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STEALTH DISADVANTAGE
14 ✘
-1 Wisdom
+5 Charisma
8 1d6
CONDITIONAL
+2
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
SAVING THROWS
14 N
CIE C
+4 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI
✘
RT
EXPE
10 ✘
+0 History (Int)
+1 Insight (Wis)
✘ +5 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 +0 Investigation (Int)
-1 Medicine (Wis)
WISDOM +0 Nature (Int)
8 ✘
✘
+1 Perception (Wis)
+5 Performance (Cha)
+3 Persuasion (Cha)
-1 +0 Religion (Int)
+2 Sleight of Hand (Dex)
CHARISMA +2 Stealth (Dex)
16 -1 Survival (Wis)
SKILLS
+3 11 PASSIVE PERCEPTION
ADVANTAGE
Armor Proficiencies. –
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You have been forced to fight, possibly for your life, since you were young. You may have been a slave, purchased to
provide cheap thrills for your owner. You may have been introduced into a rough life by your family, or entered yourself
willingly to earn money when times were hard.
PERSONALITY TRAITS
IDEAL
BOND
Blood Brothers
You know how to find fighting houses in every big
city, and can tell if one is present in a smaller
settlement within a day of being there. You can earn
a poor living for yourself fighting for others
entertainment. In addition, you can spot who is a
brutal fighter and who is scared. You can also tell
who is running the show, and who the high rollers
are in the crowd.
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 / 180 lb 360 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 +5 13 N/A
You create a bonfire on ground that you can see within range. Until You hurl a mote of fire at a creature or object within range. Make a This spell is a minor magical trick that novice spellcasters use for
the spells ends, the bonfire fills a 5-foot cube. Any creature in the ranged spell attack against the target. On a hit, the target takes 1d10 practice. You create one of the following magical effects within
bonfire’s space when you cast the spell must succeed on a Dexterity fire damage. A flammable object hit by this spell ignites if it isn’t range:
saving throw or take 1d8 fire damage. A creature must also make the being worn or carried. • You create an instantaneous, harmless sensory effect, such as a
saving throw when it enters the bonfire’s space for the first time on a This spell’s damage increases by 1d10 when you reach 5th level shower of sparks, a puff of wind, faint musical notes, or an odd odor.
turn or ends its turn there. (2d10), 11th level (3d10), and 17th level (4d10). • You instantaneously light or snuff out a candle, a torch, or a
The bonfire ignites flammable objects in its area that aren’t being small campfire.
worn or carried. • You instantaneously clean or soil an object no larger than 1 cubic
The spell’s damage increases by 1d8 when you reach 5th level foot.
(2d8), 11th level (3d8), and 17th level (4d8). • You chill, warm, or flavor up to 1 cubic foot of nonliving material
for 1 hour.
• You make a color, a small mark, or a symbol appear on an object
or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit
in your hand and that lasts until the end of your next turn.
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 (Sorcerer) Xanathar’s Guide to Everything Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook
Lightning springs from your hand to deliver a shock to a creature you As you hold your hands with thumbs touching and fingers spread, a You touch a willing creature who isn’t wearing armor, and a
try to touch. Make a melee spell attack against the target. You have thin sheet of flames shoots forth from your outstretched fingertips. protective magical force surrounds it until the spell ends. The target’s
advantage on the attack roll if the target is wearing armor made of Each creature in a 15-foot cone must make a Dexterity saving throw. base AC becomes 13 + its Dexterity modifier. The spell ends it if the
metal. On a hit, the target takes 1d8 lightning damage, and it can’t A creature takes 3d6 fire damage on a failed save, or half as much target dons armor or if you dismiss the spell as an action.
take reactions until the start of its next turn. damage on a successful one. The fire ignites any flammable objects in
The spell’s damage increases by 1d8 when you reach 5th level the area that aren’t being worn or carried.
(2d8), 11th level (3d8), and 17th level (4d8). At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d6 for each slot level above
1st.
Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook