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STEALTH DISADVANTAGE
+3 Strength identity. Within the same radius, you also detect the
Y
PROFI
SAVING THROWS one hand and no other weapons, you gain a +2 bonus
to damage rolls with that weapon.
14 N
CIE C
+0 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI
EXPE
-1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION weapon attack, you can expend one paladin spell slot
+2 +0 Arcana (Int)
to deal radiant damage to the target, in addition to
the weapon’s damage. The extra damage is 2d8 for a
✘ +5 Athletics (Str) Resistances. Lightning 1st-level spell slot, plus 1d8 for each spell level higher
than 1st, to a maximum of 5d8. The damage increases
INTELLIGENCE +3 Deception (Cha) by 1d8 if the target is an undead or a fiend.
10 ✘
+0 History (Int)
+1 Insight (Wis)
Divine Health. The divine magic flowing through you
makes you immune to disease.
✘ +5 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Sacred Oath. Your oath allows you to channel divine
+0 +0 Investigation (Int) energy to fuel magical effects.
Oath of Vengeance.
-1 Medicine (Wis) Draconic Ancestry.
WISDOM
Blue. Your draconic ancestry is blue. Your Tenets of the Ancients.
+0 Nature (Int) damage type is lightning. Your breath weapon is 5
8 -1 Perception (Wis) by 30 ft. line (dex. save). Abjure Enemy (Action—Channel Divinity). You
+3 Performance (Cha)
present your holy symbol and speak a prayer of
Breath Weapon (Action—1/Short Rest). Exhale denunciation, using your Channel Divinity. Choose
+3 Persuasion (Cha) destructive energy. Your breath weapon does 2d6 one creature within 60 feet of you that you can see.
-1 lightning damage in a 5 by 30 ft. line (dex. save) DC That creature must make a Wisdom saving throw,
+0 Religion (Int) 12 unless it is immune to being frightened. Fiends and
+0 Sleight of Hand (Dex) undead have disadvantage on this saving throw. On a
CHARISMA Damage Resistance. You have resistance to failed save, the creature is frightened for 1 minute or
+0 Stealth (Dex) lightning. until it takes any damage. While frightened, the
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration
of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the
solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a
I’m driven by a wanderlust that led me away from nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific
home. features of the terrain, you know the ways of the wild.
I’m driven by a wanderlust that led me away from
home.
PERSONALITY TRAITS
IDEAL
BOND
Dragon Scholar
You have studied dragons and their lore for many
years. You can automatically identify locations built
or used by dragons and can identify dragon eggs and
scales by sight. If you fail an Intelligence check to
recall lore related to dragons, you know someone or
some book you can consult for the answer unless the
DM rules that the lore is unknown.
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
[Shield] 1 6
[Longsword] 1 3
Javelin 4 8
Explorer’s Pack 1 10
[Chain Mail] 1 55
0 0 0 0 0
82 lb / 240 lb 480 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 4
Up to three creatures of your choice that you can see within range You speak a one-word command to a creature you can see within A creature you touch regains a number of hit points equal to 1d8 +
must make Charisma saving throws. Whenever a target that fails this range. The target must succeed on a Wisdom saving throw or follow your spellcasting ability modifier. This spell has no effect on undead
saving throw makes an attack roll or a saving throw before the spell the command on its next turn. The spell has no effect if the target is or constructs.
ends, the target must roll a d4 and subtract the number rolled from undead, if it doesn’t understand your language, or if your command At Higher Levels. When you cast this spell using a spell slot of 2nd
the attack roll or saving throw. is directly harmful to it. Some typical commands and their effects level or higher, the healing increases by 1d8 for each slot level above
At Higher Levels. When you cast this spell using a spell slot of 2nd follow. You might issue a command other than one described here. If 1st.
level or higher, you can target one additional creature for each slot you do so, the DM determines how the target behaves. If the target
level above 1st. can’t follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most
direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its
turn.
Flee. The target spends its turn moving away from you by the
fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn’t move and takes no actions. A flying
creature stays aloft, provided that it is able to do so. If it must move
to stay aloft, it flies the minimum distance needed to remain in the
air.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, you can affect one additional creature for each slot
level above 1st. The creatures must be within 30 feet of each other
when you target them.
Tenets of the Ancients (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook
CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 bonus action
RANGE Self RANGE 90 feet RANGE Self
DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 hour DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V COMPONENTS V
For the duration, you sense the presence of magic within 30 feet of You choose a creature you can see within range and mystically mark The first time you hit with a melee weapon attack during this spell’s
you. If you sense magic in this way, you can use your action to see a it as your quarry. Until the spell ends, you deal an extra 1d6 damage duration, your weapon rings with thunder that is audible within 300
faint aura around any visible creature or object in the area that bears to the target whenever you hit it with a weapon attack, and you have feet of you, and the attack deals an extra 2d6 thunder damage to the
magic, and you learn its school of magic, if any. The spell can advantage on any Wisdom (Perception) or Wisdom (Survival) check target. Additionally, if the target is a creature, it must succeed on a
penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of you make to find it. If the target drops to 0 hit points before this spell Strength saving throw or be pushed 10 feet away from you and
common metal, a thin sheet of lead, or 3 feet of wood or dirt. ends, you can use a bonus action on a subsequent turn of yours to knocked prone.
mark a new creature.
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.
Prepared (Paladin) Player’s Handbook Tenets of the Ancients (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook
Shield Longsword Javelin
Weapons Weapons
Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 Made of interlocking metal rings, chain mail includes a
torches, 10 days of rations, and a waterskin. The pack also layer of quilted fabric worn underneath the mail to prevent
has 50 feet of hempen rope strapped to the side of it. chafing and to cushion the impact of blows. The suit
includes gauntlets.