Itachi: Character Level, Race, & Class Experience
Itachi: Character Level, Race, & Class Experience
Itachi: Character Level, Race, & Class Experience
STEALTH DISADVANTAGE
N
CIE C
Sneak Attack. Once per turn, you can deal an extra
-1 Strength 1d6 damage to one creature you hit with an attack
Y
PROFI
+0 Charisma
19 1d8/2d6 the attack roll.
CONDITIONAL
Thieves’ Cant. A secret mix of dialect, jargon, and
code that allows you to hide messages in seemingly
+3 normal conversation. Only another creature that
knows thieves’ cant understands such messages. It
CURRENT HIT POINTS takes four times longer to convey such a message
CONSTITUTION DEATH SAVING THROWS
than it does to speak the same idea plainly.In
SAVING THROWS
addition, you understand a set of secret signs and
12 N
CIE C
+5 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
symbols used to convey short, simple messages,
such as whether an area is dangerous or the
Y
PROFI
✘
RT
EXPE
+0 Performance (Cha)
you or a creature that you can see with one of these
foretelling rolls. You must choose to do so before
the roll, and you can replace a roll in this way only
+0 Persuasion (Cha)
+2 once per turn.
+2 Religion (Int)
✘ +5 Sleight of Hand (Dex)
CHARISMA ✘ +5 Stealth (Dex)
10 +2 Survival (Wis)
SKILLS
+0 16 PASSIVE PERCEPTION
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals
and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft,
and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules
and regulations of society.
Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them
in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or
perhaps you sold the secrets you uncovered to the highest bidder.
PERSONALITY TRAITS
IDEAL
BOND
Criminal Contact
You have a reliable and trustworthy contact who acts
as your liaison to a network of other criminals. You
know how to get messages to and from your contact,
even over great distances; specifically, you know the
local messengers, corrupt caravan masters, and
seedy sailors who can deliver messages 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
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.
Intelligence +4 12 4
You hurl a mote of fire at a creature or object within range. Make a You create a sound or an image of an object within range that lasts This spell is a minor magical trick that novice spellcasters use for
ranged spell attack against the target. On a hit, the target takes 1d10 for the duration. The illusion also ends if you dismiss it as an action or practice. You create one of the following magical effects within
fire damage. A flammable object hit by this spell ignites if it isn’t cast this spell again. If you create a sound, its volume can range from range:
being worn or carried. a whisper to a scream. It can be your voice, someone else’s voice, a • You create an instantaneous, harmless sensory effect, such as a
This spell’s damage increases by 1d10 when you reach 5th level lion’s roar, a beating of drums, or any other sound you choose. The shower of sparks, a puff of wind, faint musical notes, or an odd odor.
(2d10), 11th level (3d10), and 17th level (4d10). sound continues unabated throughout the duration, or you can make • You instantaneously light or snuff out a candle, a torch, or a
discrete sounds at different times before the spell ends. If you create small campfire.
an image of an object—such as a chair, muddy footprints, or a small • You instantaneously clean or soil an object no larger than 1 cubic
chest—it must be no larger than a 5-foot cube. The image can’t foot.
create sound, light, smell, or any other sensory effect. Physical • You chill, warm, or flavor up to 1 cubic foot of nonliving material
interaction with the image reveals it to be an illusion, because things for 1 hour.
can pass through it. If a creature uses its action to examine the sound • You make a color, a small mark, or a symbol appear on an object
or image, the creature can determine that it is an illusion with a or a surface for 1 hour.
successful Intelligence (Investigation) check against your spell save • You create a nonmagical trinket or an illusory image that can fit
DC. If a creature discerns the illusion for what it is, the illusion in your hand and that lasts until the end of your next turn.
becomes faint to the creature.
If you cast this spell multiple times, you can have up to three of its
non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.
Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
As you hold your hands with thumbs touching and fingers spread, a You make yourself—including your clothing, armor, weapons, and You gain the service of a familiar, a spirit that takes an animal form you choose:
thin sheet of flames shoots forth from your outstretched fingertips. other belongings on your person—look different until the spell ends bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish
(quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied
Each creature in a 15-foot cone must make a Dexterity saving throw. or until you use your action to dismiss it. You can seem 1 foot shorter space within range, the familiar has the statistics of the chosen form, though it is a
A creature takes 3d6 fire damage on a failed save, or half as much or taller and can appear thin, fat, or in between. You can’t change celestial, fey or fiend (your choice) instead of a beast.
damage on a successful one. The fire ignites any flammable objects in your body type, so you must adopt a form that has the same basic Your familiar acts independently of you, but it always obeys your commands. In
the area that aren’t being worn or carried. arrangement of limbs. Otherwise, the extent of the illusion is up to combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack,
At Higher Levels. When you cast this spell using a spell slot of 2nd you. but it can take other actions as normal.
level or higher, the damage increases by 1d6 for each slot level above The changes wrought by this spell fail to hold up to physical When the familiar drops to 0 hit points, it disappears, leaving behind no physical
form. It reappears after you cast this spell again.
1st. inspection. For example, if you use this spell to add a hat to your While your familiar is within 100 feet of you, you can communicate with it
outfit, objects pass through the hat, and anyone who touches it telepathically. Additionally, as an action, you can see through your familiar’s eyes
would feel nothing or would feel your head and hair. If you use this and hear what it hears until the start of your next turn, gaining the benefits of any
spell to appear thinner than you are, the hand of someone who special senses that the familiar has. During this time, you are deaf and blind with
reaches out to touch you would bump into you while it was regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a
seemingly still in midair. pocket dimension where it awaits you summons. Alternatively, you can dismiss it
To discern that you are disguised, a creature can use its action to forever. As an action while it is temporarily dismissed, you can cause it to
inspect your appearance and must succeed on an Intelligence reappear in any unoccupied space within 30 feet of you.
(Investigation) check against your spell save DC. You can’t have more than one familiar at a time. If you cast this spell while you
already have a familiar, you instead cause it to adopt a new form. Choose one of
the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the
spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it
must use its reaction to deliver the spell when you cast it. If the spell requires an
attack roll, you use your attack modifier for the roll.
Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
You create a 20-foot-radius sphere of fog centered on a point within You create a shard of ice and fling it at one creature within range. You choose one object that you must touch throughout the casting of
range. The sphere spreads around corners, and its area is heavily Make a ranged spell attack against the target. On a hit, the target the spell. If it is a magic item or some other magic-imbued object, you
obscured, It lasts for the duration or until a wind of moderate or takes 1d10 piercing damage. Hit or miss, the shard then explodes. learn its properties and how to use them, whether it requires
greater speed (at least 10 miles per hour) disperses it. The target and each creature within 5 feet of it must succeed on a attunement to use, and how many charges it has, if any. You learn
At Higher Levels. When you cast this spell using a spell slot of 2nd Dexterity saving throw or take 2d6 cold damage. whether any spells are affecting the item and what they are. If the
level or higher, the radius of the fog increases by 20 feet for each slot At Higher Levels. When you cast this spell using a spell slot of 2nd item was created by a spell, you learn which spell created it. If you
level above 1st. level or higher, the cold damage increases by 1d6 for each slot level instead touch a creature throughout the casting, you learn what
above 1st. spells, if any, are currently affecting it.
Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Xanathar’s Guide to Everything Spellcasting (Wizard) Player’s Handbook
Mage Armor Silent Image
1st-level abjuration 1st-level illusion
You touch a willing creature who isn’t wearing armor, and a You create the image of an object, a creature, or some other visible
protective magical force surrounds it until the spell ends. The target’s phenomenon that is no larger than a 15-foot cube. The image
base AC becomes 13 + its Dexterity modifier. The spell ends it if the appears at a spot within range and lasts for the duration. The image
target dons armor or if you dismiss the spell as an action. is purely visual; it isn’t accompanied by sound, smell, or other sensory
effects.
You can use your action to cause the image to move to any spot
within range. As the image changes location, you can alter its
appearance so that its movements appear natural for the image. For
example, if you create an image of a creature and move it, you can
alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion,
because things can pass through it. A creature that uses its action to
examine the image 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 creature can
see through the image.