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Moraine
Moraine
STEALTH DISADVANTAGE
-1 > 4th, 7 > 5th) on your turn or you can expend one
+2 Dexterity
spell slot and gain a number of sorcery points equal
✘ +4 Constitution ARMOR CLASS to the slot’s level.
DEXTERITY
+1 Intelligence
MAXIMUM HIT DICE TEMPORARY Metamagic. You can use only one Metamagic
14 ✘
+0 Wisdom
+5 Charisma
19 3d6 option on a spell when you cast it, unless otherwise
noted.
CONDITIONAL
Empowered Spell. When you roll damage for a
spell, you can spend 1 sorcery point to reroll 3
+2 damage dice. You must use the new rolls. You can
use Empowered Spell even if you have already used
CURRENT HIT POINTS a different Metamagic option during the casting of
CONSTITUTION DEATH SAVING THROWS
the spell.
SAVING THROWS
Twinned Spell. When you cast a spell that targets
14 N
CIE C
+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
only one creature and doesn’t have a range of self,
you can spend a number of sorcery points equal to
Y
PROFI
RT
EXPE
VISION INSPIRATION EXHAUSTION the spell’s level to target a second creature in range
+0 Animal Handling (Wis)
with the same spell (1 sorcery point if the spell is a
+2 ✘ +3 Arcana (Int) Darkvision cantrip).
-1 Athletics (Str) Resistances. Lightning
Psionic Spells. Whenever you gain a sorcerer level,
INTELLIGENCE ✘ +5 Deception (Cha) you can replace one spell you gained from this
feature with another spell of the same level. The
12 +1 History (Int)
+0 Insight (Wis)
new spell must be a divination or a enchantment
spell from the sorcerer, warlock, or wizard spell list.
✘ +5 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Telepathic Speech (Bonus Action). Choose one
+1 +1 Investigation (Int) creature you can see within 30 feet of you. You and
Fey Ancestry. You have advantage on saving the chosen creature can speak telepathically with
+0 Medicine (Wis)
throws against being charmed, and magic can’t each other while the two of you are within 3 miles
WISDOM +1 Nature (Int) of each other. To understand each other, you each
put you to sleep.
must speak mentally in a language the other knows.
10 +0 Perception (Wis)
+3 Performance (Cha)
Windwright’s Intuition. When you make a
Acrobatics check or any ability check involving
The telepathic connection lasts for 3 minutes. It
ends early if you are incapacitated or die or if you
navigator’s tools, you can roll a d4 and add the use this ability to form a connection with a different
✘ +5 Persuasion (Cha)
+0 number rolled to the ability check. creature.
+1 Religion (Int)
+2 Sleight of Hand (Dex) Headwinds (1/Long Rest). You know the gust
CHARISMA cantrip. You can cast the gust of wind spell once
+2 Stealth (Dex) with this trait using Charisma as your spellcasting
+3 10 PASSIVE PERCEPTION
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You can't remember much about your past, only flickers of your torment and pain. You escaped a mysterious magic
tower - where experiments where made on you and other creatures. When the tower was attacked, you awakened and
managed to flee amist the chaos. You can not remember the path or location to the magic tower or the identities of
I think far ahead, a detachedness often mistaken for your former captors. You swore that you will have your revenge and never be that vulnarable again. You hide your
daydreaming. vengeful and unhiged self from those around you, under a mask of mysterious and charistmatic adventurer. Sometimes
I strive to have no personality—it’s easier to forget your true self escapes the facade in a terrifying display of screams, hallucinations, laughter and anger (to roll on
what’s hardly there.
occasions with dice).
1 - 5= screams
6 - 10 = hallucinations
PERSONALITY TRAITS
11 - 15 = laughter
16 - 20 = anger/ wrath
Domination and survival
IDEAL
BOND
Dual Personalities
Most of your fellow adventurers and the world know you
as your persona. Those who seek to learn more about
you—your weaknesses, your origins, your purpose—find
themselves stymied by your disguise. Upon donning a
disguise and behaving as your persona, you are
unidentifiable as your true self. Be removing your disguise
and revealing your true face, you are no longer
identifiable as your persona. This allows you to change
appearances between your two personalities as often as
you wish, using one to hide the other or serve as
convenient camouflage. However, should someone realize
the connection between your persona and your true self,
your deception might lose its effectiveness.
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
Dagger 1 1
[Dagger] 1 1
Amulet 1 1
Crossbow, Light 1 5
0 0 0 0 0
18 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 create a ghostly, skeletal hand in the space of a creature within You seize the air and compel it to create one of the following effects A spectral, floating hand appears at a point you choose within range.
range. Make a ranged spell attack against the creature to assail it at a point you can see within range. The hand lasts for the duration or until you dismiss it as an action.
with the chill of the grave. On a hit, the target takes 1d8 necrotic • One Medium or smaller creature that you choose must succeed The hand vanishes if it is ever more than 30 feet away from you or if
damage, and it can’t regain hit points until the start of your next turn. on a Strength saving throw or be pushed up to 5 feet away from you. you cast this spell again.
Until then, the hand clings to the target. • You create a small blast of air capable of moving one object that You can use your action to control the hand. You can use the hand
If you hit an undead target, it also has disadvantage on attack rolls is neither held nor carried and that weighs no more than 5 pounds. to manipulate an object, open an unlocked door or container, stow or
against you until the end of your next turn. The object is pushed up to 10 feet away from you. It isn’t pushed retrieve an item from an open container, or pour the contents out of
This spell’s damage increases by 1d8 when you reach 5th level with enough force to cause damage. a vial. You can move the hand up to 30 feet each time you use it.
(2d8), 11th level (3d8), and 17th level (4d8). • You create a harmless sensory affect using air, such as causing The hand can’t attack, activate magic items, or carry more than 10
leaves to rustle, wind to slam shutters shut, or your clothing to ripple pounds.
in a breeze.
Spellcasting (Sorcerer) Player’s Handbook Headwinds (Mark of Storm) Xanathar’s Guide to Everything Spellcasting (Sorcerer) Player’s Handbook
You point your finger toward a creature within range and whisper a You drive a disorienting spike of psychic energy into the mind of one A frigid beam of blue-white light streaks toward a creature within
message. The target (and only the target) hears the message and can creature you can see within range. The target must succeed on an range. Make a ranged spell attack against the target. On a hit, it takes
reply in a whisper that only you can hear. Intelligence saving throw or take 1d6 psychic damage and subtract 1d8 cold damage, and its speed is reduced by 10 feet until the start of
You can cast this spell through solid objects if you are familiar with 1d4 from the next saving throw it makes before the end of your next your next turn.
the target and know it is beyond the barrier. Magical silence, 1 foot turn. The spell’s damage increases by 1d8 when you reach 5th level
of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of This spell’s damage increases by 1d6 when you reach certain levels: (2d8), 11th level (3d8), and 17th level (4d8).
wood blocks the spell. The spell doesn’t have to follow a straight line 5th level (2d6), 11th level (3d6), and 17th level (4d6).
and can travel freely around corners or through openings.
Spellcasting (Sorcerer) Player’s Handbook Psionic Spells (Sorcerer) Tasha’s Cauldron of Everything Spellcasting (Sorcerer) Player’s Handbook
CASTING TIME 1 reaction, which you take when you take acid, cold, fire, lightning, or CASTING TIME 1 action CASTING TIME 1 action
thunder damage
RANGE Self RANGE Self (10-foot radius) RANGE 60 feet
DURATION 1 round DURATION Instantaneous DURATION Instantaneous
COMPONENTS S COMPONENTS V, S COMPONENTS V
The spell captures some of the incoming energy, lessening its effect You invoke the power of Hadar, the Dark Hunger. Tendrils of dark You whisper a discordant melody that only one creature of your
on you and storing it for your next melee attack. You have resistance energy erupt from you and batter all creatures within 10 feet of you. choice within range can hear, wracking it with terrible pain. The
to the triggering damage type until the start of your next turn. Also, Each creature in that area must make a Strength saving throw. On a target must make a Wisdom saving throw. On a failed save, it takes
the first time you hit with a melee attack on your next turn, the failed save, a target takes 2d6 necrotic damage and can’t take 3d6 psychic damage and must immediately use its reaction, if
target takes an extra 1d6 damage of the triggering type, and the spell reactions until its next turn. On a successful save, the creature takes available, to move as far as its speed allows away from you. The
ends. half damage, but suffers no other effect. creature doesn’t move into obviously dangerous ground, such as a
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 fire or a pit. On a successful save, the target takes half as much
level or higher, the extra damage increases by 1d6 for each slot level level or higher, the damage increases by 1d6 for each slot level above damage and doesn’t have to move away. A deafened creature
above 1st. 1st. automatically succeeds on the save.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d6 for each slot level above
1st.
Spellcasting (Sorcerer) Princes of the Apocalypse Psionic Spells (Sorcerer) Player’s Handbook Psionic Spells (Sorcerer) Player’s Handbook
Mage Armor Magic Missile Calm Emotions
1st-level abjuration 1st-level evocation 2nd-level enchantment
You touch a willing creature who isn’t wearing armor, and a You create three glowing darts of magical force. Each dart hits a You attempt to suppress strong emotions in a group of people. Each
protective magical force surrounds it until the spell ends. The target’s creature of your choice that you can see within range. A dart deals humanoid in a 20-foot-radius sphere centered on a point you choose
base AC becomes 13 + its Dexterity modifier. The spell ends it if the 1d4 + 1 force damage to its target. The darts all strike simultaneously, within range must make a Charisma saving throw; a creature can
target dons armor or if you dismiss the spell as an action. and you can direct them to hit one creature or several. choose to fail this saving throw if it wishes. If a creature fails its
At Higher Levels. When you cast this spell using a spell slot of 2nd saving throw, choose one of the following two effects.
level or higher, the spell creates one more dart for each slot level You can suppress any effect causing a target to be charmed or
above 1st. frightened. When this spell ends, any suppressed effect resumes,
provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of
your choice that it is hostile toward. This indifference ends if the
target is attacked or harmed by a spell or if it witnesses any of its
friends being harmed. When the spell ends, the creature becomes
hostile again, unless the GM rules otherwise.
Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook Psionic Spells (Sorcerer) Player’s Handbook
Psionic Spells (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Xanathar’s Guide to Everything
Explorer’s Pack Dagger Dagger
Equipment Packs Weapons Weapons