apollyon clearisper
apollyon clearisper
STEALTH DISADVANTAGE
ARMOR Darkvision. You can see in dim light within 60 feet of you as if it
STRENGTH Leather 14 were bright light, and in darkness as if it were dim light.
PROFICIENCY BONUS +3 Fey Touched. You can cast this feat’s spells without a spell slot
8
SHIELD
AC once per long rest. You can also cast these spells using spell
slots you have of the appropriate level. Your spellcasting ability
N
for these spells is Charisma.
CIE C
-1 Strength
Y
PROFI
-1 Sneak Attack. Once per turn, you can deal an extra 3d6 damage
to one creature you hit with an attack if you have advantage on
✘ +6 Dexterity
the attack roll. The attack must use a finesse or a ranged
+2 Constitution ARMOR CLASS weapon.You don’t need advantage on the attack roll if another
DEXTERITY enemy of the target is within 5 feet of it, that enemy isn’t
✘ +3 Intelligence incapacitated, and you don’t have disadvantage on the attack
MAXIMUM HIT DICE TEMPORARY
16
roll.
+1 Wisdom
37 5d8 Thieves’ Cant. A secret mix of dialect, jargon, and code that
+3 Charisma allows you to hide messages in seemingly normal conversation.
CONDITIONAL
Only another creature that knows thieves’ cant understands
+3 such messages. It takes four times longer to convey such a
message than it does to speak the same idea plainly.In addition,
you understand a set of secret signs and symbols used to
CURRENT HIT POINTS convey short, simple messages, such as whether an area is
CONSTITUTION DEATH SAVING THROWS dangerous or the territory of a thieves’ guild, whether loot is
SAVING THROWS nearby, or whether the people in an area are easy marks or will
+6 Acrobatics (Dex) 30ft. 0ft. 0ft. 0ft. Cunning Action. You can take a bonus action on each of your
Y
PROFI
✘
RT
EXPE
turns in combat. This action can be used only to take the Dash,
+1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION Disengage, or Hide action.
+2 +0 Arcana (Int) Darkvision
Uncanny Dodge (Reaction). When an attacker that you can see
Resistances. Necrotic, Radiant hits you with an attack, you can halve the attack’s damage
-1 Athletics (Str) against you.
INTELLIGENCE ✘ +6 Deception (Cha)
Psionic Power (6d8/Long Rest). This energy is represented by
10 ✘ +3 History (Int) your Psionic Energy dice, which are each a d8. In addition, as a
bonus action, you can regain one expended Psionic Energy die,
+1 Insight (Wis) but you can’t do so again until you finish a short or long rest.
+3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Psi-Bolstered Knack. If you fail an ability check using a skill or
+0 +0 Investigation (Int)
tool with which you have proficiency, you can roll one Psionic
Energy die and add the number rolled to the check, potentially
Healing Hands (Action—1/Long Rest). You can turning failure into success. You expend the die only if the roll
+1 Medicine (Wis) succeeds.
touch a creature and roll a number of d4s equal to
WISDOM +0 Nature (Int) your 3. The creature regains a number of hit points Psychic Whispers (Action). Choose up to 3 creatures you can
12 +1 Perception (Wis) equal to the total rolled. see, and then roll one Psionic Energy die. For a number of hours
equal to the number rolled, the chosen creatures can speak
+3 Performance (Cha) Light Bearer. You know the light cantrip. Charisma is telepathically with you, and you can speak telepathically with
your spellcasting ability for it. them. To send or receive a message, you and the other
+3 Persuasion (Cha) creature must be within 1 mile of each other. A creature can’t
+1 +0 Religion (Int) Celestial Revelation.
use this telepathy if it can’t speak any languages, and a creature
can end the telepathic connection at any time. You and the
Radiant Soul (Bonus Action—1/Long Rest). You creature don’t need to speak a common language to
✘✘ +9 Sleight of Hand (Dex)
can unleash the celestial energy within yourself, understand each other.
CHARISMA ✘ +6 Stealth (Dex) gaining following benefits: The first time you use this power after each long rest, you
Two luminous, spectral wings sprout from your don’t expend the Psionic Energy die. All other times you use the
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains -their bones, their
ruins, their surviving masterworks, and their tombs. Those who practice archaeology travel to the far corners of the
world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of
I love a good puzzle or mystery. monarchs and high priests, wars and cataclysms.
I might fail, but I will never give up.
PERSONALITY TRAITS
IDEAL
BOND
Historical Knowledge
When you enter a ruin or dungeon, you can correctly
ascertain its original purpose and determine its
builders, whether those were dwarves, elves,
humans, yuan-ti, or some other known race. In
addition, you can determine the monetary value of
art objects more than a century old.
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
[Shortsword] 1 2
Shortbow 1 2
Arrow 20 1
Explorer’s Pack 1 10
[Leather] 1 10
Thieves’ Tools 1 1
Dagger 2 2
0 0 0 0 0
28 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.
Light Hex Misty Step
Evocation Cantrip 1st-level enchantment 2nd-level conjuration
CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 bonus action
RANGE Touch RANGE 90 feet RANGE Self
DURATION 1 hour DURATION Concentration, up to 1 hour DURATION Instantaneous
COMPONENTS V, M (a firefly or phosphorescent moss) COMPONENTS V, S, M (the petrified eye of a newt) COMPONENTS V
You touch one object that is no larger than 10 feet in any dimension. You place a curse on a creature that you can see within range. Until Briefly surrounded by silvery mist, you teleport up to 30 feet to an
Until the spell ends, the object sheds bright light in a 20-foot radius the spell ends, you deal an extra 1d6 necrotic damage to the target unoccupied space that you can see.
and dim light for an additional 20 feet. The light can be colored as whenever you hit it with an attack. Also, choose one ability when you
you like. Completely covering the object with something opaque cast the spell. The target has disadvantage on ability checks made
blocks the light. The spell ends if you cast it again or dismiss it as an with the chosen ability.
action. If the target drops to 0 hit points before this spell ends, you can use
If you target an object held or worn by a hostile creature, that a bonus action on a subsequent turn of yours to curse a new
creature must succeed on a Dexterity saving throw to avoid the spell. 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.
Light Bearer (Aasimar) Player’s Handbook Fey Touched Player’s Handbook Fey Touched Player’s Handbook
Shortsword Shortbow Arrow
Weapons Weapons Ammunition
2 lb. Player’s Handbook 2 lb. Player’s Handbook 1/20 lb. Player’s Handbook
Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 The breastplate and shoulder protectors of this armor are Perhaps the most common tools used by adventurers, thieves’
torches, 10 days of rations, and a waterskin. The pack also made of leather that has been stiffened by being boiled in tools are designed for picking locks and foiling traps.
has 50 feet of hempen rope strapped to the side of it. oil. The rest of the armor is made of softer and more Proficiency with the tools also grants you a general knowledge
flexible materials. of traps and locks.
Components. Thieves’ tools include a small file, a set Of lock
picks, a small mirror mounted on a metal handle, a set of
narrow—bladed scissors, and a pair of pliers.
History. Your knowledge of traps grants you insight when
answering questions about locations that are renowned for
their traps.
Investigation and Perception. You gain additional insight
when looking for traps, because you have learned a variety of
common signs that betray their presence.
Set a Trap. Just as you can disable traps, you can also set
them. As part of a short rest, you can create a trap using items
you have on hand. The total of your check becomes the DC for
someone else’s attempt to discover or disable the trap. The
trap deals damage appropriate to the materials used in
crafting it (such as poison or a weapon) or damage equal to
half the total of your check, whichever the DM deems
appropriate.
THIEVES’ TOOLS
Activity DC
Pick a lock Varies
Disable a trap Varies
Dagger Dagger
Weapons Weapons