Character Level, Race, & Class Experience: Dexterity Strength
Character Level, Race, & Class Experience: Dexterity Strength
STEALTH DISADVANTAGE
+1 Constitution ARMOR CLASS Necromancy Savant. The gold and time you must
DEXTERITY
✘ +5 Intelligence
spend to copy a necromancy spell into your
MAXIMUM HIT DICE TEMPORARY spellbook is halved.
-1 ✘ +4 Wisdom
+2 Charisma
13 2d6
Grim Harvest. Once per turn when you kill one or
CONDITIONAL
more creatures with a spell of 1st level or higher,
you regain hp equal to twice the spell’s level, or
8 three times its level if the spell belongs to the
School of Necromancy. You don’t gain this benefit
CURRENT HIT POINTS for killing constructs or undead.
CONSTITUTION DEATH SAVING THROWS
SAVING THROWS
+1 N
CIE C
-1 Acrobatics (Dex)
SPEED
25ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI
RT
EXPE
-1 Athletics (Str)
INTELLIGENCE +2 Deception (Cha)
+3 +3 History (Int)
+2 Insight (Wis)
+2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
17 ✘ +5 Investigation (Int)
+2 Medicine (Wis) Gnome Cunning. You have advantage on all
WISDOM
Intelligence, Wisdom, and Charisma saving throws
+3 Nature (Int) against magic.
+2 +2 Perception (Wis)
+2 Performance (Cha)
Artificer’s Lore. Whenever you make a History
check related to magic items, alchemical objects,
+2 Persuasion (Cha) or technological devices, you can add twice your
14 ✘ +5 Religion (Int)
proficiency bonus, instead of any proficiency
bonus you normally apply.
-1 Sleight of Hand (Dex)
CHARISMA Tinker. Using tinker’s tools, you can construct a
-1 Stealth (Dex) Tiny clockwork device. You can have up to three
14 12 PASSIVE PERCEPTION
ADVANTAGE
Armor Proficiencies. –
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and flee from it to no avail.
This thing that haunts you can’t be slain with a sword or banished with a spell. It might come to you as a shadow on the
wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken
I live for the thrill of the hunt. its toll, isolating you from others and making you question your sanity. You must find a way to overcome it before it
I don’t talk about the thing that torments me. I’d destroys you.
rather not burden others with my curse.
PERSONALITY TRAITS
IDEAL
BOND
Heart of Darkness
Those who look into your eyes can see that you have
faced unimaginable horror and that you are no
stranger to darkness. Though they might fear you,
commoners will extend you every courtesy and do
their utmost to help you. Unless you have shown
yourself to be a danger to them, they will even take
up arms to fight alongside you, should you find
yourself facing an enemy alone.
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
[Dagger] 1 1
Crystal 1 1
Spellbook 1 3
Backpack 1 5
Book 1 5
Ink (1 ounce bottle) 1 —
Ink Pen 1 —
Parchment (one sheet) 10 —
0 0 0 0 0
15 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.
Wizard
Intelligence 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 0 6 0
Dancing Lights
Minor Illusion
Toll the Dead
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 3 7 0
EPAR
SPELL NAME
ED
PR
Burning Hands
Detect Magic
4 0
Disguise Self
False Life
SPELLS KNOWN
Ice Knife
Magic Missile
Sleep
Unseen Servant
8 0
2 0
5 0
9 0
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Dancing Lights Minor Illusion Toll the Dead
Evocation Cantrip Illusion Cantrip Necromancy Cantrip
You create up to four torch-sized lights within range, making them You create a sound or an image of an object within range that lasts You point at one creature you can see within range, and the sound of
appear as torches, lanterns, or glowing orbs that hover in the air for for the duration. The illusion also ends if you dismiss it as an action or a dolorous bell fills the air around it for a moment. The target must
the duration. You can also combine the four lights into one glowing cast this spell again. If you create a sound, its volume can range from succeed on a Wisdom saving throw or take 1d8 necrotic damage. If
vaguely humanoid form of Medium size. Whichever form you choose, a whisper to a scream. It can be your voice, someone else’s voice, a the target is missing any of its hit points, it instead takes 1d12
each light sheds dim light in a 10-foot radius. As a bonus action on lion’s roar, a beating of drums, or any other sound you choose. The necrotic damage.
your turn, you can move the lights up to 60 feet to a new spot within sound continues unabated throughout the duration, or you can make The spell’s damage increases by one die when you reach 5th level
range. A light must be within 20 feet of another light created by this discrete sounds at different times before the spell ends. If you create (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
spell, and a light winks out if it exceeds the spell’s range. an image of an object—such as a chair, muddy footprints, or a small
chest—it must be no larger than a 5-foot cube. The image can’t
create sound, light, smell, or any other sensory effect. Physical
interaction with the image reveals it to be an illusion, because things
can pass through it. If a creature uses its action to examine the sound
or image, the creature can determine that it is an illusion with a
successful Intelligence (Investigation) check against your spell save
DC. If a creature discerns the illusion for what it is, the illusion
becomes faint to the creature.
Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Xanathar’s Guide to Everything
As you hold your hands with thumbs touching and fingers spread, a For the duration, you sense the presence of magic within 30 feet of You make yourself—including your clothing, armor, weapons, and
thin sheet of flames shoots forth from your outstretched fingertips. you. If you sense magic in this way, you can use your action to see a other belongings on your person—look different until the spell ends
Each creature in a 15-foot cone must make a Dexterity saving throw. faint aura around any visible creature or object in the area that bears or until you use your action to dismiss it. You can seem 1 foot shorter
A creature takes 3d6 fire damage on a failed save, or half as much magic, and you learn its school of magic, if any. The spell can or taller and can appear thin, fat, or in between. You can’t change
damage on a successful one. The fire ignites any flammable objects in penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of your body type, so you must adopt a form that has the same basic
the area that aren’t being worn or carried. common metal, a thin sheet of lead, or 3 feet of wood or dirt. arrangement of limbs. Otherwise, the extent of the illusion is up to
At Higher Levels. When you cast this spell using a spell slot of 2nd you.
level or higher, the damage increases by 1d6 for each slot level above The changes wrought by this spell fail to hold up to physical
1st. inspection. For example, if you use this spell to add a hat to your
outfit, objects pass through the hat, and anyone who touches it
would feel nothing or would feel your head and hair. If you use this
spell to appear thinner than you are, the hand of someone who
reaches out to touch you would bump into you while it was
seemingly still in midair.
To discern that you are disguised, a creature can use its action to
inspect your appearance and must succeed on an Intelligence
(Investigation) check against your spell save DC.
Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 You create a shard of ice and fling it at one creature within range. You create three glowing darts of magical force. Each dart hits a
+ 4 temporary hit points for the duration. Make a ranged spell attack against the target. On a hit, the target creature of your choice that you can see within range. A dart deals
At Higher Levels. When you cast this spell using a spell slot of 2nd takes 1d10 piercing damage. Hit or miss, the shard then explodes. 1d4 + 1 force damage to its target. The darts all strike simultaneously,
level or higher, you gain 5 additional temporary hit points for each The target and each creature within 5 feet of it must succeed on a and you can direct them to hit one creature or several.
slot level above 1st. Dexterity saving throw or take 2d6 cold damage. 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 level or higher, the spell creates one more dart for each slot level
level or higher, the cold damage increases by 1d6 for each slot level above 1st.
above 1st.
Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Xanathar’s Guide to Everything Spellcasting (Wizard) Player’s Handbook
Sleep Unseen Servant
1st-level enchantment 1st-level conjuration (ritual)
This spell sends creatures into a magical slumber. Roll 5d8, the total This spell creates an invisible, mindless, shapeless, Medium force that
is how many hit points of creatures this spell can affect. Creatures performs simple tasks at your command until the spell ends. The
within 20 feet of a point you choose within range are affected in servant springs into existence in an unoccupied space on the ground
ascending order of their current hit points (ignoring unconscious within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t
creatures). attack. If it drops to 0 hit points, the spell ends.
Starting with the creature that has the lowest current hit points, Once on each of your turns as a bonus action, you can mentally
each creature affected by this spell falls unconscious until the spell command the servant to move up to 15 feet and interact with an
ends, the sleeper takes damage, or someone uses an action to shake object. The servant can perform simple tasks that a human servant
or slap the sleeper awake. Subtract each creature’s hit points from could do, such as fetching things, cleaning, mending, folding clothes,
the total before moving on to the creature with the next lowest hit lighting fires, serving food, and pouring wine. Once you give the
points. A creature’s hit points must be equal to or less than the command, the servant performs the task to the best of its ability until
remaining total for that creature to be affected. it completes the task, then waits for your next command.
Undead and creatures immune to being charmed aren’t affected If you command the servant to perform a task that would move it
by this spell. more than 60 feet away from you, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, roll an additional 2d8 for each slot level above 1st.
RANGE 20/60
ATTACK +1 vs AC
DAMAGE 1d4-1 piercing
Finesse, Light, Thrown
Dagger Crystal Spellbook
Weapons Spellcasting Focus Adventuring Gear
An arcane focus is a special item— an orb, a crystal, a rod, a Essential for wizards, a spellbook is a leather-bound tome
specially constructed staff, a wand—like length of wood, or with 100 blank vellum pages suitable for recording spells.
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.
A backpack is a leather pack carried on the back, typically A book might contain poetry, historical accounts,
with straps to secure it. A backpack can hold 1 cubic foot/ information pertaining to a particular field of lore, diagrams
30 pounds of gear. and notes on gnomish contraptions, or just about anything
You can also strap items, such as a bedroll or a coil of else that can be represented using text or pictures. A book
rope, to the outside of a backpack. of spells is a spellbook (described later in this section).
Many creatures in the worlds of D&D, especially those that You have advantage on all Intelligence, Wisdom, and Whenever you make an Intelligence (History) check related
dwell underground, have darkvision. Within a specified Charisma saving throws against magic. to magic items, alchemical objects, or technological
range, a creature with darkvision can see in darkness as if devices, you can add twice your proficiency bonus, instead
the darkness were dim light, so areas of darkness are only of any proficiency bonus you normally apply.
lightly obscured as far as that creature is concerned.
However, the creature can’t discern color in darkness, only
shades of gray.
Gnome Player’s Handbook Gnome Player’s Handbook Rock Gnome Player’s Handbook
You have proficiency with artisan’s tools (tinker’s tools). You have learned to regain some of your magical energy by Beginning when you select this school at 2nd level, the gold
Using those tools, you can spend 1 hour and 10 gp worth of studying your spellbook. Once per day when you finish a and time you must spend to copy a necromancy spell into
materials to construct a Tiny clockwork device (AC 5, 1 hp). short rest, you can choose expended spell slots to recover. your spellbook is halved.
The device ceases to function after 24 hours (unless you The spell slots can have a combined level that is equal to or
spend 1 hour repairing it to keep the device functioning), or less than half your wizard level (rounded up), and none of
when you use your action to dismantle it; at that time, you the slots can be 6th level or higher.
can reclaim the materials used to create it. You can have up For example, if you’re a 4th-level wizard, you can recover
to three such devices active at a time. up to two levels worth of spell slots. You can recover either
a 2nd-level spell slot or two 1st-level spell slots.
Rock Gnome Player’s Handbook Wizard Player’s Handbook School of Necromancy Player’s Handbook
Grim Harvest
Archetype Feature
At 2nd level, you gain the ability to reap life energy from
creatures you kill with your spells. Once per turn when you
kill one or more creatures with a spell of 1st level or higher,
you regain hit points equal to twice the spell’s level, or
three times its level if the spell belongs to the School of
Necromancy. You don’t gain this benefit for killing
constructs or undead.