Drow Darkelf
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CHARACTER LEVEL, RACE, & CLASS EXPERIENCE CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME STEALTH DISADVANTAGE ARMOR Darkvision. You can see in dim light within 60 feet STRENGTH of you as if it were bright light, and in darkness as if it were dim light. PROFICIENCY BONUS SHIELD AC Superior Darkvision. You can see in dim light within IENC 120 feet of you as if it were bright light, and in IC Y F O R P Strength darkness as if it were dim light. Dexterity Eldritch Invocations. Constitution ARMOR CLASS DEXTERITY Intelligence MAXIMUM HIT DICE TEMPORARY Wisdom Charisma CONDITIONAL CURRENT HIT POINTS CONSTITUTION DEATH SAVING THROWS SAVING THROWS SPEED FLY CLIMB SWIM IENC IC Y F O R P T Acrobatics (Dex) R E X P E Animal Handling (Wis) VISION INSPIRATION EXHAUSTION Arcana (Int) Athletics (Str) INTELLIGENCE Deception (Cha) History (Int) Insight (Wis) Intimidation (Cha) SPEED, SENSES, & CONDITIONS Investigation (Int) Medicine (Wis) Fey Ancestry. Advantage on saving throws against being charmed, and magic can’t put you to sleep. WISDOM Nature (Int) Perception (Wis) Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 Performance (Cha) hours a day. Persuasion (Cha) Sunlight Sensitivity. You have disadvantage on Religion (Int) attack rolls and on Perception checks that rely on Sleight of Hand (Dex) sight when you, the target of your attack, or CHARISMA whatever you are trying to perceive is in direct Stealth (Dex) sunlight. Survival (Wis) SKILLS Drow Magic. You know the dancing lights cantrip. You can cast Faerie Fire 1/long rest. (Charisma) PASSIVE PERCEPTION ADVANTAGE INITIATIVE RACIAL TRAITS NAME RANGE ATTACK DAMAGE / TYPE FEATURES & TRAITS Armor Proficiencies. Light Armor Weapon Proficiencies. Rapier, Shortsword, Crossbow, Hand, Simple Weapons Tool Proficiencies. Flute, Thieves’ tools Languages. Common, Elvish ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES This character sheet was generated by the Aurora Builder. GENDER AGE HEIGHT WEIGHT CHARACTER NAME EYES SKIN HAIR NAME SYMBOL CHARACTER PORTRAIT ALLIES & ORGANIZATIONS I always have a plan for what to do when things go wrong. I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. PERSONALITY TRAITS Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic) IDEAL Something important was taken from me, and I aim to steal it back. BOND When I see something valuable, I can’t think about anything but how to steal it. FLAW BACKGROUND STORY You are no casual visitor to the Underdark, but instead have spent considerable time there learning its ways. You are familiar with the various races, civilizations, and settlements of the Underdark, as well as its major routes for travel. If you fail an Intelligence check to recall some piece of Underdark lore, you know a source you can consult for the answer unless the DM rules that the lore is unknown. 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 ATTUNED MAGIC ITEMS / VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb COPPER SILVER ELECTRUM GOLD PLATINUM ENCUMBRANCE — LIFTING AND CARRYING WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT / INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES STORED ITEM # lb. STORED ITEM # lb. STORED ITEMS QUEST ITEMS & TRINKETS This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition. SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE 2ND LEVEL 2 SPELL SLOTS CANTRIPS 1ST LEVEL Dancing Lights Faerie Fire Evocation Cantrip 1st-level evocation CASTING TIME 1 action 1 action RANGE 120 feet 60 feet DURATION Concentration, up to 1 minute Concentration, up to 1 minute COMPONENTS V, S, M (a bit of phosphorous or wychwood, or a glowworm) V You create up to four torch-sized lights within range, making them Each object in a 20-foot cube within range is outlined in blue, green, appear as torches, lanterns, or glowing orbs that hover in the air for or violet light (your choice). Any creature in the area when the spell is the duration. You can also combine the four lights into one glowing cast is also outlined in light if it fails a Dexterity saving throw. For the vaguely humanoid form of Medium size. Whichever form you choose, duration, objects and affected creatures shed dim light in a 10-foot each light sheds dim light in a 10-foot radius. As a bonus action on radius. your turn, you can move the lights up to 60 feet to a new spot within Any attack roll against an affected creature or object has advantage range. A light must be within 20 feet of another light created by this if the attacker can see it, and the affected creature or object can’t spell, and a light winks out if it exceeds the spell’s range. benefit from being invisible. Drow Magic (Dark Elf) Player’s Handbook Drow Magic (Dark Elf) Player’s Handbook Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes..