Dustara 3
Dustara 3
STEALTH DISADVANTAGE
✘
+6 Wisdom
+1 Charisma
29 4d8 away from you as it can, and it can’t willingly move
to a space within 30 feet of you. It also can’t take
CONDITIONAL
reactions. For its action, it can use only the Dash
action or try to escape from an effect that prevents
+1 it from moving. If there’s nowhere to move, the
creature can use the Dodge action.
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
Reaper. When you cast a necromancy cantrip that
SAVING THROWS
targets one creature, you can target two creatures
14 N
CIE C
+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
within range and within 5ft of each other instead.
Y
PROFI
RT
EXPE
8 ✘
-1 History (Int)
+6 Insight (Wis)
-1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
-1 -1 Investigation (Int)
+4 Medicine (Wis) Creature Type. Humanoid.
WISDOM -1 Nature (Int) Deathless Nature. You have escaped death, a fact
8 ✘ +6 Survival (Wis)
SKILLS
Knowledge from a Past Life (2/Long Rest). You
temporarily remember glimpses of the past,
perhaps faded memories from ages ago or a
previous life. When you make an ability check that
-1 16 PASSIVE PERCEPTION
uses a skill, you can roll a d6 immediately after
seeing the number on the d20 and add the number
on the d6 to the check.
ADVANTAGE
Pistol 30/90 +1 vs AC 1d10+1 piercing Armor Proficiencies. Light Armor, Medium Armor,
Ammunition, Loading
Shield
Tool Proficiencies. –
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to
no avail. Whatever this thing is that haunts you can’t be slain with a sword or banished with a spell. It might come to you
as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The
burden has taken its toll, isolating you from most people and making you question your sanity. You must find a way to
overcome it before it destroys you.
PERSONALITY TRAITS
IDEAL
BOND
Heart of Darkness
Those who look into your eyes can see that you have
faced unimaginable horror and that you are no
stranger to darkness. Though they might fear you,
commoners will extend you every courtesy and do
their utmost to help you. Unless you have shown
yourself to be a danger to them, they will even take
up arms to fight alongside you, should you find
yourself facing an enemy alone.
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 Erdtree Seal (Holy Symbol, Rare). Wisdom: >16 : +1
Backpack 1 5 [Amulet of the Devout, +1] 1 1 spell/DC
Blanket 1 3 >19:+2 spell/DC
Candle 5 — >21: +3 spell/DC
Tinderbox 2 2
Rations (1 day) 2 4 Amulet of the Devout, +1. This amulet bears the symbol
Waterskin 1 5 of a deity inlaid with precious stones or metals. While
Chest 1 25 you wear the holy symbol, you gain a +1 bonus to spell
Crowbar 1 5 attack rolls and the saving throw DCs of your spells.
Hammer 1 3 While you wear this amulet, you can use your Channel
Wooden Stake 3 — Divinity feature without expending one of the feature’s
Holy Water (flask) 1 1 uses. Once this property is used, it can’t be used again
Manacles 1 6 until the next dawn.
Mirror, Steel 1 .5
Oil (flask) 1 1
Torch 3 3
[Scale Mail] 1 45
[Glaive of Death] 1 6
Erdtree Seal (Holy Symbol, Rare) 1 —
Pistol 1 3
0 0 0 0 0
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +7 15 8
You create a ghostly, skeletal hand in the space of a creature within You touch one willing creature. Once before the spell ends, the target You touch one object that is no larger than 10 feet in any dimension.
range. Make a ranged spell attack against the creature to assail it can roll a d4 and add the number rolled to one ability check of its Until the spell ends, the object sheds bright light in a 20-foot radius
with the chill of the grave. On a hit, the target takes 1d8 necrotic choice. It can roll the die before or after making the ability check. The and dim light for an additional 20 feet. The light can be colored as
damage, and it can’t regain hit points until the start of your next turn. spell then ends. you like. Completely covering the object with something opaque
Until then, the hand clings to the target. blocks the light. The spell ends if you cast it again or dismiss it as an
If you hit an undead target, it also has disadvantage on attack rolls action.
against you until the end of your next turn. If you target an object held or worn by a hostile creature, that
This spell’s damage increases by 1d8 when you reach 5th level creature must succeed on a Dexterity saving throw to avoid the spell.
(2d8), 11th level (3d8), and 17th level (4d8).
Reaper (Cleric) Player’s Handbook Spellcasting (Cleric) Player’s Handbook Spellcasting (Cleric) Player’s Handbook
You utter a divine word, and burning radiance erupts from you. Each You bless up to three creatures of your choice within range. A creature you touch regains a number of hit points equal to 1d8 +
creature of your choice that you can see within range must succeed Whenever a target makes an attack roll or a saving throw before the your spellcasting ability modifier. This spell has no effect on undead
on a Constitution saving throw or take 1d6 radiant damage. spell ends, the target can roll a d4 and add the number rolled to the or constructs.
The spell’s damage increases by 1d6 when you reach 5th level attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd
(2d6), 11th level (3d6), and 17th level (4d6). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above
level or higher, you can target one additional creature for each slot 1st.
level above 1st.
Spellcasting (Cleric) Xanathar’s Guide to Everything Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 All nonmagical food and drink within a 5-foot-radius sphere centered A ray of sickening greenish energy lashes out toward a creature
+ 4 temporary hit points for the duration. on a point of your choice within range is purified and rendered free within range. Make a ranged spell attack against the target. On a hit,
At Higher Levels. When you cast this spell using a spell slot of 2nd of poison and disease. the target takes 2d8 poison damage and must make a Constitution
level or higher, you gain 5 additional temporary hit points for each saving throw. On a failed save, it is also poisoned until the end of
slot level above 1st. your next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d8 for each slot level above
1st.
Domain Spells (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook
Sanctuary Blindness/Deafness Hold Person
1st-level abjuration 2nd-level necromancy 2nd-level enchantment
CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE 30 feet RANGE 30 feet RANGE 60 feet
DURATION 1 minute DURATION 1 minute DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a small silver mirror) COMPONENTS V COMPONENTS V, S, M (a small, straight piece of iron)
You ward a creature within range against attack. Until the spell ends, You can blind or deafen a foe. Choose one creature that you can see Choose a humanoid that you can see within range. The target must
any creature who targets the warded creature with an attack or a within range to make a Constitution saving throw. If it fails, the target succeed on a Wisdom saving throw or be paralyzed for the duration.
harmful spell must first make a Wisdom saving throw. On a failed is either blinded or deafened (your choice) for the duration. At the At the end of each of its turns, the target can make another Wisdom
save, the creature must choose a new target or lose the attack or end of each of its turns, the target can make a Constitution saving saving throw. On a success, the spell ends on the target.
spell. This spell doesn’t protect the warded creature from area throw. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd
effects, such as the explosion of a fireball. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot
If the warded creature makes an attack, casts a spell that affects an or higher, you can target one additional creature for each slot level level above 2nd. The humanoids must be within 30 feet of each other
enemy, or deals damage to another creature, this spell ends. above 2nd. when you target them.
Prepared (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook
A black beam of enervating energy springs from your finger toward a You create a floating, spectral weapon within range that lasts for the
creature within range. Make a ranged spell attack against the target. duration or until you cast this spell again. When you cast the spell,
On a hit, the target deals only half damage with weapon attacks that you can make a melee spell attack against a creature within 5 feet of
use Strength until the spell ends. the weapon. On a hit, the target takes force damage equal to 1d8 +
At the end of each of the target’s turns, it can make a Constitution your spellcasting ability modifier.
saving throw against the spell. On a success, the spell ends. As a bonus action on your turn, you can move the weapon up to 20
feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose. Clerics of deities
who are associated with a particular weapon (as St. Cuthbert is
known for his mace and Thor for his hammer) make this spell’s effect
resemble that weapon.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d8 for every two slot levels
above the 2nd.
A backpack is a leather pack carried on the back, typically For 1 hour, a candle sheds bright light in a 5-foot radius and
with straps to secure it. A backpack can hold 1 cubic foot/ dim light for an additional 5 feet.
30 pounds of gear.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.
This small container holds flint, fire steel, and tinder Rations consist of dry foods suitable for extended travel,
(usually dry cloth soaked in light oil) used to kindle a fire. including jerky, dried fruit, hardtack, and nuts.
Using it to light a torch—or anything else with abundant,
exposed fuel—takes an action. Lighting any other fire takes
1 minute.
1 lb. Player’s Handbook 2 lb. Player’s Handbook 5 lb. (full) Player’s Handbook
As an action, you can splash the contents of this flask onto These metal restraints can bind a Small or Medium
a creature within 5 feet of you or throw it up to 20 feet, creature. Escaping the manacles requires a successful DC
shattering it on impact. In either case, make a ranged 20 Dexterity check. Breaking them requires a successful DC
attack against a target creature, treating the holy water as 20 Strength check. Each set of manacles comes with one
an improvised weapon. If the target is a fiend or undead, it key. Without the key, a creature proficient with thieves’
takes 2d6 radiant damage. A cleric or paladin may create tools can pick the manacles’ lock with a successful DC 15
holy water by performing a special ritual. The ritual takes 1 Dexterity check. Manacles have 15 hit points.
hour to perform, uses 25 gp worth of powdered silver, and
requires the caster to expend a 1st-level spell slot.
Oil usually comes in a clay flask that holds 1 pint. As an A torch burns for 1 hour, providing bright light in a 20-foot
action, you can splash the oil in this flask onto a creature radius and dim light for an additional 20 feet. If you make a
within 5 feet of you or throw it up to 20 feet, shattering it melee attack with a burning torch and hit, it deals 1 fire
on impact. Make a ranged attack against a target creature damage.
or object, treating the oil as an improvised weapon. On a
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.
This armor consists of a coat and leggings (and perhaps a A holy symbol is a representation of a god or pantheon. It
separate skirt) of leather covered with overlapping pieces might be an amulet depicting a symbol representing a
of metal, much like the scales of a fish. The suit includes deity, the same symbol carefully engraved or inlaid as an
gauntlets. 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.