Alexis
Alexis
Alexis
STEALTH DISADVANTAGE
ARMOR Darkvision. You can see in dim light within 60 feet of you as
STRENGTH Plate 18 if it were bright light, and in darkness as if it were dim light.
PROFICIENCY BONUS +3
16
SHIELD Lucky (3/Long Rest). Whenever you make an attack roll, an
AC ability check, or a saving throw, you can spend one luck
point to roll an additional d20. You can choose to spend
N
CIE C
one of your luck points after you roll the die, but before the
+3 Strength
Y
PROFI
✘
+4 Wisdom
+6 Charisma
60 5d10 of your next turn, you know the location of any celestial,
fiend, or undead within 60 feet of you that is not behind
total cover. You know the type of any being whose
CONDITIONAL
presence you sense, but not its identity. Within the same
+0 radius, you also detect the presence of any place or object
that has been consecrated or desecrated.
CURRENT HIT POINTS
Lay on Hands (Action—25/Long Rest). You can touch a
CONSTITUTION DEATH SAVING THROWS
creature and draw power from the pool to restore a
SAVING THROWS
number of hp to that creature, up to the maximum amount
14 N
CIE C
+0 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
remaining in your pool. You can expend 5 hp from your
pool of healing to cure the target of one disease or
Y
PROFI
RT
EXPE
neutralize one poison affecting it.This feature has no effect
+1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION on undead and constructs.
+2 +0 Arcana (Int) Darkvision
Fighting Style.
✘ +6 Athletics (Str)
Great Weapon Fighting. When you roll a 1 or 2 on a
damage die for an attack you make with a melee weapon
INTELLIGENCE +3 Deception (Cha) that you are wielding with two hands, you can reroll the die
and must use the new roll, even if the new roll is a 1 or a 2.
11 +0 History (Int)
+1 Insight (Wis)
The weapon must have the two-handed or versatile
property for you to gain this benefit.
✘ +6 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Divine Smite. When you hit a creature with a melee
+0 +0 Investigation (Int)
weapon attack, you can expend one spell slot to deal
radiant damage to the target, in addition to the weapon’s
damage. The extra damage is 2d8 for a 1st-level spell slot,
+1 Medicine (Wis) plus 1d8 for each spell level higher than 1st, to a maximum
WISDOM +0 Nature (Int) of 5d8. The damage increases by 1d8 if the target is an
undead or a fiend, to a maximum of 6d8.
12 +1 Perception (Wis)
+3 Performance (Cha)
Divine Health. The divine magic flowing through you makes
you immune to disease.
+3 Persuasion (Cha)
+1 ✘ +3 Religion (Int)
Extra Attack. You can attack twice, instead of once,
whenever you take the Attack action on your turn.
✘ +3 Sleight of Hand (Dex) Control Undead (Action—Channel Divinity). You target one
CHARISMA undead creature you can see within 30 feet. The target
+0 Stealth (Dex) must make a Wisdom saving throw. On a failed save, the
16 +1 Survival (Wis) target must obey your commands for the next 24 hours, or
until you use this Channel Divinity option again. An undead
SKILLS whose challenge rating is equal to or greater than 5 is
immune to this effect.
+3 11 PASSIVE PERCEPTION
Dreadful Aspect (Action—Channel Divinity). Each creature
of your choice within 30 feet of you must make a Wisdom
saving throw if it can see you. On a failed save, the target is
ADVANTAGE
frightened of you for 1 minute. If a creature frightened by
this effect ends its turn more than 30 feet away from you, it
INITIATIVE +0 2 Attacks / Attack Action RACIAL TRAITS
can attempt another Wisdom saving throw to end the
effect on it.
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You’re an agent of the Shadowmasters of Telflamm, a thieves’ guild that is strongly linked to the worship of Shar. The
Shadowmasters rule Telflamm in secret through their web of spies and thieves, rivaling the influence and power of the
local nobility and clergy. You are, or at least were, just one tendril of the sprawling shadow that the Shadowmasters cast
over the city. You might have even briefly escaped the guild and its machinations, but, willingly or not, everywhere you
go, you further the seedy agenda of the guild’s elite, the shadowlords.
PERSONALITY TRAITS
IDEAL
BOND
Dark Intel
The Shadowmasters are adept at gathering
information and have eyes and ears everywhere. In
every town, city, or other settlement, you know of
another Shadowmaster Agent who you can rely on
to fill you in on basic information about the
settlement’s main features, figures, locations, and
organizations, as well as other underworld activity in
that settlement.
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 Greataxe +1. You have a +1 bonus to attack and damage
[Plate] 1 65 [Greataxe +1] 1 7 rolls made with this magic weapon.
0 0 0 0 0
72 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 +6 14 5
1ST LEVEL 4 SPELL SLOTS ● Cure Wounds ● Hellish Rebuke (Always Prepared)
● Inflict Wounds (Always Prepared)
2ND LEVEL 2 SPELL SLOTS ● Crown of Madness (Always Prepared) ● Darkness (Always Prepared)
● Suffer
Cure Wounds Hellish Rebuke Inflict Wounds
1st-level evocation 1st-level evocation 1st-level necromancy
CASTING TIME 1 action CASTING TIME 1 reaction, which you take in response to being damaged by a CASTING TIME 1 action
creature within 60 feet of you that you can see
RANGE Touch RANGE 60 feet RANGE Touch
DURATION Instantaneous DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S
A creature you touch regains a number of hit points equal to 1d8 + You point your finger, and the creature that damaged you is Make a melee spell attack against a creature you can reach. On a hit,
your spellcasting ability modifier. This spell has no effect on undead momentarily surrounded by hellish flames. The creature must make a the target takes 3d10 necrotic damage.
or constructs. Dexterity saving throw. It takes 2d10 fire damage on a failed save, or 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 half as much damage on a successful one. level or higher, the damage increases by 1d10 for each slot level
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 above 1st.
1st. level or higher, the damage increases by 1d10 for each slot level
above 1st.
Prepared (Paladin) Player’s Handbook Oathbreaker Spells (Paladin) Player’s Handbook Oathbreaker Spells (Paladin) Player’s Handbook
One humanoid of your choice that you can see within range must Magical darkness spreads from a point you choose within range to fill True misery is more than pain entering the mind; it is pain entering
succeed on a Wisdom saving throw or become charmed by you for a 15-foot radius sphere for the duration. The darkness spreads the soul.
the duration. While the target is charmed in this way, a twisted around corners. A creature with darkvision can’t see through this You point at a creature within range and speak a terrible word,
crown of jagged iron appears on its head, and a madness glows in its darkness, and nonmagical light can’t illuminate it. commanding them to suffer. The target must make a Charisma saving
eyes. If the point you choose is on an object you are holding or one that throw. If they fail, they take 2d8 necrotic damage and 2d8 psychic
The charmed target must use its action before moving on each of isn’t being worn or carried, the darkness emanates from the object damage and they have disadvantage on Strength and Dexterity ability
its turns to make a melee attack against a creature other than itself and moves with it. Completely covering the source of the darkness checks for 1 minute. If they succeed, they take half as much damage
that you mentally choose. The target can act normally on its turn if with an opaque object, such as a bowl or a helm, blocks the darkness. and do not have disadvantage.
you choose no creature or if none are within its reach. If any of this spell’s area overlaps with an area of light created by a At Higher Levels. When you cast this spell using a spell slot of 3rd
On your subsequent turns, you must use your action to maintain spell of 2nd level or lower, the spell that created the light is dispelled. level or higher, the necrotic damage or the psychic damage (your
control over the target, or the spell ends. Also, the target can make a choice) increases by 1d8 per slot level above 2nd.
Wisdom saving throw at the end of each of its turns. On a success,
the spell ends.
Oathbreaker Spells (Paladin) Player’s Handbook Oathbreaker Spells (Paladin) Player’s Handbook Prepared (Paladin) The Compendium of Forgotten Secrets
Plate Greataxe +1
Armor Weapons
Plate consists of shaped, interlocking metal plates to cover You have a +1 bonus to attack and damage rolls made with
the entire body. A suit of plate includes gauntlets, heavy this magic weapon.
leather boots, a visored helmet, and thick layers of padding
underneath the armor. Buckles and straps distribute the
weight over the body.