Flinn
Flinn
STEALTH DISADVANTAGE
N
CIE C
Defense (Fighting Style) (1) Fighting Style.
+4 Strength Defense. While you are wearing armor, you gain a
Y
PROFI
✘
+2 +1 bonus to AC.
+0 Dexterity
✘ +4 Constitution ARMOR CLASS Second Wind (Bonus Action—1/Short Rest). You
DEXTERITY
+2 Intelligence
regain 1d10+3 hp.
MAXIMUM HIT DICE TEMPORARY
10 +1 Wisdom
+0 Charisma
34 3d10/1d6 Action Surge (1/Short Rest). On your turn, you can
take one additional action on top of your regular
CONDITIONAL
action.
+0 Manifest Echo (Bonus Action). You can magically
manifest an echo of yourself in an unoccupied space
CURRENT HIT POINTS you can see within 15 feet of you. This echo is a
CONSTITUTION DEATH SAVING THROWS
magical, translucent, gray image of you that lasts
SAVING THROWS
until it is destroyed, until you dismiss it as a bonus
14 N
CIE C
+0 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
action, until you manifest another echo, or until
you’re incapacitated.Your echo has 16 AC, 1 hit
Y
PROFI
RT
EXPE
+0 13 PASSIVE PERCEPTION
ADVANTAGE
Crossbow, Light 80/320 +2 vs AC 1d8+0 piercing Armor Proficiencies. Light Armor, Medium Armor,
Ammunition, Loading, Two-Handed
Heavy Armor, Shields
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and
armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a
standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during
I’m always polite and respectful. a recent war.
I can stare down a hell hound without flinching.
When you choose this background, work with your DM to determine which military organization you were a part of,
how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a
standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a
mercenary company.
PERSONALITY TRAITS
IDEAL
BOND
Military Rank
You have a military rank from your career as a
soldier. Soldiers loyal to your former military
organization still recognize your authority and
influence, and they defer to you if they are of a
lower rank. You can invoke your rank to exert
influence over other soldiers and requisition simple
equipment or horses for temporary use. You can also
usually gain access to friendly military encampments
and fortresses where your rank is recognized.
BACKGROUND FEATURE
An insignia of rank
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Chain Mail] 1 55
[Longsword] 1 3
[Shortsword] 1 2
Crossbow, Light 1 5
Crossbow Bolt 20 1
Explorer’s Pack 1 10
Playing Card Set 1 —
Clothes, Common 1 3
0 0 0 10 0
broken blade
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Intelligence +4 12 3
As part of the action used to cast this spell, you must make a melee You hurl a mote of fire at a creature or object within range. Make a You cause numbing frost to form on one creature that you can see
attack with a weapon against one creature within the spell’s range, ranged spell attack against the target. On a hit, the target takes 1d10 within range. The target must make a Constitution saving throw. On a
otherwise the spell fails. On a hit, the target suffers the attack’s fire damage. A flammable object hit by this spell ignites if it isn’t failed save, the target takes 1d6 cold damage, and it has
normal effects, and it becomes sheathed in booming energy until the being worn or carried. disadvantage on the next weapon attack roll it makes before the end
start of your next turn. If the target willingly moves before then, it This spell’s damage increases by 1d10 when you reach 5th level of its next turn.
immediately takes 1d8 thunder damage, and the spell ends. (2d10), 11th level (3d10), and 17th level (4d10). The spell’s damage increases by 1d6 when you reach 5th level
This spell’s damage increases when you reach higher levels. At 5th (2d6), 11th level (3d6), and 17th level (4d6).
level, the melee attack deals an extra 1d8 thunder damage to the
target, and the damage the target takes for moving increases to 2d8.
Both damage rolls increase by 1d8 at 11th level and 17th level.
Spellcasting (Wizard) Sword Coast Adventurer’s Guide Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Xanathar’s Guide to Everything
As you hold your hands with thumbs touching and fingers spread, a Reaction: When you or a creature within 60 feet of you falls Choose You gain the service of a familiar, a spirit that takes an animal form you choose:
thin sheet of flames shoots forth from your outstretched fingertips. up to five falling creatures within range. A falling creature’s rate of bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish
(quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied
Each creature in a 15-foot cone must make a Dexterity saving throw. descent slows to 60 feet per round until the spell ends. If the creature space within range, the familiar has the statistics of the chosen form, though it is a
A creature takes 3d6 fire damage on a failed save, or half as much lands before the spell ends, it takes no falling damage and can land celestial, fey or fiend (your choice) instead of a beast.
damage on a successful one. The fire ignites any flammable objects in on its feet, and the spell ends for that creature. Your familiar acts independently of you, but it always obeys your commands. In
the area that aren’t being worn or carried. combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack,
At Higher Levels. When you cast this spell using a spell slot of 2nd but it can take other actions as normal.
level or higher, the damage increases by 1d6 for each slot level above When the familiar drops to 0 hit points, it disappears, leaving behind no physical
form. It reappears after you cast this spell again.
1st. While your familiar is within 100 feet of you, you can communicate with it
telepathically. Additionally, as an action, you can see through your familiar’s eyes
and hear what it hears until the start of your next turn, gaining the benefits of any
special senses that the familiar has. During this time, you are deaf and blind with
regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a
pocket dimension where it awaits you summons. Alternatively, you can dismiss it
forever. As an action while it is temporarily dismissed, you can cause it to
reappear in any unoccupied space within 30 feet of you.
You can’t have more than one familiar at a time. If you cast this spell while you
already have a familiar, you instead cause it to adopt a new form. Choose one of
the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the
spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it
must use its reaction to deliver the spell when you cast it. If the spell requires an
attack roll, you use your attack modifier for the roll.
Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
You choose one object that you must touch throughout the casting of You touch a willing creature who isn’t wearing armor, and a Reaction trigger: You are hit by an attack or targeted by the magic
the spell. If it is a magic item or some other magic-imbued object, you protective magical force surrounds it until the spell ends. The target’s missile spell An invisible barrier of magical force appears and protects
learn its properties and how to use them, whether it requires base AC becomes 13 + its Dexterity modifier. The spell ends it if the you. Until the start of your next turn, you have a +5 bonus to AC,
attunement to use, and how many charges it has, if any. You learn target dons armor or if you dismiss the spell as an action. including against the triggering attack, and you take no damage from
whether any spells are affecting the item and what they are. If the magic missile.
item was created by a spell, you learn which spell created it. If you
instead touch a creature throughout the casting, you learn what
spells, if any, are currently affecting it.
Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
Chain Mail Longsword Shortsword
Armor Weapons Weapons
Crossbow bolts are used with a crossbow to make a ranged Includes a backpack, a bedroll, a mess kit, a tinderbox, 10
attack. torches, 10 days of rations, and a waterskin. The pack also
has 50 feet of hempen rope strapped to the side of it.
5 lb. Player’s Handbook 1/20 lb. Player’s Handbook 10 lbs. Player’s Handbook
If you are proficient with the Playing Card Set, you can add
your proficiency bonus to ability checks you make to play a
game.