Character Sheet for Feanor Thavus
Character Sheet for Feanor Thavus
STEALTH DISADVANTAGE
20 +1 Wisdom
+1 Charisma
87 12d8 Thieves’ Cant. A secret mix of dialect, jargon, and
code that allows you to hide messages in seemingly
CONDITIONAL normal conversation. Only another creature that
+5 knows thieves’ cant understands such messages. It
takes four times longer to convey such a message
CURRENT HIT POINTS than it does to speak the same idea [Link]
addition, you understand a set of secret signs and
CONSTITUTION DEATH SAVING THROWS
+5 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
thieves’ guild, whether loot is nearby, or whether the
Y
PROFI
EXPE
+1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION safe house for thieves on the run.
+2 ✘✘ +12 Arcana (Int) Darkvision Cunning Action. You can take a bonus action on each
-1 Athletics (Str)
of your turns in combat. This action can be used only
to take the Dash, Disengage, or Hide action.
INTELLIGENCE +1 Deception (Cha)
Uncanny Dodge (Reaction). When an attacker that
18 ✘ +8 History (Int)
+1 Insight (Wis)
you can see hits you with an attack, you can halve the
attack’s damage against you.
+1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Evasion. When you are subjected to an effect that
+4 ✘✘ +12 Investigation (Int) allows you to make a Dexterity saving throw to take
only half damage, you instead take no damage if you
+1 Medicine (Wis) Fey Ancestry. Advantage on saving throws against succeed on the saving throw, and only half damage if
WISDOM
being charmed, and magic can’t put you to sleep. you fail.
+4 Nature (Int)
12 ✘✘ +9 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they Reliable Talent. Whenever you make an ability check
meditate deeply, remaining semiconscious, for 4 that lets you add your proficiency bonus, you can
+1 Performance (Cha) hours a day. treat a d20 roll of 9 or lower as a 10.
✘ +5 Persuasion (Cha)
+1 +4 Religion (Int)
Mage Hand Legerdemain. When you cast mage
hand, you can make the spectral hand invisible, and
✘ +9 Sleight of Hand (Dex) you can perform the following additional tasks with it:
CHARISMA You can stow one object the hand is holding in a
✘✘ +13 Stealth (Dex) container worn or carried by another creature,
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the
greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.
PERSONALITY TRAITS
IDEAL
BOND
Researcher
When you attempt to learn or recall a piece of lore, if
you do not know that information, you often know
where and from whom you can obtain it. Usually,
this information comes from a library, scriptorium,
university, or a sage or other learned person or
creature. Your DM might rule that the knowledge
you seek is secreted away in an almost inaccessible
place, or that it simply cannot be found. Unearthing
the deepest secrets of the multiverse can require an
adventure or even a whole campaign
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 Studded Leather +1. You have a bonus to AC while
Backpack 1 5 [Studded Leather +1] 1 13 wearing this armor. The bonus is determined by its
Blanket 1 3 [Spirit Spear +1] 1 3 rarity.
Candle 5 —
Tinderbox 1 1 Spirit Spear +1. You have a +1 bonus to attack and
Rations (1 day) 2 4 damage rolls made with this magic weapon and any spell
Waterskin 1 5 attack made with it deal an additional 1d6 slashing
Thieves’ Tools 1 1 damage.
0 0 0 0 0
35 lb / 120 lb 240 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 +8 16 N/A
A spectral, floating hand appears at a point you choose within range. This spell repairs a single break or tear in an object you touch, such as You point your finger toward a creature within range and whisper a
The hand lasts for the duration or until you dismiss it as an action. broken chain link, two halves of a broken key, a torn cloak, or a message. The target (and only the target) hears the message and can
The hand vanishes if it is ever more than 30 feet away from you or if leaking wineskin. As long as the break or tear is no larger than 1 foot reply in a whisper that only you can hear. You can cast this spell
you cast this spell again. in any dimension, you mend it, leaving no trace of the former through solid objects if you are familiar with the target and know it is
You can use your action to control the hand. You can use the hand damage. This spell can physically repair a magic item or construct, beyond the barrier. Magical silence, 1 foot of stone, 1 inch of
to manipulate an object, open an unlocked door or container, stow or but the spell can’t restore magic to such an object. common metal, a thin sheet of lead, or 3 feet of wood blocks the
retrieve an item from an open container, or pour the contents out of spell. The spell doesn’t have to follow a straight line and can travel
a vial. You can move the hand up to 30 feet each time you use it. The freely around corners or through openings.
hand can’t attack, activate magic items, or carry more than 10
pounds.
Spellcasting (Rogue) Player’s Handbook Spellcasting (Rogue) Player’s Handbook Cantrip (High Elf) Player’s Handbook
This spell is a minor magical trick that novice spellcasters use for You extend your hand and point a finger at a target in range. Your You attempt to charm a humanoid you can see within range. It must
practice. You create one of the following magical effects within magic grants you a brief insight into the target’s defenses. On your make a Wisdom saving throw, and does so with advantage if you or
range: next turn, you gain advantage on your first attack roll against the your companions are fighting it. If it fails the saving throw, it is
• You create an instantaneous, harmless sensory effect, such as a target, provided that this spell hasn’t ended. charmed by you until the spell ends or until you or your companions
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
• You instantaneously light or snuff out a candle, a torch, or a friendly acquaintance. When the spell ends, the creature knows it
small campfire. was charmed by 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
foot. level or higher, you can target one additional creature for each slot
• 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
for 1 hour. when you target them.
• You make a color, a small mark, or a symbol appear on an object
or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit
in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its
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
A dazzling array of flashing, colored light springs from your hand. Roll You make yourself—including your clothing, armor, weapons, and Reaction trigger: You are hit by an attack or targeted by the magic
6d10, the total is how many hit points of creatures this spell can other belongings on your person—look different until the spell ends missile spell An invisible barrier of magical force appears and protects
effect. Creatures in a 15-foot cone originating from you are affected or until you use your action to dismiss it. You can seem 1 foot shorter you. Until the start of your next turn, you have a +5 bonus to AC,
in ascending order of their current hit points (ignoring unconscious or taller and can appear thin, fat, or in between. You can’t change including against the triggering attack, and you take no damage from
creatures and creatures that can’t see). your body type, so you must adopt a form that has the same basic magic missile.
Starting with the creature that has the lowest current hit points, arrangement of limbs. Otherwise, the extent of the illusion is up to
each creature affected by this spell is blinded until the end of your you.
next turn. Subtract each creature’s hit points from the total before The changes wrought by this spell fail to hold up to physical
moving on to the creature with the next lowest hit points. A inspection. For example, if you use this spell to add a hat to your
creature’s hit points must be equal to or less than the remaining total outfit, objects pass through the hat, and anyone who touches it
for the creature to be affected. would feel nothing or would feel your head and hair. If you use this
At Higher Levels. When you cast this spell using a spell slot of 2nd spell to appear thinner than you are, the hand of someone who
level or higher, roll an additional 2d10 for each slot level above 1st. reaches out to touch you would bump into you while it was
seemingly still in midair.
To discern that you are disguised, a creature can use its action to
inspect your appearance and must succeed on an Intelligence
(Investigation) check against your spell save DC.
Spellcasting (Rogue) Player’s Handbook Spellcasting (Rogue) Player’s Handbook Spellcasting (Rogue) Player’s Handbook
Blur Mirror Image Misty Step
2nd-level illusion 2nd-level illusion 2nd-level conjuration
CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE Self RANGE Self RANGE Self
DURATION Concentration, up to 1 minute DURATION 1 minute DURATION Instantaneous
COMPONENTS V COMPONENTS V, S COMPONENTS V
Your body becomes blurred, shifting and wavering to all who can see Three illusory duplicates of yourself appear in your space. Until the Briefly surrounded by silvery mist, you teleport up to 30 feet to an
you. For the duration, any creature has disadvantage on attack rolls spell ends, the duplicates move with you and mimic your actions, unoccupied space that you can see.
against you. An attacker is immune to this effect if it doesn’t rely on shifting position so it’s impossible to track which image is real. You
sight, as with blindsight, or can see through illusions, as with can use your action to dismiss the illusory duplicates. Each time a
truesight. creature targets you with an attack during the spell’s duration, roll a
d20 to determine whether the attack instead targets one of your
duplicates. If you have three duplicates, you must roll a 6 or higher to
change the attack’s target to a duplicate. With two duplicates, you
must roll an 8 or higher. With one duplicate, you must roll an 11 or
higher. A duplicate’s AC equals 10 + your Dexterity modifier. If an
attack hits a duplicate, the duplicate is destroyed. A duplicate can be
destroyed only by an attack that hits it. It ignores all other damage
and effects. The spell ends when all three duplicates are destroyed. A
creature is unaffected by this spell if it can’t see, if it relies on senses
other than sight, such as blindsight, or if it can perceive illusions as
false, as with truesight.
Spellcasting (Rogue) Player’s Handbook Spellcasting (Rogue) Player’s Handbook Spellcasting (Rogue) Player’s Handbook
Phantasmal Force
2nd-level illusion
You have a bonus to AC while wearing this armor. The You have a +1 bonus to attack and damage rolls made with A backpack is a leather pack carried on the back, typically
bonus is determined by its rarity. this magic weapon and any spell attack made with it deal with straps to secure it. A backpack can hold 1 cubic foot/
an additional 1d6 slashing damage. 30 pounds of gear.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.
13 lb. Dungeon Master’s Guide 3 lb. The Priest Class 5 lb. Player’s Handbook
For 1 hour, a candle sheds bright light in a 5-foot radius and This small container holds flint, fire steel, and tinder
dim light for an additional 5 feet. (usually dry cloth soaked in light oil) used to kindle a fire.
Using it to light a torch—or anything else with abundant,
exposed fuel—takes an action. Lighting any other fire takes
1 minute.
Rations consist of dry foods suitable for extended travel, Perhaps the most common tools used by adventurers, thieves’
including jerky, dried fruit, hardtack, and nuts. 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 5 lb. (full) Player’s Handbook 1 lbs. Player’s Handbook