Levai 2.0
Levai 2.0
STEALTH DISADVANTAGE
17 ✘ +3 Wisdom
-1 Charisma
8 1d6
CONDITIONAL
SAVING THROWS
14 N
CIE C
+3 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI
RT
EXPE
+0 Athletics (Str)
INTELLIGENCE -1 Deception (Cha)
18 ✘ +6 History (Int)
+1 Insight (Wis)
-1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+4 ✘ +6 Investigation (Int)
+1 Medicine (Wis) Fey Ancestry. Advantage on saving throws against
WISDOM
being charmed, and magic can’t put you to sleep.
+4 Nature (Int)
9 +1 Survival (Wis)
SKILLS
-1 13 PASSIVE PERCEPTION
ADVANTAGE
Armor Proficiencies. –
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and
wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former
merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you
My eloquent flattery makes everyone I talk to feel could be an honest, hard-working landowner who cares deeply about the people who live and work on your land,
like the most wonderful and important person in the keenly aware of your responsibility to them.
world.
I take great pains to always look my best and follow
the latest fashions. Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble
title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to
your own children. Not only do you need to determine your noble title, but you should also work with the DM to
PERSONALITY TRAITS
describe your family and their influence on you.
Power. If I can attain more power, no one will tell me Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and
what to do. (Evil) over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the
common people regard them?
IDEAL What’s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How
do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as
long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you
I will face any challenge to win the approval of my in your family’s good graces, or shunned by the rest of your family?
family.
Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the
time? An animal you regard as a symbol of your line or even a spiritual member of the family?
BOND
These details help establish your family and your title as features of the world of the campaign.
I secretly believe that everyone is beneath me.
Position of Privilege
Thanks to your noble birth, people are inclined to
think the best of you. You are welcome in high
society, and people assume you have the right to be
wherever you are. The common folk make every
effort to accommodate you and avoid your
displeasure, and other people of high birth treat you
as a member of the same social sphere. You can
secure an audience with a local noble if you need to.
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 Staff. An arcane focus is a special item—an orb, a crystal,
Scholar’s Pack 1 10 a rod, a specially constructed staff, a wand—like length
[Staff] 1 4 of wood, or some similar item designed to channel the
Rapier 1 2 power of arcane spells. A sorcerer, warlock, or wizard
fine clothes can use such an item as a spellcasting focus.
book of lore
ink pen
0 0 0 15 0
16 lb / 165 lb 330 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 +6 14 5
You create up to four torch-sized lights within range, making them You hurl a mote of fire at a creature or object within range. Make a You cause a cloud of mites, fleas, and other parasites to appear
appear as torches, lanterns, or glowing orbs that hover in the air for ranged spell attack against the target. On a hit, the target takes 1d10 momentarily on one creature you can see within range. The target
the duration. You can also combine the four lights into one glowing fire damage. A flammable object hit by this spell ignites if it isn’t must succeed on a Constitution saving throw, or it takes 1d6 poison
vaguely humanoid form of Medium size. Whichever form you choose, being worn or carried. damage and moves 5 feet in a random direction if it can move and its
each light sheds dim light in a 10-foot radius. As a bonus action on This spell’s damage increases by 1d10 when you reach 5th level speed is at least 5 feet. Roll a d4 for the direction: 1., north; 2, south;
your turn, you can move the lights up to 60 feet to a new spot within (2d10), 11th level (3d10), and 17th level (4d10). 3, east; or 4, west. This movement doesn’t provoke opportunity
range. A light must be within 20 feet of another light created by this attacks, and if the direction rolled is blocked, the target doesn’t
spell, and a light winks out if it exceeds the spell’s range. move.
The spell’s damage increases by 1d6 when you reach 5th level
(2d6), 11th level (3d6), and 17th level (4d6).
Cantrip (High Elf) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Xanathar’s Guide to Everything
This spell is a minor magical trick that novice spellcasters use for You hurl a 4-inch-diameter sphere of energy at a creature that you For the duration, you sense the presence of magic within 30 feet of
practice. You create one of the following magical effects within can see within range. You choose acid, cold, fire, lightning, poison, or you. If you sense magic in this way, you can use your action to see a
range: thunder for the type of orb you create, and then make a ranged spell faint aura around any visible creature or object in the area that bears
• You create an instantaneous, harmless sensory effect, such as a attack against the target. If the attack hits, the creature takes 3d8 magic, and you learn its school of magic, if any. The spell can
shower of sparks, a puff of wind, faint musical notes, or an odd odor. damage of the type you choose. penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of
• You instantaneously light or snuff out a candle, a torch, or a At Higher Levels. When you cast this spell using a spell slot of 2nd common metal, a thin sheet of lead, or 3 feet of wood or dirt.
small campfire. level or higher, the damage increases by 1d8 for each slot level above
• You instantaneously clean or soil an object no larger than 1 cubic 1st.
foot.
• 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 (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
You gain the service of a familiar, a spirit that takes an animal form you choose: You touch a willing creature who isn’t wearing armor, and a Reaction trigger: You are hit by an attack or targeted by the magic
bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish protective magical force surrounds it until the spell ends. The target’s missile spell An invisible barrier of magical force appears and protects
(quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied
space within range, the familiar has the statistics of the chosen form, though it is a base AC becomes 13 + its Dexterity modifier. The spell ends it if the you. Until the start of your next turn, you have a +5 bonus to AC,
celestial, fey or fiend (your choice) instead of a beast. target dons armor or if you dismiss the spell as an action. including against the triggering attack, and you take no damage from
Your familiar acts independently of you, but it always obeys your commands. In magic missile.
combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack,
but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical
form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it
telepathically. Additionally, as an action, you can see through your familiar’s eyes
and hear what it hears until the start of your next turn, gaining the benefits of any
special senses that the familiar has. During this time, you are deaf and blind with
regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a
pocket dimension where it awaits you summons. Alternatively, you can dismiss it
forever. As an action while it is temporarily dismissed, you can cause it to
reappear in any unoccupied space within 30 feet of you.
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
Unseen Servant
1st-level conjuration (ritual)
Includes a backpack, a book of lore, a bottle of ink, an ink An arcane focus is a special item—an orb, a crystal, a rod, a
pen, 10 sheets of parchment, a little bag of sand, and a specially constructed staff, a wand—like length of wood, or
small knife. some similar item designed to channel the power of arcane
spells. A sorcerer, warlock, or wizard can use such an item
as a spellcasting focus.