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STEALTH DISADVANTAGE
+2
+2 Dexterity
Divine Sense (Action—1/Long Rest). You can open
-1 Constitution ARMOR CLASS your awareness to detect presence of strong evil.
DEXTERITY
+1 Intelligence
Until the end of your next turn, you know the
MAXIMUM HIT DICE TEMPORARY location of any celestial, fiend, or undead within 60
14 ✘
✘
+4 Wisdom
+2 Charisma
9 2d10 feet of you that is not behind total cover. You know
the type of any being whose presence you sense,
CONDITIONAL
but not its identity. Within the same radius, you also
detect the presence of any place or object that has
+2 been consecrated or desecrated.
CURRENT HIT POINTS Lay on Hands (Action—10/Long Rest). You can
CONSTITUTION DEATH SAVING THROWS
touch a creature and draw power from the pool to
SAVING THROWS
restore a number of hp to that creature, up to the
8 N
CIE C
+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
maximum amount remaining in your pool. You can
expend 5 hp from your pool of healing to cure the
Y
PROFI
RT
EXPE
11 ✘ +4 Survival (Wis)
SKILLS Drow Magic. You know the dancing lights cantrip.
(Charisma)
+0 14 PASSIVE PERCEPTION
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You come from a humble social rank, but you are destined for so much more. Already the people of your home village
regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the
common folk everywhere.
PERSONALITY TRAITS
IDEAL
BOND
Rustic Hospitality
Since you come from the ranks of the common folk,
you fit in among them with ease. You can find a
place to hide, rest, or recuperate among other
commoners, unless you have shown yourself to be a
danger to them. They will shield you from the law or
anyone else searching for you, though they will not
risk their lives 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
[Shortsword] 1 2
Shortsword 1 2
[Chain Mail] 1 55
Javelin 5 10
Backpack 1 5
Blanket 1 3
Candle 5 —
Tinderbox 1 1
Rations (1 day) 2 4
Waterskin 1 5
Amulet 1 1
0 0 0 0 0
88 lb / 210 lb 420 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 +2 10 1
You create up to four torch-sized lights within range, making them You attempt to compel a creature into a duel. One creature that you
appear as torches, lanterns, or glowing orbs that hover in the air for can see within range must make a Wisdom saving throw. On a failed
the duration. You can also combine the four lights into one glowing save, the creature is drawn to you, compelled by your divine demand.
vaguely humanoid form of Medium size. Whichever form you choose, For the duration, it has disadvantage on attack rolls against creatures
each light sheds dim light in a 10-foot radius. As a bonus action on other than you, and must make a Wisdom saving throw each time it
your turn, you can move the lights up to 60 feet to a new spot within attempts to move to a space that is more than 30 feet away from you
range. A light must be within 20 feet of another light created by this
spell, and a light winks out if it exceeds the spell’s range.
Drow Magic (Dark Elf) Player’s Handbook Prepared (Paladin) Player’s Handbook 2 lb. Player’s Handbook
For 1 hour, a candle sheds bright light in a 5-foot radius and This small container holds flint, fire steel, and tinder Rations consist of dry foods suitable for extended travel,
dim light for an additional 5 feet. (usually dry cloth soaked in light oil) used to kindle a fire. including jerky, dried fruit, hardtack, and nuts.
Using it to light a torch—or anything else with abundant,
exposed fuel—takes an action. Lighting any other fire takes
1 minute.
A holy symbol is a representation of a god or pantheon. It Many creatures in the worlds of D&D, especially those that
might be an amulet depicting a symbol representing a dwell underground, have darkvision. Within a specified
deity, the same symbol carefully engraved or inlaid as an range, a creature with darkvision can see in darkness as if
emblem on a shield, or a tiny box holding a fragment of a the darkness were dim light, so areas of darkness are only
sacred relic. Appendix PH-B "Fantasy-Historical lightly obscured as far as that creature is concerned.
Pantheons"lists the symbols commonly associated with However, the creature can’t discern color in darkness, only
many gods in the multiverse. A cleric or paladin can use a shades of gray.
holy symbol as a spellcasting focus. To use the symbol in
this way, the caster must hold it in hand, wear it visibly, or
bear it on a shield.
5 lb. (full) Player’s Handbook 1 lb. Player’s Handbook Elf Player’s Handbook
Fey Ancestry Trance Superior Darkvision
Racial Trait Racial Trait Vision
You have advantage on saving throws against being Elves don’t need to sleep. Instead, they meditate deeply, Many creatures in the worlds of D&D, especially those that
charmed, and magic can’t put you to sleep. remaining semiconscious, for 4 hours a day. (The Common dwell underground, have darkvision. Within a specified
word for such meditation is “trance.”) While meditating, range, a creature with darkvision can see in darkness as if
you can dream after a fashion; such dreams are actually the darkness were dim light, so areas of darkness are only
mental exercises that have become reflexive through years lightly obscured as far as that creature is concerned.
of practice. After resting in this way, you gain the same However, the creature can’t discern color in darkness, only
benefit that a human does from 8 hours of sleep. shades of gray.
Elf Player’s Handbook Elf Player’s Handbook Dark Elf Player’s Handbook
You have disadvantage on attack rolls and on Wisdom You know the dancing lights cantrip. When you reach 3rd The presence of strong evil registers on your senses like a
(Perception) checks that rely on sight when you, the target level, you can cast the faerie fire spell once with this trait noxious odor, and powerful good rings like heavenly music
of your attack, or whatever you are trying to perceive is in and regain the ability to do so when you finish a long rest. in your ears. As an action, you can open your awareness to
direct sunlight. When you reach 5th level, you can also cast the darkness detect such forces. Until the end of your next turn, you
spell once with this trait and regain the ability to do so know the location of any celestial, fiend, or undead within
when you finish a long rest. Charisma is your spellcasting 60 feet of you that is not behind total cover. You know the
ability for these spells. type (celestial, fiend, or undead) of any being whose
presence you sense, but not its identity (the vampire Count
Strahd von Zarovich, for instance). Within the same radius,
you also detect the presence of any place or object that has
been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 +
your Charisma modifier. When you finish a long rest, you
regain all expended uses.
Dark Elf Player’s Handbook Dark Elf Player’s Handbook Paladin Player’s Handbook
Your blessed touch can heal wounds. You have a pool of At 2nd level, you adopt a style of fighting as your specialty. You have blindsight with a range of 10 feet. Within that
healing power that replenishes when you take a long rest. Choose one of the following options. You can’t take a range, you can effectively see anything that isn’t behind
With that pool, you can restore a total number of hit points Fighting Style option more than once, even if you later get total cover, even if you’re blinded or in darkness.
equal to your paladin level x 5. to choose again. Moreover, you can see an invisible creature within that
As an action, you can touch a creature and draw power DEFENSE range, unless the creature successfully hides from you.
from the pool to restore a number of hit points to that While you are wearing armor, you gain a +1 bonus to AC.
creature, up to the maximum amount remaining in your DUELING
pool. When you are wielding a melee weapon in one hand and
Alternatively, you can expend 5 hit points from your pool no other weapons, you gain a +2 bonus to damage rolls
of healing to cure the target of one disease or neutralize with that weapon.
one poison affecting it. You can cure multiple diseases and GREAT WEAPON FIGHTING
neutralize multiple poisons with a single use of Lay on When you roll a 1 or 2 on a damage die for an attack you
Hands, expending hit points separately for each one. make with a melee weapon that you are wielding with two
This feature has no effect on undead and constructs. hands, you 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
two-handed or versatile property for you to gain this
benefit.
PROTECTION
When a creature you can see attacks a target other than
you that is within 5 feet of you, you can use your reaction
to impose disadvantage on the attack roll. You must be
wielding a shield.
Paladin Player’s Handbook Paladin Player’s Handbook Fighting Style Tasha’s Cauldron of Everything
Divine Smite Blindsight
Class Feature Vision
Starting at 2nd level, when you hit a creature with a melee A creature with blindsight can perceive its surroundings
weapon attack, you can expend one spell slot to deal without relying on sight, within a specific radius. Creatures
radiant damage to the target, in addition to the weapon’s without eyes, such as oozes, and creatures with
damage. The extra damage is 2d8 for a 1st-level spell slot, echolocation or heightened senses, such as bats and true
plus 1d8 for each spell level higher than 1st, to a maximum dragons, have this sense.
of 6d8. The damage increases by 1d8 if the target is an
undead or a fiend.