D&D Character Sheet: Lennie
D&D Character Sheet: Lennie
STEALTH DISADVANTAGE
✘
+3
+1 Dexterity
Second Wind (Bonus Action—1/Short Rest). You
✘ +6 Constitution ARMOR CLASS regain 1d10+3 hp.
DEXTERITY
+0 Intelligence
MAXIMUM HIT DICE TEMPORARY Action Surge (1/Short Rest). On your turn, you can
13 +0 Wisdom
+4 Charisma
52 3d10/2d6 take one additional action on top of your regular
action.
CONDITIONAL
Weapon Bond. You perform a ritual over the course
+1 of 1 hour, which can be done during a short rest.
The weapon must be within your reach throughout
CURRENT HIT POINTS the ritual, at the conclusion of which you touch the
CONSTITUTION DEATH SAVING THROWS
weapon and forge the bond.Once you have bonded
SAVING THROWS
a weapon to yourself, you can’t be disarmed of that
17 N
CIE C
+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
weapon unless you are incapacitated. If it is on the
same plane of existence, you can summon that
Y
PROFI
RT
EXPE
11 +0 History (Int)
+0 Insight (Wis)
Divine Soul. Sometimes the spark of magic that
fuels a sorcerer comes from a divine source that
glimmers within the soul.
✘ +7 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 +0 Investigation (Int) Font of Magic (Bonus Action). You have 2 Sorcery
Draconic Ancestry. Points. You can transform unexpended sorcery
+0 Medicine (Wis)
Blue. Your draconic ancestry is blue. Your points into one spell slot (2 > 1st, 3 > 2nd, 5 > 3rd, 6
WISDOM +0 Nature (Int) > 4th, 7 > 5th) on your turn or you can expend one
damage type is lightning. Your breath weapon is 5
spell slot and gain a number of sorcery points equal
11 ✘ +3 Perception (Wis) by 30 ft. line (dex. save).
to the slot’s level.
+4 Performance (Cha) Breath Weapon (Action—1/Short Rest). Exhale
destructive energy. Your breath weapon does 2d6 Favored by the Gods (1/Short Rest). If you fail a
+4 Persuasion (Cha)
+0 lightning damage in a 5 by 30 ft. line (dex. save) DC saving throw or miss with an attack roll, you can roll
+0 Religion (Int) 14 2d4 and add it to the total, possibly changing the
outcome.
+1 Sleight of Hand (Dex)
CHARISMA Forceful Presence (1/Short Rest). When you make
✘ +4 Stealth (Dex) a Intimidation or Persuasion check, you can do so
+4 13 PASSIVE PERCEPTION
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals
and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft,
and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules
and regulations of society.
PERSONALITY TRAITS
IDEAL
BOND
Criminal Contact
You have a reliable and trustworthy contact who acts
as your liaison to a network of other criminals. You
know how to get messages to and from your contact,
even over great distances; specifically, you know the
local messengers, corrupt caravan masters, and
seedy sailors who can deliver messages for you.
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
[Plate] 1 65
[Greatsword] 1 6
0 0 0 0 0
71 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.
Intelligence +3 11 N/A
Charisma +7 15 N/A
As part of the action used to cast this spell, you must make a melee You hurl a mote of fire at a creature or object within range. Make a You touch one willing creature. Once before the spell ends, the target
attack with a weapon against one creature within the spell’s range, ranged spell attack against the target. On a hit, the target takes 1d10 can roll a d4 and add the number rolled to one ability check of its
otherwise the spell fails. On a hit, the target suffers the attack’s fire damage. A flammable object hit by this spell ignites if it isn’t choice. It can roll the die before or after making the ability check. The
normal effects, and it becomes sheathed in booming energy until the being worn or carried. spell then ends.
start of your next turn. If the target willingly moves before then, it This spell’s damage increases by 1d10 when you reach 5th level
immediately takes 1d8 thunder damage, and the spell ends. (2d10), 11th level (3d10), and 17th level (4d10).
This spell’s damage increases when you reach higher levels. At 5th
level, the melee attack deals an extra 1d8 thunder damage to the
target, and the damage the target takes for moving increases to 2d8.
Both damage rolls increase by 1d8 at 11th level and 17th level.
Spellcasting (Fighter) Sword Coast Adventurer’s Guide Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook
A spectral, floating hand appears at a point you choose within range. You create a sound or an image of an object within range that lasts You manifest a minor wonder, a sign of supernatural power, within
The hand lasts for the duration or until you dismiss it as an action. for the duration. The illusion also ends if you dismiss it as an action or range. You create one of the following magical effects within range:
The hand vanishes if it is ever more than 30 feet away from you or if cast this spell again. If you create a sound, its volume can range from • Your voice booms up to three times as loud as normal for 1
you cast this spell again. a whisper to a scream. It can be your voice, someone else’s voice, a minute.
You can use your action to control the hand. You can use the hand lion’s roar, a beating of drums, or any other sound you choose. The • You cause flames to flicker, brighten, dim, or change color for 1
to manipulate an object, open an unlocked door or container, stow or sound continues unabated throughout the duration, or you can make minute.
retrieve an item from an open container, or pour the contents out of discrete sounds at different times before the spell ends. If you create • You cause harmless tremors in the ground for 1 minute.
a vial. You can move the hand up to 30 feet each time you use it. The an image of an object—such as a chair, muddy footprints, or a small • You create an instantaneous sound that originates from a point
hand can’t attack, activate magic items, or carry more than 10 chest—it must be no larger than a 5-foot cube. The image can’t of your choice within range, such as a rumble of thunder, the cry of a
pounds. create sound, light, smell, or any other sensory effect. Physical raven, or ominous whispers.
interaction with the image reveals it to be an illusion, because things • You instantaneously cause an unlocked door or window to fly
can pass through it. If a creature uses its action to examine the sound open or slam shut.
or image, the creature can determine that it is an illusion with a • You alter the appearance of your eyes for 1 minute. If you cast
successful Intelligence (Investigation) check against your spell save this spell multiple times, you can have up to three of its 1-minute
DC. If a creature discerns the illusion for what it is, the illusion effects active at a time, and you can dismiss such an effect as an
becomes faint to the creature. action.
Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Fighter) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook
CASTING TIME 1 reaction, which you take when you take acid, cold, fire, lightning, or CASTING TIME 1 action CASTING TIME 1 action
thunder damage
RANGE Self RANGE 30 feet RANGE Self
DURATION 1 round DURATION Concentration, up to 1 minute DURATION 1 hour
COMPONENTS S COMPONENTS V, S, M (a sprinkling of holy water) COMPONENTS V, S, M (a small amount of alcohol or distilled spirits)
The spell captures some of the incoming energy, lessening its effect You bless up to three creatures of your choice within range. Bolstering yourself with a necromantic facsimile of life, you gain 1d4
on you and storing it for your next melee attack. You have resistance Whenever a target makes an attack roll or a saving throw before the + 4 temporary hit points for the duration.
to the triggering damage type until the start of your next turn. Also, spell ends, the target can roll a d4 and add the number rolled to the At Higher Levels. When you cast this spell using a spell slot of 2nd
the first time you hit with a melee attack on your next turn, the attack roll or saving throw. level or higher, you gain 5 additional temporary hit points for each
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 slot level above 1st.
ends. level or higher, you can target one additional creature for each slot
At Higher Levels. When you cast this spell using a spell slot of 2nd level above 1st.
level or higher, the extra damage increases by 1d6 for each slot level
above 1st.
Spellcasting (Fighter) Xanathar’s Guide to Everything Law (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook
Healing Word Magic Missile Sanctuary
1st-level evocation 1st-level evocation 1st-level abjuration
CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 60 feet RANGE 120 feet RANGE 30 feet
DURATION Instantaneous DURATION Instantaneous DURATION 1 minute
COMPONENTS V COMPONENTS V, S COMPONENTS V, S, M (a small silver mirror)
A creature of your choice that you can see within range regains hit You create three glowing darts of magical force. Each dart hits a You ward a creature within range against attack. Until the spell ends,
points equal to 1d4 + your spellcasting ability modifier. This spell has creature of your choice that you can see within range. A dart deals any creature who targets the warded creature with an attack or a
no effect on undead or constructs. 1d4 + 1 force damage to its target. The darts all strike simultaneously, harmful spell must first make a Wisdom saving throw. On a failed
At Higher Levels. When you cast this spell using a spell slot of 2nd and you can direct them to hit one creature or several. save, the creature must choose a new target or lose the attack or
level or higher, the healing increases by 1d4 for each slot level above At Higher Levels. When you cast this spell using a spell slot of 2nd spell. This spell doesn’t protect the warded creature from area
1st. level or higher, the spell creates one more dart for each slot level effects, such as the explosion of a fireball. If the warded creature
above 1st. makes an attack, casts a spell that affects an enemy, or deals damage
to another creature, this spell ends.
Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Fighter) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook
Shield Greatsword
1st-level abjuration Martial Melee Weapon