Aaron
Aaron
Aaron
STEALTH DISADVANTAGE
+2 Charisma
15 2d8 can use a druidic focus as your spellcasting focus.
CONDITIONAL
Wildshape (Action—2/Short Rest). You can
magically assume the shape of a beast that you
+1 have seen before.You can stay in a beast shape for 1
hours. You then revert to your normal form unless
CURRENT HIT POINTS you expend another use of this feature. You can
CONSTITUTION DEATH SAVING THROWS
revert to your normal form earlier by using a bonus
SAVING THROWS
action on your turn. You automatically revert if you
12 N
CIE C
+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
fall unconscious, drop to 0 hit points, or die.
Y
PROFI
RT
EXPE
VISION INSPIRATION EXHAUSTION Combat Wild Shape (Bonus Action). Wild Shape on
+3 Animal Handling (Wis)
your turn as a bonus action, rather than as an
+1 +0 Arcana (Int) action.While you are transformed by Wild Shape,
you can use a bonus action to expend one spell slot
-1 Athletics (Str)
to regain 1d8 hp per level of the spell slot
INTELLIGENCE ✘ +4 Deception (Cha) expended.
10 +0 History (Int)
+3 Insight (Wis)
Circle Forms. You can use your Wild Shape to
transform into a beast with a CR as high as 1.
+2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 +0 Investigation (Int)
+3 Medicine (Wis)
WISDOM ✘ +2 Nature (Int)
16 ✘ +5 Perception (Wis)
+2 Performance (Cha)
+2 Persuasion (Cha)
+3 +0 Religion (Int)
✘ +3 Sleight of Hand (Dex)
CHARISMA ✘ +3 Stealth (Dex)
14 +3 Survival (Wis)
SKILLS
+2 15 PASSIVE PERCEPTION
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.
I have a joke for every occasion, especially occasions
where humor is inappropriate. You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people
Flattery is my preferred trick for getting what I want. 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
Explorer’s Pack 1 10
[Scimitar] 1 3
[Leather] 1 10
Quarterstaff 1 4
0 0 0 0 0
27 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.
Wisdom +5 13 5
CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE 30 feet RANGE Touch RANGE Touch
DURATION Instantaneous DURATION 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff) COMPONENTS V, S
Whispering to the spirits of nature, you create one of the following The wood of a club or quarterstaff you are holding is imbued with You touch a living creature that has 0 hit points. The creature
effects within range: nature’s power. For the duration, you can use your spellcasting ability becomes stable. This spell has no effect on undead or constructs.
• You create a tiny, harmless sensory effect that predicts what the instead of Strength for the attack and damage rolls of melee attacks
weather will be at your location for the next 24 hours. The effect using that weapon, and the weapon’s damage die becomes a d8. The
might manifest as a golden orb for clear skies, a cloud for rain, falling weapon also becomes magical, if it isn’t already. The spell ends if you
snowflakes for snow, and so on. This effect persists for 1 round. cast it again or if you let go of the weapon
• You instantly make a flower blossom, a seed pod open, or a leaf
bud bloom.
• You create an instantaneous, harmless sensory effect, such as
falling leaves, a puff of wind, the sound of a small animal, or the faint
odor of skunk. The effect must fit in a 5-foot cube.
• You instantly light or snuff out a candle, a torch, or a small
campfire.
Spellcasting (Druid) Player’s Handbook Spellcasting (Druid) Player’s Handbook Cleric Player’s Handbook
You manifest a minor wonder, a sign of supernatural power, within A creature you touch regains a number of hit points equal to 1d8 +
range. You create one of the following magical effects within range: your spellcasting ability modifier. This spell has no effect on undead
• Your voice booms up to three times as loud as normal for 1 or constructs.
minute. At Higher Levels. When you cast this spell using a spell slot of 2nd
• You cause flames to flicker, brighten, dim, or change color for 1 level or higher, the healing increases by 1d8 for each slot level above
minute. 1st.
• You cause harmless tremors in the ground for 1 minute.
• You create an instantaneous sound that originates from a point
of your choice within range, such as a rumble of thunder, the cry of a
raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly
open or slam shut.
• You alter the appearance of your eyes for 1 minute. If you cast
this spell multiple times, you can have up to three of its 1-minute
effects active at a time, and you can dismiss such an effect as an
action.
Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 The breastplate and shoulder protectors of this armor are
torches, 10 days of rations, and a waterskin. The pack also made of leather that has been stiffened by being boiled in
has 50 feet of hempen rope strapped to the side of it. oil. The rest of the armor is made of softer and more
flexible materials.
Quarterstaff
Weapons