Drow
Drow
STEALTH DISADVANTAGE
+3 Charisma
27 4d8 to determine that the effect is faked.
CONDITIONAL
Sneak Attack. Once per turn, you can deal an extra
2d6 damage to one creature you hit with an attack
+3 if you have advantage on the attack roll. The attack
must use a finesse or a ranged weapon.You don’t
CURRENT HIT POINTS need advantage on the attack roll if another enemy
CONSTITUTION DEATH SAVING THROWS
of the target is within 5 feet of it, that enemy isn’t
SAVING THROWS
incapacitated, and you don’t have disadvantage on
12 N
CIE C
+5 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
the attack roll.
Y
PROFI
✘
RT
EXPE
VISION INSPIRATION EXHAUSTION Thieves’ Cant. A secret mix of dialect, jargon, and
+0 Animal Handling (Wis)
code that allows you to hide messages in seemingly
+1 +1 Arcana (Int) Superior Darkvision normal conversation. Only another creature that
knows thieves’ cant understands such messages. It
-1 Athletics (Str)
takes four times longer to convey such a message
INTELLIGENCE ✘✘ +7 Deception (Cha) than it does to speak the same idea plainly.In
addition, you understand a set of secret signs and
13 +1 History (Int)
+0 Insight (Wis)
symbols used to convey short, simple messages,
such as whether an area is dangerous or the
territory of a thieves’ guild, whether loot is nearby,
+3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS or whether the people in an area are easy marks or
+1 ✘ +3 Investigation (Int) will provide a safe house for thieves on the run.
+0 Medicine (Wis) Fey Ancestry. Advantage on saving throws against
being charmed, and magic can’t put you to sleep. Cunning Action. You can take a bonus action on
WISDOM +1 Nature (Int) each of your turns in combat. This action can be
used only to take the Dash, Disengage, or Hide
10 ✘ +2 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they
meditate deeply, remaining semiconscious, for 4 action.
+3 Performance (Cha) hours a day.
Mage Hand Legerdemain. When you cast mage
✘ +5 Persuasion (Cha)
+0 Sunlight Sensitivity. You have disadvantage on hand, you can make the spectral hand invisible, and
+1 Religion (Int) attack rolls and on Perception checks that rely on you can perform the following additional tasks with
sight when you, the target of your attack, or it: You can stow one object the hand is holding in a
✘✘ +7 Sleight of Hand (Dex) container worn or carried by another creature,
CHARISMA whatever you are trying to perceive is in direct
✘ +5 Stealth (Dex) sunlight. retrieve an object in a container worn or carried by
another creature, or use thieves’ tools to pick locks
16 +0 Survival (Wis)
SKILLS Drow Magic. You know the dancing lights cantrip.
You can cast faerie fire spell once per long rest.
and disarm traps at range.You can perform one of
these tasks without being noticed by a creature if
Charisma is your spellcasting ability for these you succeed on a Sleight of Hand check contested
+3 12 PASSIVE PERCEPTION spells. by the creature’s Perception check. In addition, you
can use the bonus action granted by your Cunning
Action to control the hand.
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You have always had a way with people. You know what makes them tick, you can tease out their hearts’ desires after a
few minutes of conversation, and with a few leading questions you can read them like they were children’s books. It’s a
useful talent, and one that you’re perfectly willing to use for your advantage.
You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people
away from things that sound too good to be true, but common sense seems to be in short supply when you’re around.
The bottle of pink-colored liquid will surely cure that unseemly rash, this ointment—nothing more than a bit of fat with
a sprinkle of silver dust—can restore youth and vigor, and there’s a bridge in the city that just happens to be for sale.
These marvels sound implausible, but you make them sound like the real deal.
PERSONALITY TRAITS
IDEAL
BOND
False Identity
You have created a second identity that includes
documentation, established acquaintances, and
disguises that allow you to assume that persona.
Additionally, you can forge documents including
official papers and personal letters, as long as you
have seen an example of the kind of document or
the handwriting you are trying to copy.
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
Clothes, Fine 1 6
Disguise Kit 1 3
[Rapier] 1 2
Shortbow 1 2
Arrow 20 1
Thieves’ Tools 1 1
[Leather] 1 10
Dagger 2 2
Backpack 1 5
Ball Bearings (bag of 1,000) 1 2
String (10 feet) 1 —
Bell 1 —
Candle 5 —
Crowbar 1 5
Hammer 1 3
Piton 10 2.5
Lantern, Hooded 1 2
Oil (flask) 2 2
Rations (1 day) 5 10
Tinderbox 1 1
Waterskin 1 5
Rope, Hempen (50 feet) 1 10
ATTUNED MAGIC ITEMS 0 / 3
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb
0 0 0 115 0
#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
You brandish the weapon used in the spell’s casting and make a You create up to four torch-sized lights within range, making them A spectral, floating hand appears at a point you choose within range.
melee attack with it against one creature within 5 feet of you. On a appear as torches, lanterns, or glowing orbs that hover in the air for The hand lasts for the duration or until you dismiss it as an action.
hit, the target suffers the weapon attack’s normal effects and then the duration. You can also combine the four lights into one glowing The hand vanishes if it is ever more than 30 feet away from you or if
becomes sheathed in booming energy until the start of your next vaguely humanoid form of Medium size. Whichever form you choose, you cast this spell again.
turn. If the target willingly moves 5 feet or more before then, the each light sheds dim light in a 10-foot radius. You can use your action to control the hand. You can use the hand
target takes 1d8 thunder damage, and the spell ends. As a bonus action on your turn, you can move the lights up to 60 to manipulate an object, open an unlocked door or container, stow or
This spell’s damage increases when you reach certain levels. At 5th feet to a new spot within range. A light must be within 20 feet of retrieve an item from an open container, or pour the contents out of
level, the melee attack deals an extra 1d8 thunder damage to the another light created by this spell, and a light winks out if it exceeds a vial. You can move the hand up to 30 feet each time you use it.
target on a hit, and the damage the target takes for moving increases the spell’s range. The hand can’t attack, activate magic items, or carry more than 10
to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) pounds.
and again at 17th level (3d8 and 4d8).
Spellcasting (Rogue) Tasha’s Cauldron of Everything Drow Magic (Dark Elf) Player’s Handbook Spellcasting (Rogue) Player’s Handbook
This spell is a minor magical trick that novice spellcasters use for You attempt to charm a humanoid you can see within range. It must You make yourself—including your clothing, armor, weapons, and
practice. You create one of the following magical effects within make a Wisdom saving throw, and does so with advantage if you or other belongings on your person—look different until the spell ends
range: your companions are fighting it. If it fails the saving throw, it is or until you use your action to dismiss it. You can seem 1 foot shorter
• You create an instantaneous, harmless sensory effect, such as a charmed by you until the spell ends or until you or your companions or taller and can appear thin, fat, or in between. You can’t change
shower of sparks, a puff of wind, faint musical notes, or an odd odor. do anything harmful to it. The charmed creature regards you as a your body type, so you must adopt a form that has the same basic
• You instantaneously light or snuff out a candle, a torch, or a friendly acquaintance. When the spell ends, the creature knows it arrangement of limbs. Otherwise, the extent of the illusion is up to
small campfire. was charmed by you. you.
• You instantaneously clean or soil an object no larger than 1 cubic At Higher Levels. When you cast this spell using a spell slot of 2nd The changes wrought by this spell fail to hold up to physical
foot. level or higher, you can target one additional creature for each slot inspection. For example, if you use this spell to add a hat to your
• You chill, warm, or flavor up to 1 cubic foot of nonliving material level above 1st. The creatures must be within 30 feet of each other outfit, objects pass through the hat, and anyone who touches it
for 1 hour. when you target them. would feel nothing or would feel your head and hair. If you use this
• You make a color, a small mark, or a symbol appear on an object spell to appear thinner than you are, the hand of someone who
or a surface for 1 hour. reaches out to touch you would bump into you while it was
• You create a nonmagical trinket or an illusory image that can fit seemingly still in midair.
in your hand and that lasts until the end of your next turn. To discern that you are disguised, a creature can use its action to
inspect your appearance and must succeed on an Intelligence
If you cast this spell multiple times, you can have up to three of its (Investigation) check against your spell save DC.
non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.
Spellcasting (Rogue) Player’s Handbook Spellcasting (Rogue) Player’s Handbook Spellcasting (Rogue) Player’s Handbook
Each object in a 20-foot cube within range is outlined in blue, green, You gain the service of a familiar, a spirit that takes an animal form you choose: You create the image of an object, a creature, or some other visible
or violet light (your choice). Any creature in the area when the spell is bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish phenomenon that is no larger than a 15-foot cube. The image
(quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied
cast is also outlined in light if it fails a Dexterity saving throw. For the space within range, the familiar has the statistics of the chosen form, though it is a appears at a spot within range and lasts for the duration. The image
duration, objects and affected creatures shed dim light in a 10-foot celestial, fey or fiend (your choice) instead of a beast. is purely visual; it isn’t accompanied by sound, smell, or other sensory
radius. Your familiar acts independently of you, but it always obeys your commands. In effects.
Any attack roll against an affected creature or object has advantage combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, You can use your action to cause the image to move to any spot
if the attacker can see it, and the affected creature or object can’t but it can take other actions as normal. within range. As the image changes location, you can alter its
benefit from being invisible. When the familiar drops to 0 hit points, it disappears, leaving behind no physical appearance so that its movements appear natural for the image. For
form. It reappears after you cast this spell again. As an action, you can temporarily
dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it example, if you create an image of a creature and move it, you can
forever. As an action while it is temporarily dismissed, you can cause it to alter the image so that it appears to be walking.
reappear in any unoccupied space within 30 feet of you. Whenever the familiar Physical interaction with the image reveals it to be an illusion,
drops to 0 hit points or disappears into the pocket dimension, it leaves behind in because things can pass through it. A creature that uses its action to
its space anything it was wearing or carrying. examine the image can determine that it is an illusion with a
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 successful Intelligence (Investigation) check against your spell save
and hear what it hears until the start of your next turn, gaining the benefits of any DC. If a creature discerns the illusion for what it is, the creature can
special senses that the familiar has. During this time, you are deaf and blind with see through the image.
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.
Drow Magic (Dark Elf) Player’s Handbook Spellcasting (Rogue) Player’s Handbook Spellcasting (Rogue) Player’s Handbook
Clothes, Fine Disguise Kit Rapier
Adventuring Gear Tools Weapons
The perfect tool for anyone who wants to engage in trickery, a disguise
kit enables its owner to adopt a false identity.
Components. A disguise kit includes cosmetics, hair dye, small props,
and a few pieces of clothing.
Deception. In certain cases, a disguise can improve your ability to
weave convincing lies.
Intimidation. The right disguise can make you look more fearsome,
whether you want to scare someone away by posing as a plague victim
or intimidate a gang of thugs by taking the appearance of a bully.
Performance. A cunning disguise can enhance an audience’s
enjoyment of a performance, provided the disguise is properly designed
to evoke the desired reaction.
Persuasion. Folk tend to trust a person in uniform. If you disguise
yourself as an authority figure, your efforts to persuade others are often
more effective.
Create Disguise. As part of a long rest, you can create a disguise. It
takes you 1 minute to don such a disguise once you have created it. You
can carry only one such disguise on you at a time without drawing undue
attention, unless you have a bag of holding or a similar method to keep
them hidden. Each disguise weighs 1 pound.
At other times, it takes 10 minutes to craft a disguise that involves
moderate changes to your appearance, and 30 minutes for one that
requires more extensive changes.
DISGUISE KIT
Activity DC
Cover injuries or distinguishing marks 10
Spot a disguise being used by someone else 15
Copy a humanoid’s appearance 20
Arrows are used with a bow to make a ranged attack. Perhaps the most common tools used by adventurers, thieves’
tools are designed for picking locks and foiling traps.
Proficiency with the tools also grants you a general knowledge
of traps and locks.
Components. Thieves’ tools include a small file, a set Of lock
picks, a small mirror mounted on a metal handle, a set of
narrow—bladed scissors, and a pair of pliers.
History. Your knowledge of traps grants you insight when
answering questions about locations that are renowned for
their traps.
Investigation and Perception. You gain additional insight
when looking for traps, because you have learned a variety of
common signs that betray their presence.
Set a Trap. Just as you can disable traps, you can also set
them. As part of a short rest, you can create a trap using items
you have on hand. The total of your check becomes the DC for
someone else’s attempt to discover or disable the trap. The
trap deals damage appropriate to the materials used in
crafting it (such as poison or a weapon) or damage equal to
half the total of your check, whichever the DM deems
appropriate.
THIEVES’ TOOLS
Activity DC
Pick a lock Varies
Disable a trap Varies
2 lb. Player’s Handbook 1/20 lb. Player’s Handbook 1 lbs. Player’s Handbook
A backpack is a leather pack carried on the back, typically As an action, you can spill these tiny metal balls from their
with straps to secure it. A backpack can hold 1 cubic foot/ pouch to cover a level, square area that is 10 feet on a side.
30 pounds of gear. A creature moving across the covered area must succeed
You can also strap items, such as a bedroll or a coil of on a DC 10 Dexterity saving throw or fall prone. A creature
rope, to the outside of a backpack. moving through the area at half speed doesn’t need to
make the save.
For 1 hour, a candle sheds bright light in a 5-foot radius and Using a crowbar grants advantage to Strength checks
dim light for an additional 5 feet. where the crowbar’s leverage can be applied.
3 lb. Player’s Handbook 1/4 lb. Player’s Handbook 2 lb. Player’s Handbook
Oil (flask) Rations (1 day) Tinderbox
Adventuring Gear Adventuring Gear Adventuring Gear
Oil usually comes in a clay flask that holds 1 pint. As an Rations consist of dry foods suitable for extended travel, This small container holds flint, fire steel, and tinder
action, you can splash the oil in this flask onto a creature including jerky, dried fruit, hardtack, and nuts. (usually dry cloth soaked in light oil) used to kindle a fire.
within 5 feet of you or throw it up to 20 feet, shattering it Using it to light a torch—or anything else with abundant,
on impact. Make a ranged attack against a target creature exposed fuel—takes an action. Lighting any other fire takes
or object, treating the oil as an improvised weapon. On a 1 minute.
hit, the target is covered in oil. If the target takes any fire
damage before the oil dries (after 1 minute), the target
takes an additional 5 fire damage from the burning oil. You
can also pour a flask of oil on the ground to cover a 5-foot-
square area, provided that the surface is level. If lit, the oil
burns for 2 rounds and deals 5 fire damage to any creature
that enters the area or ends its turn in the area. A creature
can take this damage only once per turn.