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Level 5 Feral Tiefling Warlock Sheet

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0% found this document useful (0 votes)
22 views9 pages

Level 5 Feral Tiefling Warlock Sheet

Uploaded by

jervillunior
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Level 5 Feral Tiefling Warlock, The Firebird 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Olleh Yttik
Faction Agent Eri
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet


STRENGTH Leather 13 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +3
8
SHIELD
AC
Eldritch Invocations.
N
CIE C
Eldritch Sight. You can cast detect magic at will,
-1 Strength without expending a spell slot.
Y
PROFI

-1 Undying Servitude (1/Long Rest). You can cast


+2 Dexterity
animate dead without using a spell slot.
+0 Constitution ARMOR CLASS Sign of Ill Omen (1/Long Rest). You can cast
DEXTERITY
+2 Intelligence
bestow curse once using a warlock spell slot.
MAXIMUM HIT DICE TEMPORARY

15 ✘


+5 Wisdom

+7 Charisma
28 5d8 Pact of the Chain. You learn the find familiar spell
and can cast it as a ritual.Additionally, when you
CONDITIONAL
take the Attack action, you can forgo one of your
own attacks to allow your familiar to make one
+2 attack with its reaction.
CURRENT HIT POINTS Blessing of the Phoenix. Whenever you deal
CONSTITUTION DEATH SAVING THROWS
damage with a warlock cantrip or your Pact Boon,
SAVING THROWS
you can choose to change the cantrip’s damage
10 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
30ft.
CLIMB
0ft.
SWIM
0ft.
type to fire damage.
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION Infused Flames. Whenever you deal fire damage to
+2 Animal Handling (Wis)
a creature, that creature becomes charred until the
+0 +2 Arcana (Int) Darkvision end of your next turn. A charred creature receives
Resistances. Fire half as many hit points from any healing, and if a
-1 Athletics (Str)
charred creature within 60 feet of you dies, you can
INTELLIGENCE +4 Deception (Cha) use your reaction to form the burning embers rising
from its body into the fiery image of a phoenix. This
15 ✘
+2 History (Int)
+5 Insight (Wis)
phoenix rushes towards another creature of your
choice that you can see within 60 feet of you. Make
a melee spell attack roll against the target using
✘ +7 Intimidation (Cha) SPEED, SENSES, & CONDITIONS your warlock spell attack modifier. On a hit, the
+2 ✘ +5 Investigation (Int) target takes fire damage equal to 1d4 + 2. On a
Hellish Resistance. You have resistance to fire critical hit, you add 5 rather than 2.
+2 Medicine (Wis)
WISDOM
damage.
+2 Nature (Int)

14 +2 Perception (Wis) Winged. You have a flying speed of 30 feet while


you aren’t wearing heavy armor.
+4 Performance (Cha)
✘ +7 Persuasion (Cha)
+2 +2 Religion (Int)
+2 Sleight of Hand (Dex)
CHARISMA +2 Stealth (Dex)

18 +2 Survival (Wis)
SKILLS

+4 12 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Amulet 5 ft -1 vs AC -1

FEATURES & TRAITS


Crossbow, Light 80/320 +5 vs AC 1d8+2 piercing
Ammunition, Loading, Two-Handed

Sling 30/120 +5 vs AC 1d4+2 bludgeoning Armor Proficiencies. Light Armor


Ammunition
Weapon Proficiencies. Simple Weapons

Tool Proficiencies. –

Languages. Abyssal, Infernal, Common

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'9" 110 lb.
GENDER AGE HEIGHT WEIGHT
Olleh Yttik
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Many organizations active in the North and across the face of Faerûn aren't bound by strictures of geography. These
factions pursue their agendas without regard for political boundaries, and their members operate anywhere the
organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders
I am tolerant (or intolerant) of other faiths and (people who guard caches of wealth or magic for use by the faction’s operatives), haven keepers, and message drop
respect (or condemn) the worship of other gods. minders, to name a few. At the core of every faction are those who don't merely fulfill a small function for that
I quote (or misquote) sacred texts and proverbs in organization, but who serve as its hands, head, and heart.
almost every situation.
As a prelude to your adventuring career (and in preparation for it), you served as an agent of a particular faction in
Faerûn. You might have operated openly or secretly, depending on the faction and its goals, as well as how those goals
PERSONALITY TRAITS
mesh with your own. Becoming an adventurer doesn't necessarily require you to relinquish membership in your faction
(though you can choose to do so), and it might enhance your status in the faction.
Tradition. The ancient traditions of worship and
sacrifice must be preserved and upheld. (Lawful)

IDEAL

I seek to preserve a sacred text that my enemies


consider heretical and seek to destroy.

BOND

I am suspicious of strangers and expect the worst of


them.

FLAW BACKGROUND STORY

Feature: Safe Haven


As a faction agent, you have access to a secret
network of supporters and operatives who can
provide assistance on your adventures. You know a
set of secret signs and passwords you can use to
identify such operatives, who can provide you with
access to a hidden safe house, free room and board,
or assistance in finding information. These agents
never risk their lives for you or risk revealing their
true identities.

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
Backpack 1 5
Amulet 1 1
Case, Crossbow Bolt 1 1
Crossbow Bolt 20 1
Crossbow, Light 1 5
Crowbar 1 5
Dagger 2 2
Hammer 1 3
[Leather] 1 10
Piton 10 2.5
Rations (1 day) 10 20
[Sling] 1 —
Tinderbox 1 1
Torch 10 10
Waterskin 1 5

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

71.5 lb / 120 lb 240 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Imp Pact of the Chain

bartolomeo CREATURE OWNER

Tiny fiend, lawful evil 1


COMPANION NAME SIZE & TYPE, & ALIGNMENT CHALLENGE

MAXIMUM HIT DICE TEMPORARY Shapechanger. The imp can use its action to polymorph
10 into a beast form that resembles a rat (speed 20 ft.), a
raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or
back into its true form. Its statistics are the same in each
form, except for the speed changes noted. Any equipment
it is wearing or carrying isn't transformed. It reverts to its
true form if it dies.
CURRENT HIT POINTS
DEATH SAVING THROWS
Devil's Sight. Magical darkness doesn't impede the imp's
darkvision.

PROFICIENCY INITIATIVE Magic Resistance. The imp has advantage on saving throws
2 +3 13 against spells and other magical effects.

Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit,


SPEED
AC reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and
20 ft., fly 40 ft. the target must make a DC 11 Constitution saving throw,
COMPANION taking 10 (3d6) poison damage on a failed save, or half as
Skills. Deception +4, Insight +3, Persuasion +4, Stealth +5 much damage on a successful one.
STRENGTH DEXTERITY CONSTITUTION Damage Resistances. cold; bludgeoning, piercing, and Invisibility. The imp magically turns invisible until it attacks,
slashing from nonmagical attacks not made with silvered or until its concentration ends (as if concentrating on a
6 17 13 weapons

Damage Immunities. fire, poison


spell). Any equipment the imp wears or carries is invisible
with it.

-2 +3 +1 Senses. darkvision 120 ft., passive Perception 11

Languages. Infernal, Common


INTELLIGENCE WISDOM CHARISMA

11 12 14
+0 +1 +2
CREATURE STATISTICS TRAITS & ACTIONS
Charisma +7 15 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Warlock, The Firebird

CANTRIPS Chill Touch Magic Stone


Toll the Dead

1ST LEVEL Cause Fear Find Familiar


Hex Starlight Shroud

2ND LEVEL Incandescent Chain Ultraviolet Pulse

3RD LEVEL 2 SPELL SLOTS Fireball

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

1ST LEVEL Detect Magic (Eldritch Sight)

3RD LEVEL Animate Dead (Undying Servitude) Bestow Curse (Sign of Ill Omen)
Chill Touch Magic Stone Toll the Dead
Necromancy Cantrip Transmutation Cantrip Necromancy Cantrip

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE 120 feet RANGE Touch RANGE 60 feet
DURATION 1 round DURATION 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

You create a ghostly, skeletal hand in the space of a creature within You touch one to three pebbles and imbue them with magic. You or You point at one creature you can see within range, and the sound of
range. Make a ranged spell attack against the creature to assail it someone else can make a ranged spell attack with one of the pebbles a dolorous bell fills the air around it for a moment. The target must
with the chill of the grave. On a hit, the target takes 1d8 necrotic by throwing it or hurling it with a sling. If thrown, it has a range of 60 succeed on a Wisdom saving throw or take 1d8 necrotic damage. If
damage, and it can’t regain hit points until the start of your next turn. feet. If someone else attacks with the pebble, that attacker adds your the target is missing any of its hit points, it instead takes 1d12
Until then, the hand clings to the target. spellcasting ability modifier, not the attacker’s, to the attack roll. On necrotic damage.
If you hit an undead target, it also has disadvantage on attack rolls a hit, the target takes bludgeoning damage equal to 1d6 + your The spell’s damage increases by one die when you reach 5th level
against you until the end of your next turn. spellcasting ability modifier. Hit or miss, the spell then ends on the (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
This spell’s damage increases by 1d8 when you reach 5th level stone.
(2d8), 11th level (3d8), and 17th level (4d8). If you cast this spell again, the spell ends early on any pebbles still
affected by it.

Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Xanathar’s Guide to Everything Pact Magic (Warlock) Xanathar’s Guide to Everything

Cause Fear Detect Magic Find Familiar


1st-level necromancy 1st-level divination (ritual) 1st-level conjuration (ritual)

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 hour


RANGE 60 feet RANGE Self RANGE 10 feet
DURATION Concentration, up to 1 minute DURATION Concentration, up to 10 minutes DURATION Instantaneous
COMPONENTS V COMPONENTS V, S COMPONENTS V, S, M (10 gp worth of charcoal, incense, and herbs that must be
consumed by fire in a brass brazier)

You awaken the sense of mortality in one creature you can see within For the duration, you sense the presence of magic within 30 feet of You gain the service of a familiar, a spirit that takes an animal form you choose:
range. A construct or an undead is immune to this effect. The target you. If you sense magic in this way, you can use your action to see a bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish
(quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied
must succeed on a Wisdom saving throw or become frightened of faint aura around any visible creature or object in the area that bears space within range, the familiar has the statistics of the chosen form, though it is a
you until the spell ends. The frightened target can repeat the saving magic, and you learn its school of magic, if any. celestial, fey or fiend (your choice) instead of a beast.
throw at the end of each of its turns, ending the effect on itself on a The spell can penetrate most barriers, but is blocked by 1 foot of Your familiar acts independently of you, but it always obeys your commands. In
success. stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack,
At Higher Levels. When you cast this spell using a spell slot of 2nd wood or dirt. but it can take other actions as normal.
level or higher, you can target one additional creature for each slot When the familiar drops to 0 hit points, it disappears, leaving behind no physical
form. It reappears after you cast this spell again. As an action, you can temporarily
level above 1st. The creatures must be within 30 feet of each other dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it
when you target them. forever. As an action while it is temporarily dismissed, you can cause it to
reappear in any unoccupied space within 30 feet of you. Whenever the familiar
drops to 0 hit points or disappears into the pocket dimension, it leaves behind in
its space anything it was wearing or carrying.
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.
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.

Pact Magic (Warlock) Xanathar’s Guide to Everything Eldritch Sight (Warlock) Player’s Handbook Pact of the Chain (Warlock) Player’s Handbook

Hex Starlight Shroud Incandescent Chain


1st-level enchantment 1st-level abjuration (ritual) 2nd-level conjuration

CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE 90 feet RANGE Self RANGE 60 feet
DURATION Concentration, up to 1 hour DURATION 10 minutes DURATION Concentration, up to 1 minute.
COMPONENTS V, S, M (the petrified eye of a newt) COMPONENTS V, S COMPONENTS V, S

You place a curse on a creature that you can see within range. Until Ghostly starlight surrounds your body, casting bright light in a 10-foot You conjure a chain of light connected to a point on a surface that
the spell ends, you deal an extra 1d6 necrotic damage to the target radius and dim light for an additional 10 feet. The first time you take you can see within range. When the chain is conjured, it attempts to
whenever you hit it with an attack. Also, choose one ability when you damage after casting this spell, the starlight explodes outward and bind itself to a creature within 30 feet of it. The target must make a
cast the spell. The target has disadvantage on ability checks made the spell ends. Each creature within 10 feet of you must make a Dexterity saving throw. On a failed save, the target takes 2d6 radiant
with the chosen ability. Dexterity saving throw, taking 2d10 radiant damage on a failed save, damage and is bound by the chain until the start of your next turn.
If the target drops to 0 hit points before this spell ends, you can use or half as much damage on a successful one. On a successful save, the target takes half as much damage and is not
a bonus action on a subsequent turn of yours to curse a new At Higher Levels. When you cast this spell using a spell slot of 2nd bound. If the spell ends, the bind ends as well.
creature. A remove curse cast on the target ends this spell early. level or higher, the damage increases by 1d10 for each slot level A bound target’s speed is halved. At the start of your next turn, the
At Higher Levels. When you cast this spell using a spell slot of 3rd above 1st. chain attempts to pull its target before it unbinds from it. The bound
or 4th level, you can maintain your concentration on the spell for up creature must succeed on a Strength saving throw or be pulled up to
to 8 hours. When you use a spell slot of 5th level or higher, you can 15 feet closer to the point the chain is connected to. While the spell
maintain your concentration on the spell for up to 24 hours. lasts, you can use your action to cause the chain the attempt to bind
itself to a creature in the same manner as when you first cast the
spell. You can target the same creature or a different one, as long as
the targeted creature is within 30 feet of the point the chain is
connected to.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d6 for each slot level above
2nd.

Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) All the Lights in the Sky are Stars Pact Magic (Warlock) Blazing Dawn Player’s Companion
Ultraviolet Pulse Animate Dead Bestow Curse
2nd-level evocation (ritual) 3rd-level necromancy 3rd-level necromancy

CASTING TIME 1 action CASTING TIME 1 minute CASTING TIME 1 action


RANGE 120 feet RANGE 10 feet RANGE Touch
DURATION Instantaneous DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS S COMPONENTS V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) COMPONENTS V, S

You hurl a ball of glowing violet energy towards one creature within This spell creates an undead servant. Choose a pile of bones or a corpse You touch a creature, and that creature must succeed on a Wisdom
range, which bursts into a pulse of invisible radiation on impact. of a Medium or Small humanoid within range. Your spell imbues the saving throw or become cursed for the duration of the spell. When
Make a ranged spell attack against the target. On a hit, it takes 5d6 target with a foul mimicry of life, raising it as an undead creature. The you cast this spell, choose the nature of the curse from the following
radiant damage and must make a Constitution save or be poisoned target becomes a skeleton if you chose bones or a zombie if you chose a options:
for 1 minute. The target can repeat this save at the end of each of its corpse (the DM has the creature’s game statistics). • Choose one ability score. While cursed, the target has
turns, ending the effect on a success. On each of your turns, you can use a bonus action to mentally disadvantage on ability checks and saving throws made with that
At Higher Levels. When you cast this spell using a spell slot of 3rd command any creature you made with this spell if the creature is within ability score.
level or higher, the damage increases by 1d6 for each slot level above 60 feet of you (if you control multiple creatures, you can command any • While cursed, the target has disadvantage on attack rolls against
2nd. or all of them at the same time, issuing the same command to each one). you.
You decide what action the creature will take and where it will move • While cursed, the target must make a Wisdom saving throw at
during its next turn, or you can issue a general command, such as to
guard a particular chamber or corridor. If you issue no commands, the the start of each of its turns. If it fails, it wastes its action that turn
creature only defends itself against hostile creatures. Once given an doing nothing.
order, the creature continues to follow it until its task is complete. • While the target is cursed, your attacks and spells deal an extra
The creature is under your control for 24 hours, after which it stops 1d8 necrotic damage to the target.
obeying any command you’ve given it. To maintain control of the
creature for another 24 hours, you must cast this spell on the creature A remove curse spell ends this effect. At the DM’s option, you may
again before the current 24-hour period ends. This use of the spell choose an alternative curse effect, but it should be no more powerful
reasserts your control over up to four creatures you have animated with than those described above. The DM has final say on such a curse’s
this spell, rather than animating a new one. effect.
At Higher Levels. When you cast this spell using a spell slot of 4th level At Higher Levels. If you cast this spell using a spell slot of 4th level
or higher, you animate or reassert control over two additional undead or higher, the duration is concentration, up to 10 minutes. If you use
creatures for each slot level above 3rd. Each of the creatures must come a spell slot of 5th level or higher, the duration is 8 hours. If you use a
from a different corpse or pile of bones. spell slot of 7th level or higher, the duration is 24 hours. If you use a
9th level spell slot, the spell lasts until it is dispelled. Using a spell slot
Pact Magic (Warlock) All the Lights in the Sky are Stars Undying Servitude (Warlock) Player’s Handbook Sign of Ill Omen (Warlock) Player’s Handbook

Fireball
3rd-level evocation

CASTING TIME 1 action


RANGE 150 feet
DURATION Instantaneous
COMPONENTS V, S, M (a tiny ball of bat guano and sulfur)

A bright streak flashes from your pointing finger to a point you


choose within range and then blossoms with a low roar into an
explosion of flame. Each creature in a 20-foot-radius sphere centered
on that point must make a Dexterity saving throw. A target takes 8d6
fire damage on a failed save, or half as much damage on a successful
one.
The fire spreads around corners. It ignites flammable objects in the
area that aren’t being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 4th
level or higher, the damage increases by 1d6 for each slot level above
3rd.

Pact Magic (Warlock) Player’s Handbook


Backpack Amulet Case, Crossbow Bolt
Adventuring Gear Spellcasting Focus Adventuring Gear

A backpack is a leather pack carried on the back, typically A holy symbol is a representation of a god or pantheon. It This wooden case can hold up to twenty crossbow bolts.
with straps to secure it. A backpack can hold 1 cubic foot/ might be an amulet depicting a symbol representing a
30 pounds of gear. deity, the same symbol carefully engraved or inlaid as an
You can also strap items, such as a bedroll or a coil of emblem on a shield, or a tiny box holding a fragment of a
rope, to the outside of a backpack. sacred relic. Appendix PH-B "Fantasy-Historical
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.

5 lb. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook

Crossbow Bolt Crossbow, Light Crowbar


Ammunition Weapons Adventuring Gear

Crossbow bolts are used with a crossbow to make a ranged Using a crowbar grants advantage to Strength checks
attack. where the crowbar’s leverage can be applied.

1/20 lb. Player’s Handbook 5 lb. Player’s Handbook 5 lb. Player’s Handbook

Dagger Dagger Hammer


Weapons Weapons Adventuring Gear

1 lb. Player’s Handbook 1 lb. Player’s Handbook 3 lb. Player’s Handbook


Leather Piton Rations (1 day)
Armor Adventuring Gear Adventuring Gear

The breastplate and shoulder protectors of this armor are Rations consist of dry foods suitable for extended travel,
made of leather that has been stiffened by being boiled in including jerky, dried fruit, hardtack, and nuts.
oil. The rest of the armor is made of softer and more
flexible materials.

10 lb. Player’s Handbook 1/4 lb. Player’s Handbook 2 lb. Player’s Handbook

Sling Tinderbox Torch


Weapons Adventuring Gear Adventuring Gear

This small container holds flint, fire steel, and tinder A torch burns for 1 hour, providing bright light in a 20-foot
(usually dry cloth soaked in light oil) used to kindle a fire. radius and dim light for an additional 20 feet. If you make a
Using it to light a torch—or anything else with abundant, melee attack with a burning torch and hit, it deals 1 fire
exposed fuel—takes an action. Lighting any other fire takes damage.
1 minute.

— Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook

Waterskin
Adventuring Gear

5 lb. (full) Player’s Handbook

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