Malice
Malice
STEALTH DISADVANTAGE
✘
+0 > 4th, 7 > 5th) on your turn or you can expend one
+3 Dexterity
spell slot and gain a number of sorcery points equal
✘ +6 Constitution ARMOR CLASS to the slot’s level.
DEXTERITY
+0 Intelligence
MAXIMUM HIT DICE TEMPORARY Metamagic. You can use only one Metamagic
16 ✘
-1 Wisdom
+8 Charisma
37 5d6 option on a spell when you cast it, unless otherwise
noted.
CONDITIONAL
Quickened Spell. When you cast a spell that has a
casting time of 1 action, you can spend 2 sorcery
+3 points to change the casting time to 1 bonus action
for this casting.
CURRENT HIT POINTS Careful Spell. When you cast a spell that forces
CONSTITUTION DEATH SAVING THROWS
other creatures to make a saving throw, you can
SAVING THROWS
protect some of those creatures from the spell’s full
16 N
CIE C
+3 Acrobatics (Dex)
SPEED
30ft.
FLY
20ft.
CLIMB
0ft.
SWIM
0ft.
force. To do so, you spend 1 sorcery point and
choose up to 5 of those creatures. A chosen
Y
PROFI
RT
EXPE
9
affected by a spell or ability if it works on either of your creature types.
-1 Perception (Wis)
Restless. You treat exhaustion as if it was one level less. In addition, instead of
+5 Performance (Cha) sleeping, you enter an inactive state for 4 hours each day. You do not dream in
this state; you are fully aware of your surroundings and notice approaching
✘ +8 Persuasion (Cha) enemies and other events as normal.
-1 +0 Religion (Int)
Unholy. When you regain hit points from a source that specifies it does not
function on undead, you only receive half as many hit points as the source would
normally provide, rounded down.
+3 Sleight of Hand (Dex)
Bloodless. You are immune to poison damage and the poisoned condition.
CHARISMA +3 Stealth (Dex) Flight. You gain a flying speed of 20 feet. When using your flying speed from this
20
source, you cannot end your turn more than 5 feet above a solid surface, and
-1 Survival (Wis) gently descend down to this distance at a speed of 60 feet per round if you are
any higher.
SKILLS
Withering Touch. Your unarmed strike deals necrotic damage instead of
bludgeoning damage.
+5 9 PASSIVE PERCEPTION Incorporeal Stride (1/Short Rest). You can move through other creatures and
objects other than physical barriers (such as walls, floors, or ceilings) as if they
were difficult terrain. On your turn, you can pass through up to 10 feet of
physical barriers (treating them as difficult terrain) as a part of your movement.
If you end your turn inside an object or barrier, you take 1d10 force damage and
ADVANTAGE are immediately ejected to the closest available space. After passing through a
physical barrier.
INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You died and came back. This experience changed you and defines who you are today. The specifics of your death are
up to you, but the following questions and suggestions will help you determine your odd personal history.
The story of my demise, like all my stories, is greatly How did you die? It probably wasn’t of old age. Spells like raise dead can bring back those who die before old age takes
exaggerated. them, but after dying of old age there is almost no magic which can bring a person back to life. Was it combat? An
If I don’t want to do something, I simply don’t do it. accident? A disease?
How long were you dead? Spells like true resurrection allow a character to return from death after as many as 200 years.
How has the world changed politically, technologically, and culturally since your death? What remains of your family,
PERSONALITY TRAITS
friends, and personal life?
Freedom. Life is short so live how you want. What was your life after death like? Did you spend time in the glory of eternal battle is Ysgard? Were you enjoying the
(Chaotic) paradise of Elysium? Were you being tortured in the Nine Hells or Abyss? Do you remember nothing from that time?
Maybe you didn’t completely pass on, but lived life as an undead, such as a ghost or vampire. Why did you become such
IDEAL a being? What acts did you commit that you now regret? Who still thinks of you as a monster?
Finally someone brought you back. Who was it, and why? Maybe it was to face an old enemy. Maybe it was a loved one
I never wish to return to my gravesite. who searched for a long time and sacrificed much to revive you. Maybe you were brought back for a secret only you
knew. How did this person bring you back? Was it straightforward magic? What about a spell like reincarnate, which
could bring your spirit back in the body of a different humanoid race? Or maybe it was some other magic that has a
more sinister secret.
BOND
Spirit Talk
You can connect with the souls of the dead thanks to
the long time you spent dead. You may spend a day
of downtime communicating with the souls to learn
a piece of information by asking a question. The
quality and specifics of the information you get is up
to the DM.
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
[Spear] 1 3 Spell Scroll, Gate 1 —
Staff 1 4 Spell Scroll, Time Stop 1 —
Dagger 2 2 Spell Scroll, True Resurrection 1 —
Spell Scroll, Power Word Kill 1 —
0 0 0 0 0
9 lb / 150 lb 300 lb
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +8 16 N/A
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 You create a sound or an image of an object within range that lasts
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 for the duration. The illusion also ends if you dismiss it as an action or
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 cast this spell again. If you create a sound, its volume can range from
being worn or carried. disadvantage on the next weapon attack roll it makes before the end a whisper to a scream. It can be your voice, someone else’s voice, a
This spell’s damage increases by 1d10 when you reach 5th level of its next turn. lion’s roar, a beating of drums, or any other sound you choose. The
(2d10), 11th level (3d10), and 17th level (4d10). The spell’s damage increases by 1d6 when you reach 5th level sound continues unabated throughout the duration, or you can make
(2d6), 11th level (3d6), and 17th level (4d6). discrete sounds at different times before the spell ends. If you create
an image of an object—such as a chair, muddy footprints, or a small
chest—it must be no larger than a 5-foot cube. The image can’t
create sound, light, smell, or any other sensory effect. Physical
interaction with the image reveals it to be an illusion, because things
can pass through it. If a creature uses its action to examine the sound
or image, the creature can determine that it is an illusion with a
successful Intelligence (Investigation) check against your spell save
DC. If a creature discerns the illusion for what it is, the illusion
becomes faint to the creature.
Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Xanathar’s Guide to Everything Spellcasting (Sorcerer) Player’s Handbook
This spell is a minor magical trick that novice spellcasters use for Lightning springs from your hand to deliver a shock to a creature you Up to three creatures of your choice that you can see within range
practice. You create one of the following magical effects within try to touch. Make a melee spell attack against the target. You have must make Charisma saving throws. Whenever a target that fails this
range: advantage on the attack roll if the target is wearing armor made of saving throw makes an attack roll or a saving throw before the spell
• You create an instantaneous, harmless sensory effect, such as a metal. On a hit, the target takes 1d8 lightning damage, and it can’t ends, the target must roll a d4 and subtract the number rolled from
shower of sparks, a puff of wind, faint musical notes, or an odd odor. take reactions until the start of its next turn. the attack roll or saving throw.
• You instantaneously light or snuff out a candle, a torch, or a The spell’s damage increases by 1d8 when you reach 5th level At Higher Levels. When you cast this spell using a spell slot of 2nd
small campfire. (2d8), 11th level (3d8), and 17th level (4d8). level or higher, you can target one additional creature for each slot
• You instantaneously clean or soil an object no larger than 1 cubic level above 1st.
foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material
for 1 hour.
• You make a color, a small mark, or a symbol appear on an object
or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit
in your hand and that lasts until the end of your next turn.
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 (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook Death Domain (Sorcerer) Player’s Handbook
As you hold your hands with thumbs touching and fingers spread, a You create three glowing darts of magical force. Each dart hits a A ray of sickening greenish energy lashes out toward a creature
thin sheet of flames shoots forth from your outstretched fingertips. creature of your choice that you can see within range. A dart deals within range. Make a ranged spell attack against the target. On a hit,
Each creature in a 15-foot cone must make a Dexterity saving throw. 1d4 + 1 force damage to its target. The darts all strike simultaneously, the target takes 2d8 poison damage and must make a Constitution
A creature takes 3d6 fire damage on a failed save, or half as much and you can direct them to hit one creature or several. saving throw. On a failed save, it is also poisoned until the end of
damage on a successful one. The fire ignites any flammable objects in At Higher Levels. When you cast this spell using a spell slot of 2nd your next turn.
the area that aren’t being worn or carried. level or higher, the spell creates one more dart for each slot level At Higher Levels. When you cast this spell using a spell slot of 2nd
At Higher Levels. When you cast this spell using a spell slot of 2nd above 1st. level or higher, the damage increases by 1d8 for each slot level above
level or higher, the damage increases by 1d6 for each slot level above 1st.
1st.
Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook Death Domain (Sorcerer) Player’s Handbook
Shield Thunderwave Enlarge/Reduce
1st-level abjuration 1st-level evocation 2nd-level transmutation
Reaction trigger: You are hit by an attack or targeted by the magic A wave of thunderous force sweeps out from you. Each creature in a You cause a creature or an object you can see within range to grow
missile spell An invisible barrier of magical force appears and protects 15-foot cube originating from you must make a Constitution saving larger or smaller for the duration. Choose either a creature or an object
you. Until the start of your next turn, you have a +5 bonus to AC, throw. On a failed save, a creature takes 2d8 thunder damage and is that is neither worn nor carried. If the target is unwilling, it can make a
including against the triggering attack, and you take no damage from pushed 10 feet away from you. On a successful save, the creature Constitution saving throw. On a success, the spell has no effect.
magic missile. takes half as much damage and isn’t pushed. In addition, unsecured If the target is a creature, everything it is wearing and carrying
objects that are completely within the area of effect are changes size with it. Any item dropped by an affected creature returns
automatically pushed 10 feet away from you by the spell’s effect, and to normal size at once.
the spell emits a thunderous boom audible out to 300 feet. Enlarge. The target’s size doubles in all dimensions, and its weight is
At Higher Levels. When you cast this spell using a spell slot of 2nd multiplied by eight. This growth increases its size by one category -
level or higher, the damage increases by 1d8 for each slot level above from Medium to Large, for example. If there isn’t enough room for the
1st. target to double its size, the creature or object attains the maximum
possible size in the space available. Until the spell ends, the target also
has advantage on Strength checks and Strength saving throws. The
target’s weapons also grow to match its new size. While these weapons
are enlarged, the target’s attack with them deal 1d4 extra damage.
Reduce. The target’s size is halved in all dimensions, and its weight is
reduced to one-eighth of normal. This reduction decreases its size by
one category - from Medium to Small, for example. Until the spell ends,
the target also has disadvantage on Strength checks and Strength
saving throws. The target’s weapons also shrink to match its new size.
While these weapons are reduced, the target’s attacks with them deal
1d4 less damage (this can’t reduce the damage below 1).
Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook
Fireball
3rd-level evocation
Dagger
Weapons