Level 1 Grung Barbarian 0
CHARACTER LEVEL, RACE, & CLASS EXPERIENCE
Misery
Shade Fanatic Neutral Evil Celichuga
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME
STEALTH DISADVANTAGE
ARMOR Rage (Bonus Action—2/Long Rest). Advantage on
STRENGTH Chain Shirt 15 Strength checks and Strength Saves. A +2 to damage
rolls with strength melee weapon attacks. You have
PROFICIENCY BONUS +2
16
SHIELD
AC resistance to bludgeoning, piercing, and slashing
damage.
N
CIE C
+5 Strength Unarmored Defense. While you aren’t wearing
Y
PROFI
✘
+3 armor, your AC equals 14. You can use a shield and
+2 Dexterity
still gain this benefit.
✘ +4 Constitution ARMOR CLASS
DEXTERITY
+0 Intelligence
MAXIMUM HIT DICE TEMPORARY
14 +0 Wisdom
+0 Charisma
14 1d12
CONDITIONAL
+2
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
SAVING THROWS
14 N
CIE C
+2 Acrobatics (Dex)
SPEED
25ft.
FLY
0ft.
CLIMB
25ft.
SWIM
0ft.
Y
PROFI
RT
EXPE
+0 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION
+2 +0 Arcana (Int)
✘ +5 Athletics (Str) Immunities. Poison
INTELLIGENCE ✘ +2 Deception (Cha)
11 +0 History (Int)
+0 Insight (Wis)
✘ +2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 +0 Investigation (Int)
Amphibious. You can breathe air and water.
+0 Medicine (Wis)
WISDOM +0 Nature (Int) Poison Immunity. You’re immune to poison damage and the
poisoned condition.
10 ✘ +2 Perception (Wis)
+0 Performance (Cha)
Poisonous Skin. Any creature that grapples you or otherwise
comes into direct contact with your skin must succeed on a DC
12 Constitution saving throw or become poisoned for 1 minute.
+0 Persuasion (Cha) A poisoned creature no longer in direct contact with you can
+0 +0 Religion (Int)
repeat the saving throw at the end of each of its turns, ending
the effect on itself on a success.You can also apply this poison to
any piercing weapon as part of an attack with that weapon,
+2 Sleight of Hand (Dex) though when you hit the poison reacts differently. The target
must succeed on a DC 12 Constitution saving throw or take 2d4
CHARISMA +2 Stealth (Dex) poison damage.
10 ✘ +2 Survival (Wis)
SKILLS
Standing Leap. Your long jump is up to 25 feet and your high
jump is up to 15 feet, with or without a running start.
Water Dependency. If you fail to immerse yourself in water for
at least 1 hour during a day, you suffer one level of exhaustion at
+0 12 PASSIVE PERCEPTION
the end of that day. You can only recover from this exhaustion
through magic or by immersing yourself in water for at least 1
hour.
ADVANTAGE
INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS
NAME RANGE ATTACK DAMAGE / TYPE
Greataxe 5 ft +5 vs AC 1d12+3 slashing
Heavy, Two-Handed
FEATURES & TRAITS
Armor Proficiencies. Light Armor, Medium Armor,
Shields
Weapon Proficiencies. Simple Weapons, Martial
Weapons
Tool Proficiencies. Whistle-Stick, Forgery kit
Languages. Grung, Netherese, Common
ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES
This character sheet was generated by the Aurora Builder.
Female 15 2'6" 30 lb.
GENDER AGE HEIGHT WEIGHT
Misery Bald
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You grew up at a time when the wizards of Netheril were at war with the elves of Cormanthor. You recall sitting cross-
legged hearing the stories of the glorious Thultanthar, also called the Shade Enclave and the City of Shade, and aspired
to study there and maybe even did, for a time. Your dreams came crashing down a few years ago when Thultanthar fell
Everyone has a choice, the one I make is always right from the sky upon Myth Drannor. You know that there was a Netherese Garrison stationed near Hillsfar and have heard
though. rumors that its downfall came from traitors within the ranks. You remain loyal to Netheril and seek other Shade loyalists
I am a bully; I try to hide it though. and fanatics in the Cormanthor forest and the areas surrounding Hillsfar.
PERSONALITY TRAITS
Dedicated: I can do anything I put my mind to
(Lawful)
IDEAL
The whispers in my head remind me that there is
power to be found in the shadows.
BOND
I always enjoy a good mug of ale ... or five.
FLAW BACKGROUND STORY
Secret Society
You have a special way of communicating with
others who feel the same way you do about the
Shade. When you enter a village or larger city you
can identify contact who will give you information on
those that would hinder your goals and those would
help you simply because of your desire to see the
Shade Enclave return in all its glory.
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 Potion of Healing 1 .5
Forgery Kit 1 5
[Chain Shirt] 1 20
Chain Shirt 1 20
[Greataxe] 1 7
Explorer’s Pack 1 10
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
67.5 lb / 240 lb 480 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.
Backpack Forgery Kit Chain Shirt
Adventuring Gear Tools Armor
A backpack is a leather pack carried on the back, typically A forgery kit is designed to duplicate documents and to make it easier to Made of interlocking metal rings, a chain shirt is worn
copy a person’s seal or signature.
with straps to secure it. A backpack can hold 1 cubic foot/ Components. A forgery kit includes several different types of ink, a variety between layers of clothing or leather. This armor offers
30 pounds of gear. of parchments and papers, several quills, seals and sealing wax, gold and modest protection to the wearer’s upper body and allows
You can also strap items, such as a bedroll or a coil of silver leaf, and small tools to sculpt melted wax to mimic a seal. the sound of the rings rubbing against one another to be
rope, to the outside of a backpack. Arcana. A forgery kit can be used in conjunction with the Arcana skill to muffled by outer layers.
determine if a magic item is real or fake.
Deception. A well crafted forgery, such as papers proclaiming you to be a
noble or a writ that grants you safe passage, can lend credence to a lie.
History. A forgery kit combined with your knowledge of history improves
your ability to create fake historical documents or to tell if an old document
is authentic.
Investigation. When you examine objects, proficiency with a forgery kit is
useful for determining how an object was made and whether it is genuine.
Other Tools. Knowledge of other tools makes your forgeries that much
more believable. For example, you could combine proficiency with a forgery
kit and proficiency with cartographer’s tools to make a fake map.
Quick Fake. As part of a short rest, you can produce a forged document
no more than one page in length. As part of a long rest, you can produce a
document that is up to four pages long. Your Intelligence check using a
forgery kit determines the DC for someone else’s Intelligence (Investigation)
check to spot the fake.
FORGERY KIT
Activity DC
Mimic handwriting 15
Duplicate a wax seal 20
5 lb. Player’s Handbook 5 lbs. Player’s Handbook 20 lb. Player’s Handbook
Chain Shirt Potion of Healing Greataxe
Armor Potions Weapons
Made of interlocking metal rings, a chain shirt is worn You regain 2d4 + 2 hit points when you drink this potion.
between layers of clothing or leather. This armor offers Whatever its potency, the potion’s red liquid glimmers
modest protection to the wearer’s upper body and allows when agitated.
the sound of the rings rubbing against one another to be
muffled by outer layers.
20 lb. Player’s Handbook ½ lb. Dungeon Master’s Guide 7 lb. Player’s Handbook
Explorer’s Pack
Equipment Packs
Includes a backpack, a bedroll, a mess kit, a tinderbox, 10
torches, 10 days of rations, and a waterskin. The pack also
has 50 feet of hempen rope strapped to the side of it.
10 lbs. Player’s Handbook