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Itachi: Character Level, Race, & Class Experience

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Level 3 Human Rogue (1) / Wizard, School of Divination (2) 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Itachi
Spy Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Alert. You can’t be surprised while you are


STRENGTH Unarmored (13) 13 conscious.Other creatures don’t gain advantage on
attack rolls against you as a result of being unseen
PROFICIENCY BONUS +2
8
SHIELD
AC by you.

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

-1 if you have advantage on the attack roll. The attack


✘ +5 Dexterity
must use a finesse or a ranged weapon.You don’t
+1 Constitution ARMOR CLASS need advantage on the attack roll if another enemy
DEXTERITY
✘ +4 Intelligence
of the target is within 5 feet of it, that enemy isn’t
MAXIMUM HIT DICE TEMPORARY incapacitated, and you don’t have disadvantage on
16 +2 Wisdom

+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

VISION INSPIRATION EXHAUSTION territory of a thieves’ guild, whether loot is nearby,


+2 Animal Handling (Wis)
or whether the people in an area are easy marks or
+1 +2 Arcana (Int) will provide a safe house for thieves on the run.
-1 Athletics (Str)
Arcane Recovery. Once per day when you finish a
INTELLIGENCE ✘ +2 Deception (Cha) short rest, you can choose expended spell slots to
recover. The spell slots can have a combined level
14 +2 History (Int)
✘✘ +6 Insight (Wis)
that is equal to or less than 1.

Divination Savant. The gold and time you must


+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS spend to copy a divination spell into your spellbook
+2 ✘ +4 Investigation (Int) is halved.
+2 Medicine (Wis)
Portent. When you finish a long rest, roll two d20s
WISDOM +2 Nature (Int) and record the numbers rolled. You can replace any
attack roll, saving throw, or ability check made by
14 ✘✘ +6 Perception (Wis)

+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

INITIATIVE +8 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE

FEATURES & TRAITS

Armor Proficiencies. Light Armor

Weapon Proficiencies. Simple Weapons, Crossbow,


Hand, Longsword, Rapier, Shortsword

Tool Proficiencies. Thieves’ tools, Playing card set

Languages. Common, Elvish, Thieves’ Cant

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'8" 110 lb.
GENDER AGE HEIGHT WEIGHT
Itachi
CHARACTER NAME EYES SKIN HAIR

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

FLAW BACKGROUND STORY

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

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

lb / 120 lb 240 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Intelligence +4 12 4

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Wizard, School of Divination

CANTRIPS Fire Bolt Minor Illusion


Prestidigitation

1ST LEVEL 3 SPELL SLOTS Burning Hands Disguise Self


Find Familiar Fog Cloud Ice Knife
Identify Mage Armor Silent Image
Fire Bolt Minor Illusion Prestidigitation
Evocation Cantrip Illusion Cantrip Transmutation Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 120 feet RANGE 30 feet RANGE 10 feet
DURATION Instantaneous DURATION 1 minute DURATION Up to 1 hour
COMPONENTS V, S COMPONENTS S, M (a bit of fleece) COMPONENTS V, S

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

Burning Hands Disguise Self Find Familiar


1st-level evocation 1st-level illusion 1st-level conjuration (ritual)

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 hour


RANGE Self (15-foot cone) RANGE Self RANGE 10 feet
DURATION Instantaneous DURATION 1 hour DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (10 gp worth of charcoal, incense, and herbs that must be
consumed by fire in a brass brazier)

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

Fog Cloud Ice Knife Identify


1st-level conjuration 1st-level conjuration 1st-level divination (ritual)

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 minute


RANGE 120 feet RANGE 60 feet RANGE Touch
DURATION Concentration, up to 1 hour DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS S, M (a drop of water or piece of ice) COMPONENTS V, S, M (a pearl worth at least 100 gp and an owl feather)

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

CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE 60 feet
DURATION 8 hours DURATION Concentration, up to 10 minute
COMPONENTS V, S, M (a piece of cured leather) COMPONENTS V, S, M (a bit of fleece)

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.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook

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