Percy Jackson
Percy Jackson
STEALTH DISADVANTAGE
ARMOR Fighting Initiate. Your martial training has helped you develop a particular style of
+2
Blade feature as a spellcasting focus for your warlock spells.
Pact of the Blade (Action). Create a pact weapon in your empty hand. This weapon counts
+5 Dexterity as magical for the purpose of overcoming resistance and immunity to nonmagical attacks
and damage.Your pact weapon disappears if it is more than 5 feet away from you for 1
+3 Constitution ARMOR CLASS minute or more. It also disappears if you use this feature again, if you dismiss the weapon
(no action required), or if you die.You can transform one magic weapon into your pact
DEXTERITY weapon by performing a special ritual while you hold the weapon. You perform the ritual
-1 Intelligence over the course of 1 hour, which can be done during a short rest. You can then dismiss the
MAXIMUM HIT DICE TEMPORARY
20
weapon, shunting it into an extradimensional space, and it appears whenever you create
✘ +6 Wisdom your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way.
179 4d8/16d10 The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on
a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon
✘ +10 Charisma appears at your feet if it is in the extradimensional space when the bond breaks.
CONDITIONAL
Eldritch Versatility. Whenever you reach a level in this class that grants the Ability Score
+5 Improvement feature, you can do one of the following:
Replace one cantrip you learned from this class's Pact Magic feature with another
cantrip from the warlock spell list.
Replace the option you chose for the Pact Boon feature with one of that feature's other
CURRENT HIT POINTS options.
CONSTITUTION DEATH SAVING THROWS Tentacle of the Deeps (Bonus Action—6/Long Rest). You create a 10-foot-long tentacle at
SAVING THROWS a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use
this feature to create another tentacle.
16
When you create the tentacle, you can make a melee spell attack against one creature
SPEED FLY CLIMB SWIM within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by
N
CIE C 10 feet until the start of your next turn.
+11 Acrobatics (Dex) 30ft. 0ft. 0ft. 40ft.
Y
PROFI
✘ As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the
RT
EXPE
attack.
+0 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION
+3
Gift of the Sea. You gain a swimming speed of 40 feet, and you can breathe underwater.
8 ✘ +5 History (Int)
+0 Insight (Wis)
Martial Versatility. Whenever you reach a level in this class that grants the Ability Score
Improvement feature, you can do one of the following:
Replace a fighting style you know with another fighting style available to fighters.
If you know any maneuvers from the Battle Master archetype, you can replace one
maneuver you know with a different maneuver.
✘ +10 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
-1 -1 Investigation (Int)
Extra Attack. You can attack three times, instead of once, whenever you take the Attack
action on your turn
Indomitable (2/Long Rest). You can reroll a saving throw that you fail. If you do so, you
+0 Medicine (Wis) must use the new roll.
10 +0 Perception (Wis) expend one superiority die to reduce the damage by the number you roll on your
superiority die + 5.
Disarming Attack. When you hit a creature with a weapon attack, you can expend one
+4 Performance (Cha) superiority die to attempt to disarm the target, forcing it to drop one item of your choice
that it’s holding. You add the superiority die to the attack’s damage roll, and the target
must make a Strength saving throw. On a failed save, it drops the object you choose. The
✘ +10 Persuasion (Cha)
+0
object lands at its feet.
Commanding Presence. When you make a Intimidation, a Performance, or a Persuasion
✘ +5 Religion (Int) check, you can expend one superiority die and add the superiority die to the ability check.
Goading Attack. When you hit a creature with a weapon attack, you can expend one
superiority die to attempt to goad the target into attacking you. You add the superiority
+5 Sleight of Hand (Dex) die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a
failed save, the target has disadvantage on all attack rolls against targets other than you
CHARISMA +5 Stealth (Dex) until the end of your next turn.
Riposte (Reaction). When a creature misses you with a melee attack, you can expend
18
one superiority die to make a melee weapon attack against the creature. If you hit, you
+0 Survival (Wis) add the superiority die to the attack's damage roll.
Precision Attack. When you make a weapon attack roll against a creature, you can
SKILLS expend one superiority die to add it to the roll. You can use this maneuver before or after
making the attack roll, but before any effects of the attack are applied.
Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend
one superiority die to attempt to damage another creature with the same attack. Choose
+4 10 PASSIVE PERCEPTION another creature within 5 feet of the original target and within your reach. If the original
attack roll would hit the second creature, it takes damage equal to the number you roll on
your superiority die. The damage is of the same type dealt by the original attack.
Menacing Attack. When you hit a creature with a weapon attack, you can expend one
superiority die to attempt to frighten the target. You add the superiority die to the attack’s
damage roll, and the target must make a Wisdom saving throw. On a failed save, it is
ADVANTAGE frightened of you until the end of your next turn.
Rally (Bonus Action). On your turn, you can expend one superiority die. When you do so,
+5
choose a friendly creature who can see or hear you. That creature gains temporary hp
INITIATIVE 3 Attacks / Attack Action RACIAL TRAITS
equal to the superiority die roll + 4.
Know Your Enemy. Spend at least 1 minute observing or interacting with another creature
outside combat, you can learn certain information about its capabilities compared to your
own.
NAME RANGE ATTACK DAMAGE / TYPE
Relentless. When you roll initiative and have no superiority dice remaining, you regain 1
Riptide 5 ft +12 vs AC 1d6+6 piercing superiority die.
Finesse, Light
FEATURES & TRAITS
Languages. Common
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
PERSONALITY TRAITS
IDEAL
BOND
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 Shortsword +1. You have a +1 bonus to attack and
[Leather] 1 10 [Shortsword +1] 1 2 damage rolls made with this magic weapon.
[Shield] 1 6
0 0 0 0 0
18 lb / 210 lb 420 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 +10 18 N/A
1ST LEVEL Fog Cloud (Druid) Speak with Animals (Beast Speech)
Blade Ward Gust Shape Water
Abjuration Cantrip Transmutation Cantrip Transmutation Cantrip
You extend your hand and trace a sigil of warding in the air. Until the You seize the air and compel it to create one of the following effects You choose an area of water that you can see within range and that
end of your next turn, you have resistance against bludgeoning, at a point you can see within range. fits within a 5-foot cube. You manipulate it in one of the following
piercing, and slashing damage dealt by weapon attacks. • One Medium or smaller creature that you choose must succeed ways:
on a Strength saving throw or be pushed up to 5 feet away from you. • You instantaneously move or otherwise change the flow of the
• You create a small blast of air capable of moving one object that water as you direct, up to 5 feet in any direction. This movement
is neither held nor carried and that weighs no more than 5 pounds. doesn’t have enough force to cause damage.
The object is pushed up to 10 feet away from you. It isn’t pushed • You cause the water to form into simple shapes and animate at
with enough force to cause damage. your direction. This change lasts for 1 hour.
• You create a harmless sensory affect using air, such as causing • You change the water’s color or opacity. The water must be
leaves to rustle, wind to slam shutters shut, or your clothing to ripple changed in the same way throughout. This change lasts for 1 hour.
in a breeze. • You freeze the water, provided that there are no creatures in it.
The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two
of its non-instantaneous effects active at a time, and you can dismiss
such an effect as an action.
Pact Magic (Warlock) Player’s Handbook Druid Xanathar’s Guide to Everything Druid Princes of the Apocalypse
CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 30 feet RANGE 30 feet RANGE Self
DURATION Concentration, up to 1 round DURATION Instantaneous DURATION Concentration, up to 10 minutes
COMPONENTS S COMPONENTS V, S, M (a drop of water if creating water or a few grains of sand if COMPONENTS V, S
destroying it)
You extend your hand and point a finger at a target in range. Your You either create or destroy water. Create Water. You create up to This spell allows you to move at an incredible pace. When you cast
magic grants you a brief insight into the target’s defenses. On your 10 gallons of clean water within range in an open container. this spell, and then as a bonus action on each of your turns until the
next turn, you gain advantage on your first attack roll against the Alternatively, the water falls as rain in a 30-foot cube within range, spell ends, you can take the Dash action.
target, provided that this spell hasn’t ended. extinguishing exposed flames in the area. Destroy Water. You destroy
up to 10 gallons of water in an open container within range.
Alternatively, you destroy fog in a 30-foot cube within range.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, you create or destroy 10 additional gallons of water,
or the size of the cube increases by 5 feet, for each slot level above
1st.
Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
Fog Cloud Protection from Evil and Good Speak with Animals
1st-level conjuration 1st-level abjuration 1st-level divination (ritual)
You create a 20-foot-radius sphere of fog centered on a point within Until the spell ends, one willing creature you touch is protected You gain the ability to comprehend and verbally communicate with
range. The sphere spreads around corners, and its area is heavily against certain types of creatures: aberrations, celestials, elementals, beasts for the duration. The knowledge and awareness of many
obscured, It lasts for the duration or until a wind of moderate or fey, fiends, and undead. The protection grants several benefits. beasts is limited by their intelligence, but at minimum, beasts can
greater speed (at least 10 miles per hour) disperses it. Creatures of those types have disadvantage on attack rolls against give you information about nearby locations and monsters, including
At Higher Levels. When you cast this spell using a spell slot of 2nd the target. The target also can’t be charmed, frightened, or possessed whatever they can perceive or have perceived within the past day.
level or higher, the radius of the fog increases by 20 feet for each slot by them. If the target is already charmed, frightened, or possessed by You might be able to persuade a beast to perform a small favor for
level above 1st. such a creature, the target has advantage on any new saving throw you, at the DM’s discretion.
against the relevant effect.
Druid Player’s Handbook Pact Magic (Warlock) Player’s Handbook Beast Speech (Warlock) Player’s Handbook
Gust of Wind Warding Wind
2nd-level evocation 2nd-level evocation
A line of strong wind 60 feet long and 10 feet wide blasts from you in A strong wind (20 miles per hour) blows around you in a 10-foot
a direction you choose for the spell’s duration. Each creature that radius and moves with you, remaining centered on you. The wind
starts its turn in the line must succeed on a Strength saving throw or lasts for the spell’s duration.
be pushed 15 feet away from you in a direction following the line. The wind has the following effects:
Any creature in the line must spend 2 feet of movement for every 1 • It deafens you and other creatures in its area.
foot it moves when moving closer to you. • It extinguishes unprotected flames in its area that are torch-sized
The gust disperses gas or vapor, and it extinguishes candles, or smaller.
torches, and similar unprotected flames in the area. It causes • The area is difficult terrain for creatures other than you.
protected flames, such as those of lanterns, to dance wildly and has a • The attack rolls of ranged weapon attacks have disadvantage if
50 percent chance to extinguish them. they pass in or out of the wind.
As a bonus action on each of your turns before the spell ends, you • It hedges out vapor, gas, and fog that can be dispersed by strong
can change the direction in which the line blasts from you. wind.
Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Princes of the Apocalypse
Leather Shield Riptide
Armor Armor Weapons
The breastplate and shoulder protectors of this armor are A shield is made from wood or metal and is carried in one You have a +1 bonus to attack and damage rolls made with
made of leather that has been stiffened by being boiled in hand. Wielding a shield increases your Armor Class by 2. this magic weapon.
oil. The rest of the armor is made of softer and more You can benefit from only one shield at a time.
flexible materials.
10 lb. Player’s Handbook 6 lb. Player’s Handbook 2 lb. Dungeon Master’s Guide