Atixei
Atixei
STEALTH DISADVANTAGE
✘
+2 Wisdom
+5 Charisma
22 2d10 it were dim light.
CONDITIONAL
Divine Sense (Action—4/Long Rest). You can open
your awareness to detect presence of strong evil.
-1 Until the end of your next turn, you know the
location of any celestial, fiend, or undead within 60
CURRENT HIT POINTS feet of you that is not behind total cover. You know
CONSTITUTION DEATH SAVING THROWS
the type of any being whose presence you sense,
SAVING THROWS
but not its identity. Within the same radius, you also
16 N
CIE C
-1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
detect the presence of any place or object that has
been consecrated or desecrated.
Y
PROFI
RT
EXPE
+3 10 PASSIVE PERCEPTION
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
PERSONALITY TRAITS
IDEAL
BOND
Fortune's Favor
Your unexpected good fortune is reflected by a
minor boon. You gain the Lucky, Magic Initiate, or
Skilled feat (your choice).
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
[Spear] 1 3
[Shield] 1 6
[Chain Mail] 1 55
Explorer’s Pack 1 10
Amulet 1 1
Crossbow, Light 1 5
0 0 0 0 0
80 lb / 240 lb 480 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 4
You extend your hand toward a creature you can see within range You bless up to three creatures of your choice within range. You speak a one-word command to a creature you can see within
and project a puff of noxious gas from your palm. The creature must Whenever a target makes an attack roll or a saving throw before the range. The target must succeed on a Wisdom saving throw or follow
succeed on a Constitution saving throw or take 1d12 poison damage. spell ends, the target can roll a d4 and add the number rolled to the the command on its next turn. The spell has no effect if the target is
This spell’s damage increases by 1d12 when you reach 5th level attack roll or saving throw. undead, if it doesn’t understand your language, or if your command
(2d12), 11th level (3d12), and 17th level (4d12). At Higher Levels. When you cast this spell using a spell slot of 2nd is directly harmful to it. Some typical commands and their effects
level or higher, you can target one additional creature for each slot follow. You might issue a command other than one described here. If
level above 1st. you do so, the DM determines how the target behaves. If the target
can’t follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most
direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its
turn.
Flee. The target spends its turn moving away from you by the
fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn’t move and takes no actions. A flying
creature stays aloft, provided that it is able to do so. If it must move
to stay aloft, it flies the minimum distance needed to remain in the
air.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, you can affect one additional creature for each slot
level above 1st. The creatures must be within 30 feet of each other
when you target them.
Serpentine Spellcasting (Yuan-ti) Player’s Handbook Prepared (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook
Until the spell ends, one willing creature you touch is protected A shimmering field appears and surrounds a creature of your choice
against certain types of creatures: aberrations, celestials, elementals, within range, granting it a +2 bonus to AC for the duration.
fey, fiends, and undead.
The protection grants several benefits. Creatures of those types
have disadvantage on attack rolls against the target. The target also
can’t be charmed, frightened, or possessed by them. If the target is
already charmed, frightened, or possessed by such a creature, the
target has advantage on any new saving throw against the relevant
effect.
A shield is made from wood or metal and is carried in one Made of interlocking metal rings, chain mail includes a
hand. Wielding a shield increases your Armor Class by 2. layer of quilted fabric worn underneath the mail to prevent
You can benefit from only one shield at a time. chafing and to cushion the impact of blows. The suit
includes gauntlets.
Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 A holy symbol is a representation of a god or pantheon. It
torches, 10 days of rations, and a waterskin. The pack also might be an amulet depicting a symbol representing a
has 50 feet of hempen rope strapped to the side of it. deity, the same symbol carefully engraved or inlaid as an
emblem on a shield, or a tiny box holding a fragment of a
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.