Totalita
Totalita
Totalita
STEALTH DISADVANTAGE
ARMOR Alert. You can’t be surprised while you are conscious.Other creatures don’t gain
STRENGTH Studded Leather 19 advantage on attack rolls against you as a result of being unseen by you.
Sentinel. When you hit a creature with an opportunity attack, the creature’s speed
PROFICIENCY BONUS +5 becomes 0 for the rest of the turn.Creatures provoke opportunity attacks from you
8
SHIELD even if they take the Disengage action before leaving your reach.When a creature
AC within 5 feet of you makes an attack against a target other than you, you can use
Shield your reaction to make a melee weapon attack against the attacking creature.
N
CIE C Tough. Your hit points maximum increases by 32.
-1 Strength
Y
PROFI
20
Strength saving throw. On a failed save, you push the target up to 15 feet away
+2 Wisdom
153 10d8/6d10 from you.
+1 Charisma Sneak Attack. Once per turn, you can deal an extra 5d6 damage to one creature
you hit with an attack if you have advantage on the attack roll. The attack must use
CONDITIONAL
a finesse or a ranged weapon.You don’t need advantage on the attack roll if
+5 another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated,
and you don’t have disadvantage on the attack roll.
Thieves’ Cant. A secret mix of dialect, jargon, and code that allows you to hide
CURRENT HIT POINTS messages in seemingly normal conversation. Only another creature that knows
thieves’ cant understands such messages. It takes four times longer to convey such
CONSTITUTION DEATH SAVING THROWS
a message than it does to speak the same idea plainly.In addition, you understand a
SAVING THROWS set of secret signs and symbols used to convey short, simple messages, such as
14
whether an area is dangerous or the territory of a thieves’ guild, whether loot is
SPEED FLY CLIMB SWIM nearby, or whether the people in an area are easy marks or will provide a safe
N
CIE C house for thieves on the run.
✘✘ +15 Acrobatics (Dex) 30ft. 0ft. 0ft. 0ft.
Y
PROFI
RT
EX E
P
Cunning Action. You can take a bonus action on each of your turns in combat. This
+2 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION action can be used only to take the Dash, Disengage, or Hide action.
+2 +0 Arcana (Int)
Steady Aim (Bonus Action). You give yourself advantage on your next attack roll on
the current turn. You can use this bonus action only if you haven't moved during
this turn, and after you use the bonus action, your speed is 0 until the end of the
✘✘ +9 Athletics (Str) current turn.
INTELLIGENCE +1 Deception (Cha) Uncanny Dodge (Reaction). When an attacker that you can see hits you with an
attack, you can halve the attack’s damage against you.
10 +0 History (Int)
+2 Insight (Wis)
Evasion. When you are subjected to an effect that allows you to make a Dexterity
saving throw to take only half damage, you instead take no damage if you succeed
on the saving throw, and only half damage if you fail.
Mage Hand Legerdemain. When you cast mage hand, you can make the spectral
✘ +6 Intimidation (Cha) SPEED, SENSES, & CONDITIONS hand invisible, and you can perform the following additional tasks with it: You can
+0 +0 Investigation (Int)
stow one object the hand is holding in a container worn or carried by another
creature, retrieve an object in a container worn or carried by another creature, or
use thieves’ tools to pick locks and disarm traps at range.You can perform one of
these tasks without being noticed by a creature if you succeed on a Sleight of Hand
+2 Medicine (Wis) check contested by the creature’s Perception check. In addition, you can use the
WISDOM bonus action granted by your Cunning Action to control the hand.
+0 Nature (Int)
Magical Ambush. If you are hidden from a creature when you cast a spell on it, the
14 +7 Perception (Wis)
✘ creature has disadvantage on any saving throw it makes against the spell this turn.
Fighting Style.
+1 Performance (Cha) Tunnel Fighter (Bonus Action). You can enter a defensive stance that lasts until
the start of your next turn. While in your defensive stance, you can make
✘ +6 Persuasion (Cha) opportunity attacks without using your reaction, and you can use your reaction to
+2 +0 Religion (Int)
make a melee attack against a creature that moves more than 5 feet while within
your reach.
12
Extra Attack. You can attack twice, instead of once, whenever you take the Attack
+2 Survival (Wis) action on your turn
SKILLS Combat Superiority. You learn maneuvers that are fueled by special dice called
superiority dice. You have 4 superiority dice which are d8s. DC 18
Maneuvering Attack. When you hit a creature with a weapon attack, you can
+1 17 PASSIVE PERCEPTION expend one superiority die to maneuver one of your comrades into a more
advantageous position. You add the superiority die to the attack’s damage roll, and
you choose a friendly creature who can see or hear you. That creature can use its
reaction to move up to half its speed without provoking opportunity attacks from
the target of your attack.
Lunging Attack. When you make a melee weapon attack on your turn, you can
ADVANTAGE expend one superiority die to increase your reach for that attack by 5 feet. If you
hit, you add the superiority die to the attack’s damage roll.
INITIATIVE +10 2 Attacks / Attack Action RACIAL TRAITS
Precision Attack. When you make a weapon attack roll against a creature, you
can expend one superiority die to add it to the roll. You can use this maneuver
before or after making the attack roll, but before any effects of the attack are
applied.
NAME
The Zhentarim
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
PERSONALITY TRAITS
IDEAL
BOND
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Black Dragon Whip. The weapon, in the hands of a
Whip 1 3 [Black Dragon Whip] 1 3 proficient wielder, does an additional 1d6 acid damage
[Shield] 1 6
[Studded Leather] 1 13
Shortbow 1 2
Arrow 20 1
Dungeoneer’s Pack 1 10
Alchemist’s Supplies 1 8
Thieves’ Tools 1 1
Playing Card Set 1 —
Dagger 2 2
0 0 0 0 0
49 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 +5 13 N/A
You brandish the weapon used in the spell’s casting and make a As part of the action used to cast this spell, you must make a melee You brandish the weapon used in the spell’s casting and make a
melee attack with it against one creature within 5 feet of you. On a attack with a weapon against one creature within the spell’s range, melee attack with it against one creature within 5 feet of you. On a
hit, the target suffers the weapon attack’s normal effects and then otherwise the spell fails. On a hit, the target suffers the attack’s hit, the target suffers the weapon attack’s normal effects, and you
becomes sheathed in booming energy until the start of your next normal effects, and it becomes encased in a sheath of ice until the can cause green fire to leap from the target to a different creature of
turn. If the target willingly moves 5 feet or more before then, the start of your next turn. If the target uses its action to make a weapon your choice that you can see within 5 feet of it. The second creature
target takes 1d8 thunder damage, and the spell ends. attack, it immediately takes 1d8 cold damage, and the spell ends. takes fire damage equal to your spellcasting ability modifier.
This spell’s damage increases when you reach certain levels. At 5th At 5th level, the melee attack deals an extra 1d8 cold damage to This spell’s damage increases when you reach certain levels. At 5th
level, the melee attack deals an extra 1d8 thunder damage to the the target, and the damage the target takes for making a weapon level, the melee attack deals an extra 1d8 fire damage to the target
target on a hit, and the damage the target takes for moving increases attack increases to 2d8. Both damage rolls increase by 1d8 at 11th on a hit, and the fire damage to the second creature increases to 1d8
to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) level and 17th level. + your spellcasting ability modifier. Both damage rolls increase by 1d8
and again at 17th level (3d8 and 4d8). at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
Spellcasting (Rogue) Tasha’s Cauldron of Everything Spellcasting (Rogue) Grimlore’s Grimoire Spellcasting (Rogue) Tasha’s Cauldron of Everything
CASTING TIME 1 action CASTING TIME 1 reaction, which you take when you take acid, cold, fire, lightning, or CASTING TIME 1 reaction
thunder damage
RANGE 30 feet RANGE Self RANGE Self
DURATION 1 minute DURATION 1 round DURATION 1 round
COMPONENTS V, S COMPONENTS S COMPONENTS V, S
A spectral, floating hand appears at a point you choose within range. The spell captures some of the incoming energy, lessening its effect Reaction trigger: You are hit by an attack or targeted by the magic
The hand lasts for the duration or until you dismiss it as an action. on you and storing it for your next melee attack. You have resistance missile spell An invisible barrier of magical force appears and protects
The hand vanishes if it is ever more than 30 feet away from you or if to the triggering damage type until the start of your next turn. Also, you. Until the start of your next turn, you have a +5 bonus to AC,
you cast this spell again. the first time you hit with a melee attack on your next turn, the including against the triggering attack, and you take no damage from
You can use your action to control the hand. You can use the hand target takes an extra 1d6 damage of the triggering type, and the spell magic missile.
to manipulate an object, open an unlocked door or container, stow or ends.
retrieve an item from an open container, or pour the contents out of At Higher Levels. When you cast this spell using a spell slot of 2nd
a vial. You can move the hand up to 30 feet each time you use it. The level or higher, the extra damage increases by 1d6 for each slot level
hand can’t attack, activate magic items, or carry more than 10 above 1st.
pounds.
Spellcasting (Rogue) Player’s Handbook Spellcasting (Rogue) Xanathar’s Guide to Everything Spellcasting (Rogue) Player’s Handbook
CASTING TIME CASTING TIME 1 reaction, which you take when a creature you can see within 60 feet of CASTING TIME
1 action yourself succeeds on an attack roll, an ability check, or a saving throw 1 action
RANGE 60 feet RANGE 60 feet RANGE 90 feet
DURATION Concentration, up to 10 minutes DURATION Instantaneous DURATION 1 minute
COMPONENTS V, S, M (a bit of fleece) COMPONENTS V COMPONENTS V, S, M (a pinch of fine sand, rose petals, or a cricket)
You create the image of an object, a creature, or some other visible You magically distract the triggering creature and turn its momentary This spell sends creatures into a magical slumber. Roll 5d8, the total
phenomenon that is no larger than a 15-foot cube. The image uncertainty into encouragement for another creature. The triggering is how many hit points of creatures this spell can affect. Creatures
appears at a spot within range and lasts for the duration. The image creature must reroll the d20 and use the lower roll. within 20 feet of a point you choose within range are affected in
is purely visual; it isn’t accompanied by sound, smell, or other sensory You can then choose a different creature you can see within range ascending order of their current hit points (ignoring unconscious
effects. (you can choose yourself). The chosen creature has advantage on the creatures).
You can use your action to cause the image to move to any spot next attack roll, ability check, or saving throw it makes within 1 Starting with the creature that has the lowest current hit points,
within range. As the image changes location, you can alter its minute. A creature can be empowered by only one use of this spell at each creature affected by this spell falls unconscious until the spell
appearance so that its movements appear natural for the image. For a time. ends, the sleeper takes damage, or someone uses an action to shake
example, if you create an image of a creature and move it, you can or slap the sleeper awake. Subtract each creature’s hit points from
alter the image so that it appears to be walking. the total before moving on to the creature with the next lowest hit
Physical interaction with the image reveals it to be an illusion, points. A creature’s hit points must be equal to or less than the
because things can pass through it. A creature that uses its action to remaining total for that creature to be affected.
examine the image can determine that it is an illusion with a Undead and creatures immune to being charmed aren’t affected
successful Intelligence (Investigation) check against your spell save by this spell.
DC. If a creature discerns the illusion for what it is, the creature can At Higher Levels. When you cast this spell using a spell slot of 2nd
see through the image. level or higher, roll an additional 2d8 for each slot level above 1st.
Spellcasting (Rogue) Player’s Handbook Spellcasting (Rogue) Strixhaven: A Curriculum of Chaos Spellcasting (Rogue) Player’s Handbook
Blur Invisibility
2nd-level illusion 2nd-level illusion
Your body becomes blurred, shifting and wavering to all who can see A creature you touch becomes invisible until the spell ends. Anything
you. For the duration, any creature has disadvantage on attack rolls the target is wearing or carrying is invisible as long as it is on the
against you. An attacker is immune to this effect if it doesn’t rely on target’s person. The spell ends for a target that attacks or casts a
sight, as with blindsight, or can see through illusions, as with spell.
truesight. At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, you can target one additional creature for each slot
level above 2nd.
A shield is made from wood or metal and is carried in one Made from tough but flexible leather, studded leather is
hand. Wielding a shield increases your Armor Class by 2. reinforced with close-set rivets or spikes.
You can benefit from only one shield at a time.
Arrows are used with a bow to make a ranged attack. Includes a backpack, a crowbar, a hammer, 10 pitons, 10
torches, a tinderbox, 10 days of rations, and a waterskin.
The pack also has 50 feet of hempen rope strapped to the
side of it.
2 lb. Player’s Handbook 1/20 lb. Player’s Handbook 10 lbs. Player’s Handbook
Alchemist’s supplies enable a character to produce useful concoctions, Perhaps the most common tools used by adventurers, thieves’ If you are proficient with the Playing Card Set, you can add
such as acid or alchemist’s fire. tools are designed for picking locks and foiling traps. your proficiency bonus to ability checks you make to play a
Components. Alchemist’s supplies include two glass beakers, a Proficiency with the tools also grants you a general knowledge
metal frame to hold a beaker in place over an open flame, a glass game.
stirring rod, a small mortar and pestle, and a pouch of common
of traps and locks.
alchemical ingredients, including salt, powdered iron, and purified Components. Thieves’ tools include a small file, a set Of lock
water. picks, a small mirror mounted on a metal handle, a set of
Arcana. Proficiency with alchemist’s supplies allows you to unlock narrow—bladed scissors, and a pair of pliers.
more information on Arcana checks involving potions and similar History. Your knowledge of traps grants you insight when
materials. answering questions about locations that are renowned for
Investigation.When you inspect an area for clues, proficiency with their traps.
alchemist’s supplies grants additional insight into any chemicals or Investigation and Perception. You gain additional insight
other substances that might have been used in the area. when looking for traps, because you have learned a variety of
Alchemical Crafting.You can use this tool proficiency to create
alchemical items. A character can spend money to collect raw common signs that betray their presence.
materials, which weigh 1 pound for every 50 gp spent. The DM can Set a Trap. Just as you can disable traps, you can also set
allow a character to make a check using the indicated skill with them. As part of a short rest, you can create a trap using items
advantage. As part of a long rest, you can use alchemist’s supplies to you have on hand. The total of your check becomes the DC for
make one dose of acid, alchemist’s fire, antitoxin, oil, perfume, or someone else’s attempt to discover or disable the trap. The
soap. Subtract half the value of the created item from the total gp trap deals damage appropriate to the materials used in
worth of raw materials you are carrying. crafting it (such as poison or a weapon) or damage equal to
ALCHEMIST’S SUPPLIES half the total of your check, whichever the DM deems
Activity DC
Create a puff of thick smoke 10 appropriate.
Identify a poison 10 THIEVES’ TOOLS
Identify a substance 15 Activity DC
Start a fire 15 Pick a lock Varies
Neutralize acid 20 Disable a trap Varies
1 lb. Player’s Handbook 1 lb. Player’s Handbook 3 lb. Deep Magic: Dragon Magic