Brag 5th
Brag 5th
Brag 5th
STEALTH DISADVANTAGE
ARMOR Darkvision. You can see in dim light within 60 feet of you as if
STRENGTH Plate +1 22 it were bright light, and in darkness as if it were dim light.
PROFICIENCY BONUS +3
14
SHIELD War Caster. You have advantage on Constitution saving
AC throws that you make to maintain your concentration on a
Shield +1 spell when you take damage.You can perform the somatic
N
CIE C
components of spells even when you have weapons or a
+2 Strength shield in one or both hands.When a hostile creature’s
Y
PROFI
12 ✘
+3 Wisdom
+4 Charisma
40 1d6/4d8 Eyes of the Dark.
CONDITIONAL Superior Darkvision. You can see in dim light within 120 feet
of you as if it were bright light, and in darkness as if it were
+1 dim light.
CURRENT HIT POINTS Strength of the Grave. When damage reduces you to 0 hit
points, make a Charisma saving throw (DC5 + damage taken).
CONSTITUTION DEATH SAVING THROWS
On a success, you drop to 1 hit point and cannot use this
SAVING THROWS
feature again until you finish a long rest.
12 N
CIE C
+1 Acrobatics (Dex)
SPEED
15ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft. Spellcasting. You can cast cleric spells as rituals. You can
Y
PROFI
prepare 7 spells from the cleric spell list. You can use a holy
RT
EXPE
+3 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION symbol as your spellcasting focus.
+1 +0 Arcana (Int)
Darkvision, Superior Darkvision
Forge Domain. The gods of the forge are patrons of artisans
who work with metal, from a humble blacksmith who keeps a
+2 Athletics (Str) Resistances. Poison village in horseshoes and plow blades to the mighty elf artisan
INTELLIGENCE +1 Deception (Cha)
whose diamond-tipped arrows of mithral have felled demon
lords.
11 ✘
+0 History (Int)
+6 Insight (Wis)
Channel Divinity (1/Short Rest).
16 +3 Perception (Wis)
+1 Performance (Cha)
Stonecunning. A +6 on History checks related to
origin of stonework.
prevents it from moving. If there’s nowhere to move, the
creature can use the Dodge action.
+1 Persuasion (Cha)
Blessing of the Forge. At the end of a long rest, you can touch
+3 ✘ +3 Religion (Int)
one nonmagical object that is a suit of armor or a simple or
martial weapon. Until the end of your next long rest or until
you die, the object becomes a magic item, granting a +1
+1 Sleight of Hand (Dex) bonus to AC if it’s armor or a +1 bonus to attack and damage
CHARISMA rolls if it’s a weapon.
+1 Stealth (Dex)
13
Artisan’s Blessing (Channel Divinity). You conduct an hour-
+3 Survival (Wis) long ritual that crafts a nonmagical item that must include
SKILLS some metal. The thing you create can be something that is
worth no more than 100 gp. As part of this ritual, you must
lay out metal, which can include coins, with a value equal to
+1 13 PASSIVE PERCEPTION the creation. The metal irretrievably coalesces and transforms
into the creation at the ritual’s end, magically forming even
nonmetal parts of the creation. The ritual can create a
duplicate of a nonmagical item that contains metal, such as a
ADVANTAGE
key, if you possess the original during the ritual.
INITIATIVE +1 1 Attack / Attack Action RACIAL TRAITS
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You lived in seclusion—either in a sheltered community such as a monastery, or entirely a lone—for a formative part of
your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you
were looking for.
PERSONALITY TRAITS
IDEAL
BOND
Discovery
The quiet seclusion of your extended hermitage gave
you access to a unique and powerful discovery. The
exact nature of this revelation depends on the nature
of your seclusion. It might be a great truth about the
cosmos, the deities, the powerful beings of the outer
planes, or the forces of nature. It could be a site that
no one else has ever seen. You might have uncovered
a fact that has long been forgotten, or unearthed
some relic of the past that could rewrite history. It
might be information that would be damaging to the
people who or consigned you to exile, and hence the
reason for your return to society.
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 Warhammer +1. You have a +1 bonus to attack and
Clothes, Common 1 3 [Warhammer +1] 1 2 damage rolls made with this magic weapon.
Herbalism Kit 1 3 [Plate +1] 1 65
Crossbow, Light 1 5 [Shield +1] 1 6 Plate +1. You have a bonus to AC while wearing this
Crossbow Bolt 20 1 armor. The bonus is determined by its rarity.
Amulet 1 1
Crystal 1 1 Shield +1. While holding this shield, you have a bonus to
AC determined by the shield's rarity. This bonus is in
addition to the shield's normal bonus to AC.
0 0 0 5 0
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +4 12 N/A
Wisdom +6 14 7
As part of the action used to cast this spell, you must make a melee You hurl a mote of fire at a creature or object within range. Make a You cause numbing frost to form on one creature that you can see
attack with a weapon against one creature within the spell’s range, ranged spell attack against the target. On a hit, the target takes 1d10 within range. The target must make a Constitution saving throw. On a
otherwise the spell fails. On a hit, the target suffers the attack’s fire damage. A flammable object hit by this spell ignites if it isn’t failed save, the target takes 1d6 cold damage, and it has
normal effects, and it becomes sheathed in booming energy until the being worn or carried. disadvantage on the next weapon attack roll it makes before the end
start of your next turn. If the target willingly moves before then, it This spell’s damage increases by 1d10 when you reach 5th level of its next turn.
immediately takes 1d8 thunder damage, and the spell ends. (2d10), 11th level (3d10), and 17th level (4d10). The spell’s damage increases by 1d6 when you reach 5th level
This spell’s damage increases when you reach higher levels. At 5th (2d6), 11th level (3d6), and 17th level (4d6).
level, the melee attack deals an extra 1d8 thunder damage to the
target, and the damage the target takes for moving increases to 2d8.
Both damage rolls increase by 1d8 at 11th level and 17th level.
Spellcasting (Sorcerer) Sword Coast Adventurer’s Guide Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Xanathar’s Guide to Everything
You touch one willing creature. Once before the spell ends, the target You create a lash of lightning energy that strikes at one creature of You manifest a minor wonder, a sign of supernatural power, within
can roll a d4 and add the number rolled to one ability check of its your choice that you can see within range. The target must succeed range. You create one of the following magical effects within range:
choice. It can roll the die before or after making the ability check. The on a Strength saving throw or be pulled up to 10 feet in a straight line • Your voice booms up to three times as loud as normal for 1
spell then ends. toward you and then take 1d8 lightning damage if it is within 5 feet minute.
of you. • You cause flames to flicker, brighten, dim, or change color for 1
This spell’s damage increases by 1d8 when you reach 5th level minute.
(2d8), 11th level (3d8), and 17th level (4d8). • You cause harmless tremors in the ground for 1 minute.
• You create an instantaneous sound that originates from a point
of your choice within range, such as a rumble of thunder, the cry of a
raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly
open or slam shut.
• You alter the appearance of your eyes for 1 minute. If you cast
this spell multiple times, you can have up to three of its 1-minute
effects active at a time, and you can dismiss such an effect as an
action.
Spellcasting (Cleric) Player’s Handbook Spellcasting (Sorcerer) Sword Coast Adventurer’s Guide Spellcasting (Cleric) Player’s Handbook
CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 reaction, which you take when you take acid, cold, fire, lightning, or
thunder damage
RANGE 60 feet RANGE 5 feet RANGE Self
DURATION Instantaneous DURATION Instantaneous DURATION 1 round
COMPONENTS V, S COMPONENTS V, M (a holy symbol) COMPONENTS S
You point at one creature you can see within range, and the sound of You utter a divine word, and burning radiance erupts from you. Each The spell captures some of the incoming energy, lessening its effect
a dolorous bell fills the air around it for a moment. The target must creature of your choice that you can see within range must succeed on you and storing it for your next melee attack. You have resistance
succeed on a Wisdom saving throw or take 1d8 necrotic damage. If on a Constitution saving throw or take 1d6 radiant damage. to the triggering damage type until the start of your next turn. Also,
the target is missing any of its hit points, it instead takes 1d12 The spell’s damage increases by 1d6 when you reach 5th level the first time you hit with a melee attack on your next turn, the
necrotic damage. (2d6), 11th level (3d6), and 17th level (4d6). target takes an extra 1d6 damage of the triggering type, and the spell
The spell’s damage increases by one die when you reach 5th level ends.
(2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the extra damage increases by 1d6 for each slot level
above 1st.
Spellcasting (Cleric) Xanathar’s Guide to Everything Spellcasting (Cleric) Xanathar’s Guide to Everything Spellcasting (Sorcerer) Xanathar’s Guide to Everything
Bless Cure Wounds Identify
1st-level enchantment 1st-level evocation 1st-level divination (ritual)
You bless up to three creatures of your choice within range. A creature you touch regains a number of hit points equal to 1d8 + You choose one object that you must touch throughout the casting of
Whenever a target makes an attack roll or a saving throw before the your spellcasting ability modifier. This spell has no effect on undead the spell. If it is a magic item or some other magic-imbued object, you
spell ends, the target can roll a d4 and add the number rolled to the or constructs. learn its properties and how to use them, whether it requires
attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd 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 level or higher, the healing increases by 1d8 for each slot level above whether any spells are affecting the item and what they are. If the
level or higher, you can target one additional creature for each slot 1st. item was created by a spell, you learn which spell created it. If you
level above 1st. instead touch a creature throughout the casting, you learn what
spells, if any, are currently affecting it.
Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook
CASTING TIME 1 bonus action CASTING TIME 1 reaction CASTING TIME 1 bonus action
RANGE Self RANGE Self RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION 1 round DURATION Concentration, up to 10 minutes
COMPONENTS V COMPONENTS V, S COMPONENTS V, S, M (a small parchment with a bit of holy text written on it)
The next time you hit a creature with a melee weapon attack during Reaction trigger: You are hit by an attack or targeted by the magic A shimmering field appears and surrounds a creature of your choice
the spell’s duration, your weapon flares with white-hot intensity, and missile spell An invisible barrier of magical force appears and protects within range, granting it a +2 bonus to AC for the duration.
the attack deals an extra 1d6 fire damage to the target and causes you. Until the start of your next turn, you have a +5 bonus to AC,
the target to ignite in flames. At the start of each of its turns until the including against the triggering attack, and you take no damage from
spell ends, the target must make a Constitution saving throw. On a magic missile.
failed save, it takes 1d6 fire damage. On a successful save, the spells
ends. If the target or a creature within 5 feet of it uses an action to
put out the flames, or if some other effect douses the flames (such as
the target being submerged in water), the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the initial extra damage dealt by the attack increases
by 1d6 for each slot level above 1st.
Domain Spells (Cleric) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook Prepared (Cleric) Player’s Handbook
CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 30 feet RANGE 60 feet RANGE Touch
DURATION 8 hours DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 hour
COMPONENTS V, S, M (a tiny strip of white cloth) COMPONENTS V, S, M (a piece of iron and a flame) COMPONENTS V, S
Your spell bolsters your allies with toughness and resolve. Choose up Choose a manufactured metal object, such as a metal weapon or a You touch a nonmagical weapon. Until the spell ends, that weapon
to three creatures within range. Each target’s hit point maximum and suit of heavy or medium metal armor, that you can see within range. becomes a magic weapon with a +1 bonus to attack rolls and damage
current hit points increase by 5 for the duration. You cause the object to glow red-hot. Any creature in physical rolls.
At Higher Levels. When you cast this spell using a spell slot of 3rd contact with the object takes 2d8 fire damage when you cast the At Higher Levels. When you cast this spell using a spell slot of 4th
level or higher, a target’s hit points increase by an additional 5 for spell. Until the spell ends, you can use a bonus action on each of your level or higher, the bonus increases to +2. When you use a spell slot
each slot level above 2nd. subsequent turns to cause this damage again. If a creature is holding of 6th level or higher, the bonus increases to +3.
or wearing the object and takes the damage from it, the creature
must succeed on a Constitution saving throw or drop the object if it
can. If it doesn’t drop the object, it has disadvantage on attack rolls
and ability checks until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d8 for each slot above 2nd.
Prepared (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook
Prayer of Healing Spiritual Weapon
2nd-level evocation 2nd-level evocation
Up to six creatures of your choice that you can see within range each You create a floating, spectral weapon within range that lasts for the
regain hit points equal to 2d8 + your spellcasting ability modifier. This duration or until you cast this spell again. When you cast the spell,
spell has no effect on undead or constructs. you can make a melee spell attack against a creature within 5 feet of
At Higher Levels. When you cast this spell using a spell slot of 3rd the weapon. On a hit, the target takes force damage equal to 1d8 +
level or higher, the healing increases by 1d8 for each slot level above your spellcasting ability modifier. As a bonus action on your turn, you
2nd. can move the weapon up to 20 feet and repeat the attack against a
creature within 5 feet of it. The weapon can take whatever form you
choose. Clerics of deities who are associated with a particular
weapon (as St. Cuthbert is known for his mace and Thor for his
hammer) make this spell’s effect resemble that weapon.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d8 for every two slot levels
above the 2nd.
You have a +1 bonus to attack and damage rolls made with You have a bonus to AC while wearing this armor. The While holding this shield, you have a bonus to AC
this magic weapon. bonus is determined by its rarity. determined by the shield's rarity. This bonus is in addition
to the shield's normal bonus to AC.
2 lb. Dungeon Master’s Guide 65 lb. Dungeon Master’s Guide 6 lb. Dungeon Master’s Guide
Crossbow bolts are used with a crossbow to make a ranged A holy symbol is a representation of a god or pantheon. It An arcane focus is a special item— an orb, a crystal, a rod, a
attack. might be an amulet depicting a symbol representing a specially constructed staff, a wand—like length of wood, or
deity, the same symbol carefully engraved or inlaid as an some similar item designed to channel the power of arcane
emblem on a shield, or a tiny box holding a fragment of a spells. A sorcerer, warlock, or wizard can use such an item
sacred relic. Appendix PH-B "Fantasy-Historical as a spellcasting focus.
Pantheons"lists the symbols commonly associated with
many gods in the multiverse. A cleric or paladin can use a
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.
1/20 lb. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook