Maxwell
Maxwell
Maxwell
STEALTH DISADVANTAGE
14 ✘
✘
+3 Wisdom
+5 Charisma
10 1d8 Awakend Mind. You can communicate
telepathically with any creature you can see within
CONDITIONAL
30 feet of you. You don’t need to share a language
with the creature for it to understand your
+2 telepathic utterances, but the creature must be able
to understand at least one language.
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
SAVING THROWS
14 N
CIE C
+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI
RT
EXPE
10 +0 History (Int)
+1 Insight (Wis)
✘ +5 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 ✘ +2 Investigation (Int)
+1 Medicine (Wis)
WISDOM +0 Nature (Int)
12 ✘ +3 Perception (Wis)
+3 Performance (Cha)
+3 Persuasion (Cha)
+1 +0 Religion (Int)
✘ +4 Sleight of Hand (Dex)
CHARISMA ✘ +4 Stealth (Dex)
16 +1 Survival (Wis)
SKILLS
+3 13 PASSIVE PERCEPTION
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you
learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls
who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness
I ask a lot of questions. without the advantage of medicine or a place to recuperate. You’ve survived despite all odds, and did so through
I like to squeeze into small places where no one else cunning, strength, speed, or some combination of each.
can get to me.
You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you
come by that money? What allowed you to break free of your desperate circumstances and embark on a better life?
PERSONALITY TRAITS
Change. The low are lifted up, and the high and
mighty are brought down. Change is the nature of
things. (Chaotic)
IDEAL
BOND
City Secrets
You know the secret patterns and flow to cities and
can find passages through the urban sprawl that
others would miss. When you are not in combat, you
(and companions you lead) can travel between any
two locations in the city twice as fast as your speed
would normally allow.
BACKGROUND FEATURE
A gold coin
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Dagger] 1 1
[Dagger] 1 1
[Leather] 1 10
Crossbow Bolt 20 1
Crossbow, Light 1 5
Component Pouch 1 2
Backpack 1 5
Crowbar 1 5
Hammer 1 3
Piton 10 2.5
Torch 10 10
Tinderbox 1 1
Rations (1 day) 10 20
Waterskin 1 5
Rope, Hempen (50 feet) 1 10
Pouch 1 1
Clothes, Common 1 3
0 0 0 10 0
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +5 13 N/A
A beam of crackling energy streaks toward a creature within range. A spectral, floating hand appears at a point you choose within range. You whisper a discordant melody that only one creature of your
Make a ranged spell attack against the target. On a hit, the target The hand lasts for the duration or until you dismiss it as an action. choice within range can hear, wracking it with terrible pain. The
takes 1d10 force damage. The hand vanishes if it is ever more than 30 feet away from you or if target must make a Wisdom saving throw. On a failed save, it takes
The spell creates more than one beam when you reach higher you cast this spell again. 3d6 psychic damage and must immediately use its reaction , if
levels: two beams at 5th level, three beams at 11th level, and four You can use your action to control the hand. You can use the hand available, to move as far as its speed allows away from you. The
beams at 17th level. you can direct the beams at the same target or to manipulate an object, open an unlocked door or container, stow or creature doesn’t move into obviously dangerous ground, such as a
at different ones. Make a separate attack roll for each beam. retrieve an item from an open container, or pour the contents out of fire or a pit. On a successful save, the target takes half as much
a vial. You can move the hand up to 30 feet each time you use it. The damage and doesn’t have to move away. A deafened creature
hand can’t attack, activate magic items, or carry more than 10 automatically succeeds on the save.
pounds. 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.
Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
Hex
1st-level enchantment
You place a curse on a creature that you can see within range. Until
the spell ends, you deal an extra 1d6 necrotic damage to the target
whenever you hit it with an attack. Also, choose one ability when you
cast the spell. The target has disadvantage on ability checks made
with the chosen ability. If the target drops to 0 hit points before this
spell ends, you can use a bonus action on a subsequent turn of yours
to curse a new creature. A remove curse cast on the target ends this
spell early.
At Higher Levels. When you cast this spell using a spell slot of 3rd
or 4th level, you can maintain your concentration on the spell for up
to 8 hours. When you use a spell slot of 5th level or higher, you can
maintain your concentration on the spell for up to 24 hours.
Crossbow bolts are used with a crossbow to make a ranged A component pouch is a small, watertight leather belt
attack. pouch that has compartments to hold all the material
components and other special items you need to cast your
spells, except for those components that have a specific
cost (as indicated in a spell's description).
1/20 lb. Player’s Handbook 5 lb. Player’s Handbook 2 lb. Player’s Handbook
A backpack is a leather pack carried on the back, typically Using a crowbar grants advantage to Strength checks
with straps to secure it. A backpack can hold 1 cubic foot/ where the crowbar’s leverage can be applied.
30 pounds of gear.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.
A torch burns for 1 hour, providing bright light in a 20-foot This small container holds flint, fire steel, and tinder
radius and dim light for an additional 20 feet. If you make a (usually dry cloth soaked in light oil) used to kindle a fire.
melee attack with a burning torch and hit, it deals 1 fire Using it to light a torch—or anything else with abundant,
damage. exposed fuel—takes an action. Lighting any other fire takes
1 minute.
1/4 lb. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook
Rations consist of dry foods suitable for extended travel, Rope, whether made of hemp or silk, has 2 hit points and
including jerky, dried fruit, hardtack, and nuts. can be burst with a DC 17 Strength check.
2 lb. Player’s Handbook 5 lb. (full) Player’s Handbook 10 lb. Player’s Handbook