The Nameless One: Character Level, Race, & Class Experience
The Nameless One: Character Level, Race, & Class Experience
The Nameless One: Character Level, Race, & Class Experience
STEALTH DISADVANTAGE
15 ✘
-1 Wisdom
+4 Charisma
45 5d8/1d6 Bardic Inspiration (Bonus Action—1/Long Rest).
Inspire one creature other than yourself within 60
CONDITIONAL
feet of you who can hear you. It gains one Bardic
Inspiration die, a d8.Once within the next 10
+2 minutes, the creature can roll the die and add the
number rolled to one ability check, attack roll, or
CURRENT HIT POINTS saving throw it makes.
CONSTITUTION DEATH SAVING THROWS
SAVING THROWS
Song of Rest. You or any friendly creatures who can
15 N
CIE C
✘✘ +8 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
30ft.
hear your performance regain hp at the end of the
short rest by spending one or more Hit Dice, each of
Y
PROFI
RT
EX E
P
VISION INSPIRATION EXHAUSTION those creatures regains an extra 1d6 hit points.
✘ +2 Animal Handling (Wis)
+2 +2 Arcana (Int) Darkvision Font of Inspiration. You regain all of your expended
Resistances. Cold uses of Bardic Inspiration when you finish a short or
+1 Athletics (Str)
long rest.
INTELLIGENCE +2 Deception (Cha)
Psychic Blades. Expend one use of Bardic Inspiration
13 +2 History (Int)
+0 Insight (Wis)
to deal an extra 3d6 psychic damage on a hit with a
weapon attack.
+2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Words of Terror (1/Short Rest). When speeking to a
+1 +2 Investigation (Int) humanoid for 1 minute, you can try to frighten it. At
Amphibious. You can breathe air and water. the end of the minute, it makes a DC12 Wisdom
+0 Medicine (Wis)
saving throw. On a fail, it is frightened of you, or
WISDOM +2 Nature (Int) another creaute of your choice, for 1 hour(or until it
Control Air and Water (1/Long Rest). You can cast
is attacked, damaged, or sees its allies being
8 +0 Perception (Wis) fog cloud, gust of wind, and wall of water.
(Charisma) attacked or damaged.) On a succes, it has no idea
✘ +4 Performance (Cha) you tried to frighten it.
✘✘ +7 Persuasion (Cha) Emissary of the Sea. You can communicate simple
-1 ideas with beasts that can breathe water. They can Arcane Recovery. Once per day when you finish a
+2 Religion (Int) understand the meaning of your words, though short rest, you can choose expended spell slots to
you have no special ability to understand them in recover. The spell slots can have a combined level
+3 Sleight of Hand (Dex)
return. that is equal to or less than 1.
CHARISMA +3 Stealth (Dex)
+1 10 PASSIVE PERCEPTION
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You are used to life on the road. You pride yourself at having traveled every major tradeway in the Moonsea region,
including the best backroads and shortcuts. When traveling these roads, you know where the best inns, campsites, and
water sources are located, as well as potential locations of danger such as ambush. Having worked the roads as long as
you have, you have made many aquaintences and find it easy to pick up information and rumors floating from town to
town. You are skilled with beasts of burden and handling and repairing wagons of all kinds.
PERSONALITY TRAITS
IDEAL
BOND
Deep Delver
You have a knack for making your way in the deep
places of the world. You can recall the twists and
turns of passageways and tunnels such that you can
always retrace your steps underground. You’re also
well acquainted with foraging and survival in the
Underdark, and can determine when sources of food
and water are safe to consume. You can always find
sufficient food and water for yourself and up to five
other people in the Underdark, as long as
sustenance is available in the area.
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 Orb. An arcane focus is a special item—an orb, a crystal,
[Orb] 1 3 a rod, a specially constructed staff, a wand—like length
[Studded Leather] 1 13 of wood, or some similar item designed to channel the
power of arcane spells. A sorcerer, warlock, or wizard
can use such an item as a spellcasting focus.
0 0 0 0 0
16 lb / 165 lb 330 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 +4 12 N/A
Intelligence +4 12 2
You extend your hand and trace a sigil of warding in the air. Until the You create a bonfire on ground that you can see within range. Until You create up to four torch-sized lights within range, making them
end of your next turn, you have resistance against bludgeoning, the spells ends, the bonfire fills a 5-foot cube. Any creature in the appear as torches, lanterns, or glowing orbs that hover in the air for
piercing, and slashing damage dealt by weapon attacks. bonfire’s space when you cast the spell must succeed on a Dexterity the duration. You can also combine the four lights into one glowing
saving throw or take 1d8 fire damage. A creature must also make the vaguely humanoid form of Medium size. Whichever form you choose,
saving throw when it enters the bonfire’s space for the first time on a each light sheds dim light in a 10-foot radius. As a bonus action on
turn or ends its turn there. your turn, you can move the lights up to 60 feet to a new spot within
The spell’s damage increases by 1d8 when you reach 5th level range. A light must be within 20 feet of another light created by this
(2d8), 11th level (3d8), and 17th level (4d8). spell, and a light winks out if it exceeds the spell’s range.
Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Princes of the Apocalypse Spellcasting (Bard) Player’s Handbook
For the duration, you have advantage on all Charisma checks directed You create a sound or an image of an object within range that lasts This spell is a minor magical trick that novice spellcasters use for
at one creature of your choice that isn’t hostile toward you. When for the duration. The illusion also ends if you dismiss it as an action or practice. You create one of the following magical effects within
the spell ends, the creature realizes that you used magic to influence cast this spell again. If you create a sound, its volume can range from range:
its mood and becomes hostile toward you. A creature prone to a whisper to a scream. It can be your voice, someone else’s voice, a • You create an instantaneous, harmless sensory effect, such as a
violence might attack you. Another creature might seek retribution in lion’s roar, a beating of drums, or any other sound you choose. The shower of sparks, a puff of wind, faint musical notes, or an odd odor.
other ways (at the DM’s discretion), depending on the nature of your sound continues unabated throughout the duration, or you can make • You instantaneously light or snuff out a candle, a torch, or a
interaction with it. discrete sounds at different times before the spell ends. If you create small campfire.
an image of an object—such as a chair, muddy footprints, or a small • You instantaneously clean or soil an object no larger than 1 cubic
chest—it must be no larger than a 5-foot cube. The image can’t foot.
create sound, light, smell, or any other sensory effect. Physical • You chill, warm, or flavor up to 1 cubic foot of nonliving material
interaction with the image reveals it to be an illusion, because things for 1 hour.
can pass through it. If a creature uses its action to examine the sound • You make a color, a small mark, or a symbol appear on an object
or image, the creature can determine that it is an illusion with a or a surface for 1 hour.
successful Intelligence (Investigation) check against your spell save • You create a nonmagical trinket or an illusory image that can fit
DC. If a creature discerns the illusion for what it is, the illusion in your hand and that lasts until the end of your next turn.
becomes faint to the creature.
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 (Wizard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook
Up to three creatures of your choice that you can see within range You attempt to charm a humanoid you can see within range. It must A creature you touch regains a number of hit points equal to 1d8 +
must make Charisma saving throws. Whenever a target that fails this make a Wisdom saving throw, and does so with advantage if you or your spellcasting ability modifier. This spell has no effect on undead
saving throw makes an attack roll or a saving throw before the spell your companions are fighting it. If it fails the saving throw, it is or constructs.
ends, the target must roll a d4 and subtract the number rolled from charmed by you until the spell ends or until you or your companions At Higher Levels. When you cast this spell using a spell slot of 2nd
the attack roll or saving throw. do anything harmful to it. The charmed creature regards you as a level or higher, the healing increases by 1d8 for each slot level above
At Higher Levels. When you cast this spell using a spell slot of 2nd friendly acquaintance. When the spell ends, the creature knows it 1st.
level or higher, you can target one additional creature for each slot was charmed by you.
level above 1st. At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, you can target one additional creature for each slot
level above 1st. The creatures must be within 30 feet of each other
when you target them.
Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook
Dissonant Whispers Expeditious Retreat Fog Cloud
1st-level enchantment 1st-level transmutation 1st-level conjuration
CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE 60 feet RANGE Self RANGE 120 feet
DURATION Instantaneous DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 hour
COMPONENTS V COMPONENTS V, S COMPONENTS V, S
You whisper a discordant melody that only one creature of your This spell allows you to move at an incredible pace. When you cast You create a 20-foot-radius sphere of fog centered on a point within
choice within range can hear, wracking it with terrible pain. The this spell, and then as a bonus action on each of your turns until the range. The sphere spreads around corners, and its area is heavily
target must make a Wisdom saving throw. On a failed save, it takes spell ends, you can take the Dash action. obscured, It lasts for the duration or until a wind of moderate or
3d6 psychic damage and must immediately use its reaction , if greater speed (at least 10 miles per hour) disperses it.
available, to move as far as its speed allows away from you. The At Higher Levels. When you cast this spell using a spell slot of 2nd
creature doesn’t move into obviously dangerous ground, such as a level or higher, the radius of the fog increases by 20 feet for each slot
fire or a pit. On a successful save, the target takes half as much level above 1st.
damage and doesn’t have to move away. A deafened creature
automatically succeeds on the save.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d6 for each slot level above
1st.
Spellcasting (Bard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Control Air and Water (Triton) Player’s Handbook
You touch a willing creature who isn’t wearing armor, and a The gravity in a 10-foot-radius sphere centered on a point you can Reaction trigger: You are hit by an attack or targeted by the magic
protective magical force surrounds it until the spell ends. The target’s see within range increases for a moment. Each creature in the sphere missile spell An invisible barrier of magical force appears and protects
base AC becomes 13 + its Dexterity modifier. The spell ends it if the on the turn when you cast the spell must make a Constitution saving you. Until the start of your next turn, you have a +5 bonus to AC,
target dons armor or if you dismiss the spell as an action. throw. On a failed save, a creature takes 2d8 force damage, and its including against the triggering attack, and you take no damage from
speed is halved until the end of the next turn. On a successful save, a magic missile.
creature takes half as much damage and suffers no reduction to its
speed.
Until the start of your next turn, any object that isn’t being worn or
carried in the sphere requires a successful Strength check against
your spell save DC to pick up or move.
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.
Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Explorer’s Guide to Wildemount Spellcasting (Wizard) Player’s Handbook
You create the image of an object, a creature, or some other visible This spell sends creatures into a magical slumber. Roll 5d8, the total You gain the ability to comprehend and verbally communicate with
phenomenon that is no larger than a 15-foot cube. The image is how many hit points of creatures this spell can affect. Creatures beasts for the duration. The knowledge and awareness of many
appears at a spot within range and lasts for the duration. The image within 20 feet of a point you choose within range are affected in beasts is limited by their intelligence, but at minimum, beasts can
is purely visual; it isn’t accompanied by sound, smell, or other sensory ascending order of their current hit points (ignoring unconscious give you information about nearby locations and monsters, including
effects. creatures). whatever they can perceive or have perceived within the past day.
You can use your action to cause the image to move to any spot Starting with the creature that has the lowest current hit points, You might be able to persuade a beast to perform a small favor for
within range. As the image changes location, you can alter its each creature affected by this spell falls unconscious until the spell you, at the DM’s discretion.
appearance so that its movements appear natural for the image. For ends, the sleeper takes damage, or someone uses an action to shake
example, if you create an image of a creature and move it, you can or slap the sleeper awake. Subtract each creature’s hit points from
alter the image so that it appears to be walking. the total before moving on to the creature with the next lowest hit
Physical interaction with the image reveals it to be an illusion, points. A creature’s hit points must be equal to or less than the
because things can pass through it. A creature that uses its action to remaining total for that creature to be affected.
examine the image can determine that it is an illusion with a Undead and creatures immune to being charmed aren’t affected
successful Intelligence (Investigation) check against your spell save by this spell.
DC. If a creature discerns the illusion for what it is, the creature can At Higher Levels. When you cast this spell using a spell slot of 2nd
see through the image. level or higher, roll an additional 2d8 for each slot level above 1st.
Spellcasting (Wizard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook
Tasha’s Hideous Laughter Unseen Servant Gust of Wind
1st-level enchantment 1st-level conjuration (ritual) 2nd-level evocation
A creature of your choice that you can see within range perceives This spell creates an invisible, mindless, shapeless, Medium force that A line of strong wind 60 feet long and 10 feet wide blasts from you in
everything as hilariously funny and falls into fits of laughter if this performs simple tasks at your command until the spell ends. The a direction you choose for the spell’s duration. Each creature that
spell affects it. The target must succeed on a Wisdom saving throw or servant springs into existence in an unoccupied space on the ground starts its turn in the line must succeed on a Strength saving throw or
fall prone, becoming incapacitated and unable to stand up for the within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t be pushed 15 feet away from you in a direction following the line.
duration. A creature with an Intelligence score of 4 or less isn’t attack. If it drops to 0 hit points, the spell ends. Any creature in the line must spend 2 feet of movement for every 1
affected. Once on each of your turns as a bonus action, you can mentally foot it moves when moving closer to you.
At the end of each of its turns, and each time it takes damage, the command the servant to move up to 15 feet and interact with an The gust disperses gas or vapor, and it extinguishes candles,
target can make another Wisdom saving throw. The target has object. The servant can perform simple tasks that a human servant torches, and similar unprotected flames in the area. It causes
advantage on the saving throw if it’s triggered by damage. On a could do, such as fetching things, cleaning, mending, folding clothes, protected flames, such as those of lanterns, to dance wildly and has a
success, the spell ends. lighting fires, serving food, and pouring wine. Once you give the 50 percent chance to extinguish them.
command, the servant performs the task to the best of its ability until As a bonus action on each of your turns before the spell ends, you
it completes the task, then waits for your next command. can change the direction in which the line blasts from you.
If you command the servant to perform a task that would move it
more than 60 feet away from you, the spell ends.
Spellcasting (Bard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Control Air and Water (Triton) Player’s Handbook
A creature you touch becomes invisible until the spell ends. Anything You conjure up a wall of water on the ground at a point you can see
the target is wearing or carrying is invisible as long as it is on the within range. You can make the wall up to 30 feet long, 10 feet high,
target’s person. The spell ends for a target that attacks or casts a and 1 foot thick, or you can make a ringed wall up to 20 feet in
spell. diameter, 20 feet high, and 1 foot thick. The wall vanishes when the
At Higher Levels. When you cast this spell using a spell slot of 3rd spell ends. The wall’s space is difficult terrain.
level or higher, you can target one additional creature for each slot Any ranged weapon attack that enters the wall’s space has
level above 2nd. disadvantage on the attack roll, and fire damage is halved if the fire
effect passes through the wall to reach its target. Spells that deal cold
damage that pass through the wall cause the area of the wall they
pass through to freeze solid (at least a 5-foot square section is
frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points.
Reducing a frozen section to 0 hit points destroys it. When a section
is destroyed, the wall’s water doesn’t fill it.
Spellcasting (Bard) Player’s Handbook Control Air and Water (Triton) Volo’s Guide to Monsters
Orb Studded Leather
Spellcasting Focus Armor
An arcane focus is a special item—an orb, a crystal, a rod, a Made from tough but flexible leather, studded leather is
specially constructed staff, a wand—like length of wood, or reinforced with close-set rivets or spikes.
some similar item designed to channel the power of arcane
spells. A sorcerer, warlock, or wizard can use such an item
as a spellcasting focus.