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Lux 1
Lux 1
STEALTH DISADVANTAGE
-1 check.
+2 Dexterity
Red Dragon. The red dragon as your ancestor.
✘ +4 Constitution ARMOR CLASS
DEXTERITY
+1 Intelligence
Draconic Resilience. When you aren’t wearing
MAXIMUM HIT DICE TEMPORARY armor, your AC equals 15.
14 ✘
+0 Wisdom
+5 Charisma
9 1d6
CONDITIONAL
+2
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
SAVING THROWS
15 N
CIE C
+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI
RT
EXPE
-1 Athletics (Str)
INTELLIGENCE ✘ +5 Deception (Cha)
12 ✘
+1 History (Int)
+2 Insight (Wis)
+3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+1 +1 Investigation (Int)
+0 Medicine (Wis) Fey Ancestry. You have advantage on saving
WISDOM
throws against being charmed, and magic can’t
+1 Nature (Int) put you to sleep.
10 +0 Perception (Wis)
+3 Performance (Cha)
✘ +5 Persuasion (Cha)
+0 ✘ +3 Religion (Int)
+2 Sleight of Hand (Dex)
CHARISMA ✘ +4 Stealth (Dex)
17 +0 Survival (Wis)
SKILLS
+3 10 PASSIVE PERCEPTION
ADVANTAGE
Tool Proficiencies. –
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You
might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could
have secured you this position.
I believe that anything worth doing is worth doing
right. I can’t help it— I’m a perfectionist. You might have been one of the many functionaries, attendants, and other hangers-on in the Court of Silverymoon, or
I believe that anything worth doing is worth doing perhaps you traveled in Waterdeep’s baroque and sometimes cutthroat conglomeration of guilds, nobles, adventurers,
right. I can’t help it— I’m a perfectionist.
and secret societies. You might have been one of the behind-the-scenes law-keepers or functionaries in Baldur’s Gate or
Neverwinter, or you might have grown up in and around the castle of Daggerford.
PERSONALITY TRAITS
Even if you are no longer a full-ft edged member of the group that gave you your start in life, your relationships with
your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with
Community. It is the duty of all civilized people to your new companions that further the interest of the organization that gave you your start in life. In any event, the
strengthen the bonds of community and the security abilities that you honed while serving as a courtier will stand you in good stead as an adventurer.
of civilization. (Lawful)
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
0 0 0 0 0
lb / 120 lb 240 lb
#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
You hurl a mote of fire at a creature or object within range. Make a You cause numbing frost to form on one creature that you can see You create a sound or an image of an object within range that lasts
ranged spell attack against the target. On a hit, the target takes 1d10 within range. The target must make a Constitution saving throw. On a for the duration. The illusion also ends if you dismiss it as an action or
fire damage. A flammable object hit by this spell ignites if it isn’t failed save, the target takes 1d6 cold damage, and it has cast this spell again. If you create a sound, its volume can range from
being worn or carried. disadvantage on the next weapon attack roll it makes before the end a whisper to a scream. It can be your voice, someone else’s voice, a
This spell’s damage increases by 1d10 when you reach 5th level of its next turn. lion’s roar, a beating of drums, or any other sound you choose. The
(2d10), 11th level (3d10), and 17th level (4d10). The spell’s damage increases by 1d6 when you reach 5th level sound continues unabated throughout the duration, or you can make
(2d6), 11th level (3d6), and 17th level (4d6). discrete sounds at different times before the spell ends. If you create
an image of an object—such as a chair, muddy footprints, or a small
chest—it must be no larger than a 5-foot cube. The image can’t
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.
Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Princes of the Apocalypse Spellcasting (Sorcerer) Player’s Handbook
You choose an area of water that you can see within range and that Reaction: When you or a creature within 60 feet of you falls Choose Reaction trigger: You are hit by an attack or targeted by the magic
fits within a 5-foot cube. You manipulate it in one of the following up to five falling creatures within range. A falling creature’s rate of missile spell An invisible barrier of magical force appears and protects
ways. descent slows to 60 feet per round until the spell ends. If the creature you. Until the start of your next turn, you have a +5 bonus to AC,
• You instantaneously move or otherwise change the flow of the lands before the spell ends, it takes no falling damage and can land including against the triggering attack, and you take no damage from
water as you direct, up to 5 feet in any direction. This movement on its feet, and the spell ends for that creature. magic missile.
doesn’t have enough force to cause damage.
• You cause the water to form into simple shapes and animate at
your direction. This change lasts for 1 hour.
• You change the water’s color or opacity. The water must be
changed in the same way throughout. This change lasts for 1 hour.
• You freeze the water, provided that there are no creatures in it.
The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two
of its non-instantaneous effects active at a time, and you can dismiss
such an effect as an action.
Spellcasting (Sorcerer) Xanathar’s Guide to Everything Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook
RANGE RANGE
ATTACK +5 ATTACK +5
DAMAGE 1d6 DAMAGE 1d10
Você causa a formação de gelo entorpecente em uma criatura que Você atira um cisco de fogo em uma criatura ou objeto dentro do
você possa ver dentro do alcance. O alvo deve fazer um teste de alcance. Faça um ataque mágico à distância contra o alvo. Se acertar,
resistência de Constituição. Se falhar na resistência, o alvo sofre 1d6 o alvo sofre 1d10 de dano de fogo. Um objeto inflamável atingido por
de dano de frio e tem desvantagem na próxima jogada de ataque este feitiço se inflama se não estiver sendo usado ou carregado.
com arma que fizer antes do final do próximo turno.