Vitiate
Vitiate
STEALTH DISADVANTAGE
        +0
                                              +4 Dexterity
                                                                                                                                                                      Favored by the Gods (1/Short Rest). If you fail a
                                 ✘            +5 Constitution                                                ARMOR CLASS                                              saving throw or miss with an attack roll, you can roll
   DEXTERITY
                                              +1 Intelligence
                                                                                                                                                                      2d4 and add it to the total, possibly changing the
                                                                                 MAXIMUM                           HIT DICE                          TEMPORARY        outcome.
      18                         ✘
                                              +3 Wisdom
                                              +7 Charisma
                                                                                     21                          1d6/2d8
                                                                                                                                                                      Eldritch Invocations.
                          CONDITIONAL
                                                                                                                                                                        Agonizing Blast. When you cast eldritch blast, add
                                                                                                                                                                      5 to the damage it deals on a hit.
        +4                                                                                                                                                              Devil’s Sight. You can see normally in darkness,
                                                                                                                                                                      both magical and nonmagical, to a distance of 120
                                                                                                       CURRENT HIT POINTS                                             feet.
 CONSTITUTION                                                                                                    DEATH SAVING THROWS
                                                SAVING THROWS
                                                                                                                                                                      Hexblade’s Curse (Bonus Action—1/Short Rest).
      16                        N
                             CIE C
                                              +4 Acrobatics (Dex)
                                                                                 SPEED
                                                                                    30ft.
                                                                                                    FLY
                                                                                                          0ft.
                                                                                                                            CLIMB
                                                                                                                                   0ft.
                                                                                                                                                     SWIM
                                                                                                                                                        0ft.
                                                                                                                                                                      Choose one creature you can see within 30ft. The
                                                                                                                                                                      target is cursed for 1 minute. Until the curse ends,
                                     Y
                         PROFI
RT
EXPE
                                                                                 VISION                                     INSPIRATION              EXHAUSTION       you gain the following benefits:You gain a +2 bonus
                                              +3 Animal Handling (Wis)
                                                                                                                                                                      to damage rolls against the cursed target and any
        +3                                    +1 Arcana (Int)                              Darkvision                                                                 attack roll you make against the cursed target is a
                                                                                                                                                                      critical hit on a roll of 19 or 20 on the d20.If the
                                              +0 Athletics (Str)
                                                                                                                                                                      cursed target dies, you regain 7 hp.
 INTELLIGENCE                    ✘            +7 Deception (Cha)
                                                                                                                                                                      Hex Warrior. Whenever you finish a long rest, you
      12                                      +1 History (Int)
                                              +3 Insight (Wis)
                                                                                                                                                                      can touch one weapon that you are proficient with
                                                                                                                                                                      and that lacks the two-handed property. When you
                                                                                                                                                                      attack with that weapon, you can use +7 for the
                                 ✘            +7 Intimidation (Cha)                              SPEED, SENSES, & CONDITIONS                                          attack and +5 damage.
        +1                                    +1 Investigation (Int)
                                              +3 Medicine (Wis)                  Fey Ancestry. You have advantage on saving
     WISDOM
                                                                                 throws against being charmed, and magic can’t
                                              +1 Nature (Int)                    put you to sleep.
      16                                      +3 Perception (Wis)
                                              +5 Performance (Cha)
                                                                                 Drow Magic. You know the dancing lights cantrip.
                                                                                 You can cast Faerie Fire 1/long rest. (Charisma)
                                 ✘            +7 Persuasion (Cha)
        +3                                    +1 Religion (Int)
                                              +4 Sleight of Hand (Dex)
   CHARISMA                      ✘            +6 Stealth (Dex)
      20                                      +3 Survival (Wis)
                                                      SKILLS
+5 13 PASSIVE PERCEPTION
ADVANTAGE
NAME
                                                                                                                                                                          SYMBOL
               CHARACTER PORTRAIT                                                          ALLIES & ORGANIZATIONS
                                                                     Vitiate grew up in a reletively poor, but comfortable home , in a small, and unremarkable rural villiage . However he grew
                                                                     up in a constant state of fear, and worry, as his innate magicical abilities had manifisted in him nearly at birth, and every
                                                                     day his parents struggled ho help him conrol it.
I am incredibly slow to trust. Those who seem the                    While having magic was not in-and-of-it'self a tabbo in this villiage or region. The fact that he had been the source of
fairest often have the most to hide.                                 many magical mishaps and colamities while he was still very young, and the fact that he was often dangerous without
I am always calm, no matter what the situation. I                    realizing or intending it, forced his parents to tirelessly work to keep all evidence of it hidden.
never raise my voice or let my emotions control me.
                                                                     His parents had to send his brother and sister to live with relatives in a neighboring town, both to protect them, and
                                                                     ensure Vitiate's secret.
                 PERSONALITY TRAITS
                                                                     Growing up this was was torturous for him, hiding and always on guard to suppress a fundemental part of himself. He
                                                                     isolated himself socially, as well as phisically from everyone he knew, with the every-growing fear and hate of his own
Freedom. Chains are meant to be broken, as are                       power, without anyone or anything to teach him how to tame it.
those who would forge them. (Chaotic)
                                                                     Despite all his efforts, his worst fears were realized when he was in his earlly teens, and burst of anger towards the one
                                                                     friend he'd ever known, manifested into an uncontrolled burst of flame. His only companion was immediatly
                        IDEAL                                        emmolated, in a horrific visage that would remain scarred on his memory forever.
                                                                     In a combination of devestation over what he'd done, and sheer terror over other's learning the same, he tried
Someone I loved died because of I mistake I made.                    despaately to cover up the event, a process which incurred even more horrific membories he'd see every night in his
That will never happen again.                                        sleep. His efforts were clumsy and as about as well thought out as you'd expect from such a young man suffering such
                                                                     terrible shock, sorrow, and fear.
                        BOND                                         When the father of the girl Vitiate killed began to suspect him, and press him for answers, Vititate was very nearly
                                                                     prepared to just sacrifice himself out of guiilt, and shame, and wanting the entire thing to be over. Howerver , upon
                                                                     overhearing the girl's father rant to villiage leaders about wanting Vitiate's entire family punished violently and going
An innocent person is in prison for a crime that I
committed. I’m okay with that.                                       into brutal detail about his intentions, Vitiate found resolve he'd never known and channeled all his arcane energy in the
                                                                     first time, reaching out for "help" .
                         FLAW
                                                                     His call was answered by a demigod who agreed to help him learn, hone, and grow his power, in exchange for allowng
                                                                                                                      BACKGROUND STORY
                                                                     the demigod to "hide out" on the mortal plane, from greater gods who he had "mildly upset"
                                                                     Together they used magic to frame the girl's father for his own daughters murder, because he could not let his own
                                                                    Usually cloaked with a deep heavy hood.
              Underdark Experience                                   actions bring his family to harm. And to that same end, he left his family villiage and the region far behind .
You are no casual visitor to the Underdark, but                      Before you became an adventurer, your life was already full of conflict and excitement, because you made a living
instead have spent considerable time there learning
its ways. You are familiar with the various races,                   tracking down people for pay. Unlike some people who collect bounties, though, you aren’t a savage who follows quarry
civilizations, and settlements of the Underdark, as                  into or through the wilderness. You’re involved in a lucrative trade, in the place where you live, that routinely tests your
well as its major routes for travel. If you fail an                  skills and survival instincts. What’s more, you aren’t alone, as a bounty hunter in the wild would be: you routinely
Intelligence check to recall some piece of Underdark                 interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you
lore, you know a source you can consult for the                      succeed.
answer unless the DM rules that the lore is
unknown.
                                                                     You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you
                                                                     are someone who has your ear to the street, aware of the doings of thieves’ guilds and street gangs. You might be a
                BACKGROUND FEATURE                                   "velvet mask" bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that
                                                                     prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of
                                                                     Faerûn’s great metropolises, such as Waterdeep or Baldur’s Gate, or a less populous location, perhaps Luskan or Yartar-
A brass ring that never tarnishes                                    any place that’s large enough to have a steady supply of potential quarries.
                                                                     As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn’t fit with
                                                                     the group’s objectives- but on the other hand, you can take down much more formidable targets with the help of your
                       TRINKET                                       companions.
                                                                                                                                     ADDITIONAL FEATURES
                                                       This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR                           #    lb     MAGIC ITEMS                                                    #    lb
Crystal                                     1   1
[Quarterstaff]                              1   4
Explorer’s Pack                             1   10
Dagger                                      2   2
0 0 0 20 0
                        #1                                                               #2
STORED ITEM                                #    lb.    STORED ITEM                                                    #    lb.
                                          This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
                                                                     Charisma                  +7                        15                N/A
Charisma +7 15 N/A
You create up to four torch-sized lights within range, making them                         A beam of crackling energy streaks toward a creature within range.                             You hurl a mote of fire at a creature or object within range. Make a
appear as torches, lanterns, or glowing orbs that hover in the air for                     Make a ranged spell attack against the target. On a hit, the target                            ranged spell attack against the target. On a hit, the target takes 1d10
the duration. You can also combine the four lights into one glowing                        takes 1d10 force damage.                                                                       fire damage. A flammable object hit by this spell ignites if it isn’t
vaguely humanoid form of Medium size. Whichever form you choose,                             The spell creates more than one beam when you reach higher                                   being worn or carried.
each light sheds dim light in a 10-foot radius. As a bonus action on                       levels: two beams at 5th level, three beams at 11th level, and four                               This spell’s damage increases by 1d10 when you reach 5th level
your turn, you can move the lights up to 60 feet to a new spot within                      beams at 17th level. you can direct the beams at the same target or                            (2d10), 11th level (3d10), and 17th level (4d10).
range. A light must be within 20 feet of another light created by this                     at different ones. Make a separate attack roll for each beam.
spell, and a light winks out if it exceeds the spell’s range.
Drow Magic (Drow Descent) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook
For the duration, you have advantage on all Charisma checks directed                       A spectral, floating hand appears at a point you choose within range.                          You point your finger toward a creature within range and whisper a
at one creature of your choice that isn’t hostile toward you. When                         The hand lasts for the duration or until you dismiss it as an action.                          message. The target (and only the target) hears the message and can
the spell ends, the creature realizes that you used magic to influence                     The hand vanishes if it is ever more than 30 feet away from you or if                          reply in a whisper that only you can hear. You can cast this spell
its mood and becomes hostile toward you. A creature prone to                               you cast this spell again.                                                                     through solid objects if you are familiar with the target and know it is
violence might attack you. Another creature might seek retribution in                        You can use your action to control the hand. You can use the hand                            beyond the barrier. Magical silence, 1 foot of stone, 1 inch of
other ways (at the DM’s discretion), depending on the nature of your                       to manipulate an object, open an unlocked door or container, stow or                           common metal, a thin sheet of lead, or 3 feet of wood blocks the
interaction with it.                                                                       retrieve an item from an open container, or pour the contents out of                           spell. The spell doesn’t have to follow a straight line and can travel
                                                                                           a vial. You can move the hand up to 30 feet each time you use it. The                          freely around corners or through openings.
                                                                                           hand can’t attack, activate magic items, or carry more than 10
                                                                                           pounds.
Pact Magic (Warlock) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook
  CASTING TIME       1 action                                                                CASTING TIME      1 reaction, which you take when you take acid, cold, fire, lightning, or     CASTING TIME      1 action
                                                                                                               thunder damage
      RANGE          30 feet                                                                     RANGE         Self                                                                             RANGE         Self
    DURATION         1 minute                                                                  DURATION        1 round                                                                        DURATION        1 hour
  COMPONENTS         S, M (a bit of fleece)                                                  COMPONENTS        S                                                                            COMPONENTS        V, S, M (a cup of water)
You create a sound or an image of an object within range that lasts                        The spell captures some of the incoming energy, lessening its effect                           A protective magical force surrounds you, manifesting as a spectral
for the duration. The illusion also ends if you dismiss it as an action or                 on you and storing it for your next melee attack. You have resistance                          frost that covers you and your gear. You gain 5 temporary hit points
cast this spell again. If you create a sound, its volume can range from                    to the triggering damage type until the start of your next turn. Also,                         for the duration. If a creature hits you with a melee attack while you
a whisper to a scream. It can be your voice, someone else’s voice, a                       the first time you hit with a melee attack on your next turn, the                              have these hit points, the creature takes 5 cold damage.
lion’s roar, a beating of drums, or any other sound you choose. The                        target takes an extra 1d6 damage of the triggering type, and the spell                           At Higher Levels. When you cast this spell using a spell slot of 2nd
sound continues unabated throughout the duration, or you can make                          ends.                                                                                          level or higher, both the temporary hit points and the cold damage
discrete sounds at different times before the spell ends. If you create                      At Higher Levels. When you cast this spell using a spell slot of 2nd                         increase by 5 for each slot above 1st.
an image of an object—such as a chair, muddy footprints, or a small                        level or higher, the extra damage increases by 1d6 for each slot level
chest—it must be no larger than a 5-foot cube. The image can’t                             above 1st.
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 (Sorcerer)                                          Player’s Handbook         Spellcasting (Sorcerer)                        Xanathar’s Guide to Everything                  Pact Magic (Warlock)                                Player’s Handbook
                        Cure Wounds                                                                    Faerie Fire                                                                        Hex
                            1st-level evocation                                                        1st-level evocation                                                        1st-level enchantment
  CASTING TIME      1 action                                                  CASTING TIME      1 action                                                    CASTING TIME      1 bonus action
      RANGE         Touch                                                        RANGE          60 feet                                                         RANGE         90 feet
    DURATION        Instantaneous                                              DURATION         Concentration, up to 1 minute                                 DURATION        Concentration, up to 1 hour
  COMPONENTS        V, S                                                     COMPONENTS         V                                                           COMPONENTS        V, S, M (the petrified eye of a newt)
A creature you touch regains a number of hit points equal to 1d8 +         Each object in a 20-foot cube within range is outlined in blue, green,         You place a curse on a creature that you can see within range. Until
your spellcasting ability modifier. This spell has no effect on undead     or violet light (your choice). Any creature in the area when the spell is      the spell ends, you deal an extra 1d6 necrotic damage to the target
or constructs.                                                             cast is also outlined in light if it fails a Dexterity saving throw. For the   whenever you hit it with an attack. Also, choose one ability when you
  At Higher Levels. When you cast this spell using a spell slot of 2nd     duration, objects and affected creatures shed dim light in a 10-foot           cast the spell. The target has disadvantage on ability checks made
level or higher, the healing increases by 1d8 for each slot level above    radius.                                                                        with the chosen ability. If the target drops to 0 hit points before this
1st.                                                                          Any attack roll against an affected creature or object has advantage        spell ends, you can use a bonus action on a subsequent turn of yours
                                                                           if the attacker can see it, and the affected creature or object can’t          to curse a new creature. A remove curse cast on the target ends this
                                                                           benefit from being invisible.                                                  spell early.
                                                                                                                                                            At Higher Levels. When you cast this spell using a spell slot of 3rd
                                                                                                                                                          or 4th level, you can maintain your concentration on the spell for up
                                                                                                                                                          to 8 hours. When you use a spell slot of 5th level or higher, you can
                                                                                                                                                          maintain your concentration on the spell for up to 24 hours.
Good (Sorcerer) Player’s Handbook Drow Magic (Drow Descent) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
                               Puppet                                                                      Shield
                           1st-level enchantment                                                       1st-level abjuration
Your gesture forces one humanoid you can see within range to make          Reaction trigger: You are hit by an attack or targeted by the magic
a Constitution saving throw. On a failed save, the target must move        missile spell An invisible barrier of magical force appears and protects
up to its speed in a direction you choose. In addition, you can cause      you. Until the start of your next turn, you have a +5 bonus to AC,
the target to drop whatever it is holding. This spell has no effect on a   including against the triggering attack, and you take no damage from
humanoid that is immune to being charmed.                                  magic missile.
Pact Magic (Warlock)                                  UA: Starter Spells   Spellcasting (Sorcerer)                                Player’s Handbook
                          Crystal                                        Quarterstaff                                          Explorer’s Pack
                       Spellcasting Focus                                   Weapons                                               Equipment Packs
An arcane focus is a special item— an orb, a crystal, a rod, a                                              Includes a backpack, a bedroll, a mess kit, a tinderbox, 10
specially constructed staff, a wand—like length of wood, or                                                 torches, 10 days of rations, and a waterskin. The pack also
some similar item designed to channel the power of arcane                                                   has 50 feet of hempen rope strapped to the side of it.
spells. A sorcerer, warlock, or wizard can use such an item
as a spellcasting focus.
                          Dagger                                           Dagger
                           Weapons                                          Weapons