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Ander Lackman
Ander Lackman
Ander Lackman
STEALTH DISADVANTAGE
✘
+4 use your reaction to cast a spell at the creature,
+1 Dexterity
rather than making an opportunity attack. The spell
✘ +5 Constitution ARMOR CLASS must have a casting time of 1 action and must
DEXTERITY
-1 Intelligence
target only that creature.
MAXIMUM HIT DICE TEMPORARY
12 -1 Wisdom
+1 Charisma
37 2d10/2d8 Fighting Style.
Great Weapon Fighting. When you roll a 1 or 2 on
CONDITIONAL
a damage die for an attack you make with a melee
weapon that you are wielding with two hands, you
+1 can reroll the die and must use the new roll, even if
the new roll is a 1 or a 2. The weapon must have the
CURRENT HIT POINTS two-handed or versatile property for you to gain
CONSTITUTION DEATH SAVING THROWS
this benefit.
SAVING THROWS
16 N
CIE C
+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Second Wind (Bonus Action—1/Short Rest). You
regain 1d10+2 hp.
Y
PROFI
RT
EXPE
ADVANTAGE
Handaxe 20/60 +6 vs AC 1d6+4 slashing Armor Proficiencies. Light Armor, Medium Armor,
Light, Thrown
Heavy Armor, Shields
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those
who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has
come to try your hand at something new.
I work hard so that I can play hard when the work is
done. Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval vessel, a
I stretch the truth for the sake of a good story. ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing
and presumed lost with all hands?
What were your duties on board—boatswain, captain, navigator, cook, or some other position? Who were the captain
PERSONALITY TRAITS
and first mate? Did you leave your ship on good terms with your fellows, or on the run?
Freedom. The sea is freedom—the freedom to go You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of
anywhere and do anything. (Chaotic) sharks and savages. You’ve indulged in larceny on the high seas and sent more than one deserving soul to a briny grave.
Fear and bloodshed are no strangers to you, and you’ve garnered a somewhat unsavory reputation in many a port town.
IDEAL If you decide that your sailing career involved piracy, you can choose the Bad Reputation feature instead of the Ship’s
Passage feature.
BOND
Ship’s Passage
When you need to, you can secure free passage on a
sailing ship for yourself and your adventuring
companions. You might sail on the ship you served
on, or another ship you have good relations with
(perhaps one captained by a former crewmate).
Because you’re calling in a favor, you can’t be certain
of a schedule or route that will meet your every
need. Your Dungeon Master will determine how long
it takes to get where you need to go. In return for
your free passage, you and your companions are
expected to assist the crew during the voyage.
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
Explorer’s Pack 1 10
Navigator’s Tools 1 2
[Greatsword] 1 6
Halberd 1 6
Handaxe 2 4
[Plate] 1 65
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 +3 11 N/A
You brandish the weapon used in the spell’s casting and make a A beam of crackling energy streaks toward a creature within range. You invoke the power of Hadar, the Dark Hunger. Tendrils of dark
melee attack with it against one creature within 5 feet of you. On a Make a ranged spell attack against the target. On a hit, the target energy erupt from you and batter all creatures within 10 feet of you.
hit, the target suffers the weapon attack’s normal effects and then takes 1d10 force damage. Each creature in that area must make a Strength saving throw. On a
becomes sheathed in booming energy until the start of your next The spell creates more than one beam when you reach higher failed save, a target takes 2d6 necrotic damage and can’t take
turn. If the target willingly moves 5 feet or more before then, the levels: two beams at 5th level, three beams at 11th level, and four reactions until its next turn. On a successful save, the creature takes
target takes 1d8 thunder damage, and the spell ends. beams at 17th level. you can direct the beams at the same target or half damage, but suffers no other effect.
This spell’s damage increases when you reach certain levels. At 5th at different ones. Make a separate attack roll for each beam. At Higher Levels. When you cast this spell using a spell slot of 2nd
level, the melee attack deals an extra 1d8 thunder damage to the level or higher, the damage increases by 1d6 for each slot level above
target on a hit, and the damage the target takes for moving increases 1st.
to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8)
and again at 17th level (3d8 and 4d8).
Pact Magic (Warlock) Sword Coast Adventurer’s Guide Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
This spell allows you to move at an incredible pace. When you cast You place a curse on a creature that you can see within range. Until
this spell, and then as a bonus action on each of your turns until the the spell ends, you deal an extra 1d6 necrotic damage to the target
spell ends, you can take the Dash action. 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.
Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
Explorer’s Pack Navigator’s Tools Greatsword
Equipment Packs Tools Weapons
Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 Proficiency with navigator's tools helps you determine a
torches, 10 days of rations, and a waterskin. The pack also true course based on observing the stars. It also grants you
has 50 feet of hempen rope strapped to the side of it. insight into charts and maps while developing your sense of
direction.
Components. Navigator’s tools include a sextant, a
compass, calipers, a ruler, parchment, ink, and a quill.
Survival. Knowledge of navigator’s tools helps you avoid
becoming lost and also grants you insight into the most
likely location for roads and settlements.
Sighting. By taking careful measurements, you can
determine your position on a nautical chart and the time of
day.
NAVIGATOR’S TOOLS
Activity DC
Plot a course 10
Discover your position on a nautical chart 15
Plate
Armor