who didn’t
want to kill me was the librarian of the city. She was educated well enough to know, that a Gith wouldn’t just show up
PERSONALITY TRAITS
and make such strange claims, so she believed my story and saved me. She had to keep me hidden in the attic of the
library for my own protection. In return for her kindness, I helped her out with the bookkeeping, transcription etc. A
Knowledge. The path to power and self- couple years later I read almost every book in the library, especially those about magic and the arcane arts. I got more
improvement is through knowledge. (Neutral) and more curious of what magical secrets exist outside of the library and began sneaking out at night to practice magic
and look for more spells and books.
IDEAL
BOND
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Orb. An arcane focus is a special item—an orb, a crystal,
Spellbook 1 3 a rod, a specially constructed staff, a wand—like length
[Orb] 1 3 of wood, or some similar item designed to channel the
[Longsword] 1 3 power of arcane spells. A sorcerer, warlock, or wizard
Dagger 1 1 can use such an item as a spellcasting focus.
Explorer’s Pack 1 10
Ink (1 ounce bottle) 1 —
Ink Pen 1 —
Parchment (one sheet) 1 —
Book 1 5
Clothes, Fine 1 6
0 0 0 10 0
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Intelligence +5 13 4
A spectral, floating hand appears at a point you choose within range. You drive a disorienting spike of psychic energy into the mind of one You create a sound or an image of an object within range that lasts
The hand lasts for the duration or until you dismiss it as an action. creature you can see within range. The target must make an for the duration. The illusion also ends if you dismiss it as an action or
The hand vanishes if it is ever more than 30 feet away from you or if Intelligence saving throw. Unless the saving throw is successful, the cast this spell again. If you create a sound, its volume can range from
you cast this spell again. target takes 1d6 psychic damage, and the first time it makes a saving a whisper to a scream. It can be your voice, someone else’s voice, a
You can use your action to control the hand. You can use the hand throw before the end of your next turn, it must roll a d4 and subtract lion’s roar, a beating of drums, or any other sound you choose. The
to manipulate an object, open an unlocked door or container, stow or the number rolled from the save. sound continues unabated throughout the duration, or you can make
retrieve an item from an open container, or pour the contents out of This spell’s damage increases by 1d6 when you reach certain levels: discrete sounds at different times before the spell ends. If you create
a vial. You can move the hand up to 30 feet each time you use it. The 5th level (2d6), 11th level (3d6), and 17th level (4d6). an image of an object—such as a chair, muddy footprints, or a small
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
pounds. create sound, light, smell, or any other sensory effect. Physical
interaction with the image reveals it to be an illusion, because things
can pass through it. If a creature uses its action to examine the sound
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.
Githyanki Psionics (Githyanki) Player’s Handbook Spellcasting (Wizard) UA: Fighter, Rogue, and Wizard Spellcasting (Wizard) Player’s Handbook
CASTING TIME 1 action CASTING TIME 1 reaction, which you take when you take acid, cold, fire, lightning, or CASTING TIME 1 action
thunder damage
RANGE 10 feet RANGE Self RANGE Self
DURATION Up to 1 hour DURATION 1 round DURATION 1 hour
COMPONENTS V, S COMPONENTS S COMPONENTS V, S, M (a pinch of soot and salt)
This spell is a minor magical trick that novice spellcasters use for The spell captures some of the incoming energy, lessening its effect For the duration, you understand the literal meaning of any spoken
practice. You create one of the following magical effects within on you and storing it for your next melee attack. You have resistance language that you hear. You also understand any spoken language
range: to the triggering damage type until the start of your next turn. Also, that you hear. You also understand any written language that you
• You create an instantaneous, harmless sensory effect, such as a the first time you hit with a melee attack on your next turn, the see, but you must be touching the surface of which the words are
shower of sparks, a puff of wind, faint musical notes, or an odd odor. target takes an extra 1d6 damage of the triggering type, and the spell written. It takes about 1 minute to read one page of text. This spell
• You instantaneously light or snuff out a candle, a torch, or a ends. doesn’t decode secret messages in a text or glyph, such as an arcane
small campfire. At Higher Levels. When you cast this spell using a spell slot of 2nd sigil, that isn’t part of a written language.
• You instantaneously clean or soil an object no larger than 1 cubic level or higher, the extra damage increases by 1d6 for each slot level
foot. above 1st.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material
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.
Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Xanathar’s Guide to Everything Spellcasting (Wizard) Player’s Handbook
For the duration, you sense the presence of magic within 30 feet of You gain the service of a familiar, a spirit that takes an animal form you choose: You create three glowing darts of magical force. Each dart hits a
you. If you sense magic in this way, you can use your action to see a bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish creature of your choice that you can see within range. A dart deals
(quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied
faint aura around any visible creature or object in the area that bears space within range, the familiar has the statistics of the chosen form, though it is a 1d4 + 1 force damage to its target. The darts all strike simultaneously,
magic, and you learn its school of magic, if any. The spell can celestial, fey or fiend (your choice) instead of a beast. and you can direct them to hit one creature or several.
penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of Your familiar acts independently of you, but it always obeys your commands. In At Higher Levels. When you cast this spell using a spell slot of 2nd
common metal, a thin sheet of lead, or 3 feet of wood or dirt. combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, level or higher, the spell creates one more dart for each slot level
but it can take other actions as normal. above 1st.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical
form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it
telepathically. Additionally, as an action, you can see through your familiar’s eyes
and hear what it hears until the start of your next turn, gaining the benefits of any
special senses that the familiar has. During this time, you are deaf and blind with
regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a
pocket dimension where it awaits you summons. Alternatively, you can dismiss it
forever. As an action while it is temporarily dismissed, you can cause it to
reappear in any unoccupied space within 30 feet of you.
You can’t have more than one familiar at a time. If you cast this spell while you
already have a familiar, you instead cause it to adopt a new form. Choose one of
the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the
spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it
must use its reaction to deliver the spell when you cast it. If the spell requires an
attack roll, you use your attack modifier for the roll.
Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
Silent Image
1st-level illusion