0% found this document useful (0 votes)
32 views

Character Level, Race, & Class Experience: Dexterity Strength

Level 20 human fighter named Samurai has 355,000 experience points. They have proficiencies in strength (+9), constitution (+6), and dexterity (+4) saving throws. Their armor class is 29 due to wearing half plate armor +3, dual wielding weapons, and having various magic items that provide bonuses to AC such as a ring of protection. Their maximum hit points are 244.

Uploaded by

Lovecraft's Cat
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
32 views

Character Level, Race, & Class Experience: Dexterity Strength

Level 20 human fighter named Samurai has 355,000 experience points. They have proficiencies in strength (+9), constitution (+6), and dexterity (+4) saving throws. Their armor class is 29 due to wearing half plate armor +3, dual wielding weapons, and having various magic items that provide bonuses to AC such as a ring of protection. Their maximum hit points are 244.

Uploaded by

Lovecraft's Cat
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 10

Level 20 Human Fighter, Samurai 355000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


...
Adventurer Player 1
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Dual Wielder. +1 bonus to AC while you are wielding a separate


STRENGTH Half Plate +3 26 melee weapon in each hand.You can use two-weapon fighting
even when the onehanded melee weapons you are wielding aren’t
PROFICIENCY BONUS +7 light.You can draw or stow two one-handed weapons when you

+9
SHIELD
AC would normally be able to draw or stow only one.

Alert. You can’t be surprised while you are conscious.Other


N
CIE C
Dual Wielder (1), Cloak of Protection (1), Ioun Stone, Protection creatures don’t gain advantage on attack rolls against you as a
+20 Strength (1), Ring of Protection (1), Defense (Fighting Style) (1)
Y
PROFI

✘ result of being hidden from you.


29
+8 Dexterity Blademaster. While wielding a weapon that deals Slashing damage
and does not have the heavy property: +1 AC.When a creature you
✘ +17 Constitution ARMOR CLASS can see attacks a target other than you that is within 5 feet of you,
DEXTERITY you can use your reaction to impose disadvantage on the attack
+8 Intelligence roll.When you are hit by a ranged weapon attack, you can use your
MAXIMUM HIT DICE TEMPORARY

+4
reaction to deflect the missile. When you do so, the damage you
✘ +13 Wisdom
244 20d10 take is reduced by 1d10+29. If you reduce the damage to 0 or less,
you slice the projectile out of the air, destroying it.
+6 Charisma
CONDITIONAL
Medium Armor Master. Wearing medium armor doesn’t impose
18 disadvantage on your Stealth checks.

Mage Slayer. When a creature within 5 feet of you casts a spell,


CURRENT HIT POINTS you can use your reaction to make a melee weapon attack against
that creature.When you damage a creature that is concentrating
CONSTITUTION DEATH SAVING THROWS
on a spell, that creature has disadvantage on the saving throw it
SAVING THROWS
makes to maintain its concentration.You have advantage on saving

+6 N
CIE C

+12 Acrobatics (Dex)


SPEED
30ft.
FLY
90ft.
CLIMB
0ft.
SWIM
0ft.
throws against spells cast by creatures within 5 feet of you.
Y
PROFI

✘ Lucky (3/Long Rest). Whenever you make an attack roll, an ability


RT

EXPE

VISION INSPIRATION EXHAUSTION check, or a saving throw, you can spend one luck point to roll an
+3 Animal Handling (Wis) additional d20. You can choose to spend one of your luck points
22 +5 Arcana (Int) Darkvision after you roll the die, but before the outcome is determined.You
can also spend one luck point when an attack roll is made against
✘ +17 Athletics (Str) Resistances. Acid, Cold, Fire, Force, Lightning, you. Roll a d20, and then choose whether the attack uses the
attacker’s roll or yours.
INTELLIGENCE +3 Deception (Cha)
Necrotic, Poison, Psychic, Radiant, Thunder
Immunities. Poison Darkvision. You can see in dim light within 60 feet of you as if it

+4 +5 History (Int) were bright light, and in darkness as if it were dim light.

✘ +10 Insight (Wis) Fighting Style.


Defense. While you are wearing armor, you gain a +1 bonus to
✘ +10 Intimidation (Cha) SPEED, SENSES, & CONDITIONS AC.
19 +5 Investigation (Int) Second Wind (Bonus Action—1/Short Rest). You regain 1d10+20
hit points.
+3 Medicine (Wis) 1 Defender
WISDOM 1 Vorpal Sword Action Surge (2/Short Rest). On your turn, you can take one
+5 Nature (Int) additional action on top of your regular action.
1 Tome of Clear Thought

+2 ✘ +10 Perception (Wis)


+3 Performance (Cha)
1
1
Tome of Leadership and Influence
Tome of Understanding
Extra Attack. You can attack four times, instead of once, whenever
you take the Attack action on your turn

Indomitable (3/Long Rest). You can reroll a saving throw that you
+5 Persuasion (Cha) 1 Manual of Bodily Health fail. If you do so, you must use the new roll.
14 +5 Religion (Int) 1 Manual of Gainful Exercise
Fighting Spirit (Bonus Action—3/Long Rest). Give yourself
1 Manual of Quickness of Action advantage on attack rolls until the end of the turn. You also gain 15
+5 Sleight of Hand (Dex)
1 Half Plate +3 temporary HP.
CHARISMA ✘ +12 Stealth (Dex)
1 Belt of Storm Giant Strength Elegant Courtier.

+2 +3 Survival (Wis)
SKILLS
1
1
Belt of Dwarvenkind
Cloak of Protection
Tireless Spirit. When rolling initiative with no more Fighting Spirit
left, regain 1 use.
1 Goggles of Night Rapid Strike (1/Turn). When attacking with advantage, you can
14 20 PASSIVE PERCEPTION
1 Headband of Intellect forgo the advantage to gain an additional attack against your
target as part of the same action.
1 Ioun Stone, Absorption
Strength Before Death (Reaction). When you would nomally be
ADVANTAGE
CP SP EP GP PP WEIGHT knocked unconcious, take an extra turn instead, interrupting the
0 0 0 0 0 82,5 lb. current turn. Taking damage causes death saves as normal, and
INITIATIVE +10 4 Attacks / Attack Action EQUIPMENT
when the extra turn ends you fall unconscious with 0HP.

NAME RANGE ATTACK DAMAGE / TYPE


Defender 5 ft +19 vs AC 1d8 + 12 slashing
Versatile
FEATURES & TRAITS
Vorpal Sword 5 ft +19 vs AC 1d8 + 12 slashing
Versatile
Armor Proficiencies. Light Armor, Medium Armor, Heavy
Armor, Shields

Weapon Proficiencies. Simple Weapons, Martial Weapons

Tool Proficiencies. Thieves’ tools

Languages. Common, Elvish, Dwarvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'8" 110 lb.
GENDER AGE HEIGHT WEIGHT
...
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You never stopped following your profession- you have always been an adventurer for as long as you have had a
profession. Now, "adventuring" in this sense is not the same as the dragon-slaying heroism typical of in-play
adventuring. Really, a more accurate description would be along the lines of "helpful grave-robbing", and probably
I take notes about everyone and everything I involved a lot more sneaking around, running in terror, setting traps, and possibly taking credit for the work of others, or
encounter everywhere I go. complete strokes of luck.
I look at the ceiling every time I enter a room, even if
I was just there five seconds ago.
Examples

PERSONALITY TRAITS

Wealth. I’m in it for the money! (Neutral)

IDEAL

I cannot remember my past before I was an


adventurer.

BOND

I cannot maintain meaningful relationships.

FLAW BACKGROUND STORY

Beloved Outcast
You can always find a job, but somehow you can never find a place to
sleep. People know you’re good for the work, but the fact that you are
indicates that you’re probably not the sort of person they want to
have around. People view adventurers in a mixed light with conflicting
values. On the one hand, most adventurers are nothing more than
murderous, grave-robbing vagrants. On the other hand, who else will
rob that grave and murder those local bullies for you? Most common
folk consider adventurers to be dangerous, unpredictable, and
probably insane... But in a world filled with slavers, mad cults, dragons,
walking dead, pit fiends, and extradimensional horrors, just about
everyone could find a use for a psychotic sell-sword. Adventurers who
survive and reach higher renown may find they have a small following
of supporters or fans, but even they may cringe at the idea of that
adventurer spending an evening in their home. Most adventurers by
profession are members of an adventurers guild through which they
can readily attain professional work and contacts in the field.
BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES ADDITIONAL TREASURE

This character sheet was generated by the Aurora Builder.


Defender Vorpal Sword Tome of Clear Thought
Weapons Weapons Wondrous Items

You gain a +3 bonus to attack and damage rolls made with You gain a +3 bonus to attack and damage rolls made with This book contains memory and logic exercises, and its
this magic weapon. this magic weapon. In addition, the weapon ignores words are charged with magic. If you spend 48 hours over a
The first time you attack with the sword on each of your resistance to slashing damage. period of 6 days or fewer studying the book's contents and
turns, you can transfer some or all of the sword's bonus to When you attack a creature that has at least one head practicing its guidelines, your Intelligence score increases
your Armor Class, instead of using the bonus on any attacks with this weapon and roll a 20 on the attack roll, you cut off by 2, as does your maximum for that score. The manual
that turn. For example, you could reduce the bonus to your one of the creature's heads. The creature dies if it can't then loses its magic, but regains it in a century.
attack and damage rolls to +1 and gain a +2 bonus to AC. survive without the lost head. A creature is immune to this
The adjusted bonuses remain in effect until the start of effect if it is immune to slashing damage, doesn't have or
your next turn, although you must hold the sword to gain a need a head, has legendary actions, or the GM decides that
bonus to AC from it. the creature is too big for its head to be cut off with this
weapon. Such a creature instead takes an extra 6d8
slashing damage from the hit.

3 lb. Dungeon Master’s Guide 3 lb. Dungeon Master’s Guide 5 lb. Dungeon Master’s Guide

Tome of Leadership and Influence Tome of Understanding Manual of Bodily Health


Wondrous Items Wondrous Items Wondrous Items

This book contains guidelines for influencing and charming This book contains intuition and insight exercises, and its This book contains health and diet tips, and its words are
others, and its words are charged with magic. If you spend words are charged with magic. If you spend 48 hours over a charged with magic. If you spend 48 hours over a period of
48 hours over a period of 6 days or fewer studying the period of 6 days or fewer studying the book's contents and 6 days or fewer studying the book's contents and practicing
book's contents and practicing its guidelines, your Charisma practicing its guidelines, your Wisdom score increases by 2, its guidelines, your Constitution score increases by 2, as
score increases by 2, as does your maximum for that score. as does your maximum for that score. The manual then does your maximum for that score. The manual then loses
The manual then loses its magic, but regains it in a century. loses its magic, but regains it in a century. its magic, but regains it in a century.

5 lb. Dungeon Master’s Guide 5 lb. Dungeon Master’s Guide 5 lb. Dungeon Master’s Guide

Manual of Gainful Exercise Manual of Quickness of Action Half Plate +3


Wondrous Items Wondrous Items

This book describes fitness exercises, and its words are This book contains coordination and balance exercises, and You have a bonus to AC while wearing this armor. The
charged with magic. If you spend 48 hours over a period of its words are charged with magic. If you spend 48 hours bonus is determined by its rarity.
6 days or fewer studying the book's contents and practicing over a period of 6 days or fewer studying the book's
its guidelines, your Strength score increases by 2, as does contents and practicing its guidelines, your Dexterity score
your maximum for that score. The manual then loses its increases by 2, as does your maximum for that score. The
magic, but regains it in a century. manual then loses its magic, but regains it in a century.

5 lb. Dungeon Master’s Guide 5 lb. Dungeon Master’s Guide 40 lb. Dungeon Master’s Guide
Belt of Storm Giant Strength Belt of Dwarvenkind Cloak of Protection
Wondrous Items Wondrous Items Wondrous Items

While wearing this belt, your Strength score changes to a While wearing this belt, you gain the following benefits: You gain a +1 bonus to AC and saving throws while you
score granted by the belt. If your Strength is already equal • Your Constitution score increases by 2, to a maximum wear this cloak.
to or greater than the belt's score, the item has no effect of 20.
on you. • You have advantage on Charisma (Persuasion) checks
Six varieties of this belt exist, corresponding with and made to interact with dwarves.
having rarity according to the six kinds of true giants. The
belt of stone giant strength and the belt of frost giant In addition, while attuned to the belt, you have a 50
strength look different, but they have the same effect. percent chance each day at dawn of growing a full beard if
Type Strength Rarity you're capable of growing one, or a visibly thicker beard if
Hill giant 21 Rare you already have one.
Stone/frost giant 23 Very rare If you aren't a dwarf, you gain the following additional
Fire giant 25 Very rare benefits while wearing the belt:
Cloud giant 27 Legendary • You have advantage on saving throws against poison,
Storm giant 29 Legendary and you have resistance against poison damage.
• You have darkvision out to a range of 60 feet.
• You can speak, read, and write Dwarvish.

0 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide

Goggles of Night Headband of Intellect Ioun Stone, Absorption


Wondrous Items Wondrous Items Wondrous Items

While wearing these dark lenses, you have darkvision out Your Intelligence score is 19 while you wear this headband. While this pale lavender ellipsoid orbits your head, you can
to a range of 60 feet. If you already have darkvision, It has no effect on you if your Intelligence is already 19 or use your reaction to cancel a spell of 4th level or lower cast
wearing the goggles increases its range by 60 feet. higher. by a creature you can see and targeting only you.
Once the stone has canceled 20 levels of spells, it burns
out and turns dull gray, losing its magic. If you are targeted
by a spell whose level is higher than the number of spell
levels the stone has left, the stone can't cancel it.
An Ioun stone is named after Ioun, a god of knowledge
and prophecy revered on some worlds. Many types of Ioun
stone exist, each type a distinct combination of shape and
color.
When you use an action to toss one of these stones into
the air, the stone orbits your head at a distance of 1d3 feet
and confers a benefit to you. Thereafter, another creature
must use an action to grasp or net the stone to separate it
from you, either by making a successful attack roll against
AC 24 or a successful DC 24 Dexterity (Acrobatics) check.
You can use an action to seize and stow the stone, ending
its effect.
A stone has AC 24, 10 hit points, and resistance to all
damage. It is considered to be an object that is being worn
while it orbits your head.

0 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide

Ioun Stone, Agility Ioun Stone, Awareness Ioun Stone, Fortitude


Wondrous Items Wondrous Items Wondrous Items

Your Dexterity score increases by 2, to a maximum of 20, You can't be surprised while this dark blue rhomboid orbits Your Constitution score increases by 2, to a maximum of
while this deep red sphere orbits your head. your head. 20, while this pink rhomboid orbits your head.
An Ioun stone is named after Ioun, a god of knowledge An Ioun stone is named after Ioun, a god of knowledge An Ioun stone is named after Ioun, a god of knowledge
and prophecy revered on some worlds. Many types of Ioun and prophecy revered on some worlds. Many types of Ioun and prophecy revered on some worlds. Many types of Ioun
stone exist, each type a distinct combination of shape and stone exist, each type a distinct combination of shape and stone exist, each type a distinct combination of shape and
color. color. color.
When you use an action to toss one of these stones into When you use an action to toss one of these stones into When you use an action to toss one of these stones into
the air, the stone orbits your head at a distance of 1d3 feet the air, the stone orbits your head at a distance of 1d3 feet the air, the stone orbits your head at a distance of 1d3 feet
and confers a benefit to you. Thereafter, another creature and confers a benefit to you. Thereafter, another creature and confers a benefit to you. Thereafter, another creature
must use an action to grasp or net the stone to separate it must use an action to grasp or net the stone to separate it must use an action to grasp or net the stone to separate it
from you, either by making a successful attack roll against from you, either by making a successful attack roll against from you, either by making a successful attack roll against
AC 24 or a successful DC 24 Dexterity (Acrobatics) check. AC 24 or a successful DC 24 Dexterity (Acrobatics) check. AC 24 or a successful DC 24 Dexterity (Acrobatics) check.
You can use an action to seize and stow the stone, ending You can use an action to seize and stow the stone, ending You can use an action to seize and stow the stone, ending
its effect. its effect. its effect.
A stone has AC 24, 10 hit points, and resistance to all A stone has AC 24, 10 hit points, and resistance to all A stone has AC 24, 10 hit points, and resistance to all
damage. It is considered to be an object that is being worn damage. It is considered to be an object that is being worn damage. It is considered to be an object that is being worn
while it orbits your head. while it orbits your head. while it orbits your head.

0 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide
Ioun Stone, Greater Absorption Ioun Stone, Insight Ioun Stone, Intellect
Wondrous Items Wondrous Items Wondrous Items

While this marbled lavender and green ellipsoid orbits your Your Wisdom score increases by 2, to a maximum of 20, Your Intelligence score increases by 2, to a maximum of 20,
head, you can use your reaction to cancel a spell of 8th while this incandescent blue sphere orbits your head. while this marbled scarlet and blue sphere orbits your
level or lower cast by a creature you can see and targeting An Ioun stone is named after Ioun, a god of knowledge head.
only you. and prophecy revered on some worlds. Many types of Ioun An Ioun stone is named after Ioun, a god of knowledge
Once the stone has canceled 50 levels of spells, it burns stone exist, each type a distinct combination of shape and and prophecy revered on some worlds. Many types of Ioun
out and turns dull gray, losing its magic. If you are targeted color. stone exist, each type a distinct combination of shape and
by a spell whose level is higher than the number of spell When you use an action to toss one of these stones into color.
levels the stone has left, the stone can't cancel it. the air, the stone orbits your head at a distance of 1d3 feet When you use an action to toss one of these stones into
An Ioun stone is named after Ioun, a god of knowledge and confers a benefit to you. Thereafter, another creature the air, the stone orbits your head at a distance of 1d3 feet
and prophecy revered on some worlds. Many types of Ioun must use an action to grasp or net the stone to separate it and confers a benefit to you. Thereafter, another creature
stone exist, each type a distinct combination of shape and from you, either by making a successful attack roll against must use an action to grasp or net the stone to separate it
color. AC 24 or a successful DC 24 Dexterity (Acrobatics) check. from you, either by making a successful attack roll against
When you use an action to toss one of these stones into You can use an action to seize and stow the stone, ending AC 24 or a successful DC 24 Dexterity (Acrobatics) check.
the air, the stone orbits your head at a distance of 1d3 feet its effect. You can use an action to seize and stow the stone, ending
and confers a benefit to you. Thereafter, another creature A stone has AC 24, 10 hit points, and resistance to all its effect.
must use an action to grasp or net the stone to separate it damage. It is considered to be an object that is being worn A stone has AC 24, 10 hit points, and resistance to all
from you, either by making a successful attack roll against while it orbits your head. damage. It is considered to be an object that is being worn
AC 24 or a successful DC 24 Dexterity (Acrobatics) check. while it orbits your head.
You can use an action to seize and stow the stone, ending
its effect.
A stone has AC 24, 10 hit points, and resistance to all
damage. It is considered to be an object that is being worn
while it orbits your head.

0 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide

Ioun Stone, Leadership Ioun Stone, Mastery Ioun Stone, Protection


Wondrous Items Wondrous Items Wondrous Items

Your Charisma score increases by 2, to a maximum of 20, Your proficiency bonus increases by 1 while this pale green You gain a +1 bonus to AC while this dusty rose prism orbits
while this marbled pink and green sphere orbits your head. prism orbits your head. your head.
An Ioun stone is named after Ioun, a god of knowledge An Ioun stone is named after Ioun, a god of knowledge An Ioun stone is named after Ioun, a god of knowledge
and prophecy revered on some worlds. Many types of Ioun and prophecy revered on some worlds. Many types of Ioun and prophecy revered on some worlds. Many types of Ioun
stone exist, each type a distinct combination of shape and stone exist, each type a distinct combination of shape and stone exist, each type a distinct combination of shape and
color. color. color.
When you use an action to toss one of these stones into When you use an action to toss one of these stones into When you use an action to toss one of these stones into
the air, the stone orbits your head at a distance of 1d3 feet the air, the stone orbits your head at a distance of 1d3 feet the air, the stone orbits your head at a distance of 1d3 feet
and confers a benefit to you. Thereafter, another creature and confers a benefit to you. Thereafter, another creature and confers a benefit to you. Thereafter, another creature
must use an action to grasp or net the stone to separate it must use an action to grasp or net the stone to separate it must use an action to grasp or net the stone to separate it
from you, either by making a successful attack roll against from you, either by making a successful attack roll against from you, either by making a successful attack roll against
AC 24 or a successful DC 24 Dexterity (Acrobatics) check. AC 24 or a successful DC 24 Dexterity (Acrobatics) check. AC 24 or a successful DC 24 Dexterity (Acrobatics) check.
You can use an action to seize and stow the stone, ending You can use an action to seize and stow the stone, ending You can use an action to seize and stow the stone, ending
its effect. its effect. its effect.
A stone has AC 24, 10 hit points, and resistance to all A stone has AC 24, 10 hit points, and resistance to all A stone has AC 24, 10 hit points, and resistance to all
damage. It is considered to be an object that is being worn damage. It is considered to be an object that is being worn damage. It is considered to be an object that is being worn
while it orbits your head. while it orbits your head. while it orbits your head.

0 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide

Ioun Stone, Regeneration Ioun Stone, Strength Ioun Stone, Sustenance


Wondrous Items Wondrous Items Wondrous Items

You regain 15 hit points at the end of each hour this pearly Your Strength score increases by 2, to a maximum of 20, You don't need to eat or drink while this clear spindle orbits
white spindle orbits your head, provided that you have at while this pale blue rhomboid orbits your head. your head.
least 1 hit point. An Ioun stone is named after Ioun, a god of knowledge An Ioun stone is named after Ioun, a god of knowledge
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun and prophecy revered on some worlds. Many types of Ioun
and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and stone exist, each type a distinct combination of shape and
stone exist, each type a distinct combination of shape and color. color.
color. When you use an action to toss one of these stones into When you use an action to toss one of these stones into
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet the air, the stone orbits your head at a distance of 1d3 feet
the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature and confers a benefit to you. Thereafter, another creature
and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it must use an action to grasp or net the stone to separate it
must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against from you, either by making a successful attack roll against
from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. AC 24 or a successful DC 24 Dexterity (Acrobatics) check.
AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending You can use an action to seize and stow the stone, ending
You can use an action to seize and stow the stone, ending its effect. its effect.
its effect. A stone has AC 24, 10 hit points, and resistance to all A stone has AC 24, 10 hit points, and resistance to all
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn damage. It is considered to be an object that is being worn
damage. It is considered to be an object that is being worn while it orbits your head. while it orbits your head.
while it orbits your head.

0 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide
Necklace of Fireballs Oil of Sharpness (5) Periapt of Proof Against Poison
Wondrous Items Wondrous Items Wondrous Items

This necklace has 1d6 + 3 beads hanging from it. You can This clear, gelatinous oil sparkles with tiny, ultrathin silver This delicate silver chain has a brilliant-cut black gem
use an action to detach a bead and throw it up to 60 feet shards. The oil can coat one slashing or piercing weapon or pendant. While you wear it, poisons have no effect on you.
away. When it reaches the end of its trajectory, the bead up to 5 pieces of slashing or piercing ammunition. Applying You are immune to the poisoned condition and have
detonates as a 3rd level fireball spell (save DC 15). the oil takes 1 minute. For 1 hour, the coated item is immunity to poison damage.
You can hurl multiple beads, or even the whole necklace, magical and has a +3 bonus to attack and damage rolls.
as one action. When you do so, increase the level of the
fireball by 1 for each bead beyond the first.

1 lb. Dungeon Master’s Guide 1/2 lb. Dungeon Master’s Guide 1 lb. Dungeon Master’s Guide

Periapt of Wound Closure Robe of Stars Spell Gem, Diamond


Wondrous Items Wondrous Items Wondrous Items

While you wear this pendant, you stabilize whenever you This black or dark blue robe is embroidered with small A spell gem can contain one spell from any class’s spell list. You become aware of
the spell when you learn the gems properties. While holding the gem. you can cast
are dying at the start of your turn. In addition, whenever white or silver stars. You gain a +1 bonus to saving throws the spell from it as an action if you know the spell or if the spell is on your classs
you roll a Hit Die to regain hit points, double the number of while you wear it. spell list. Doing so doesn’t require any components and doesn’t require
attunement. The spell then disappears from the gem.
hit points it restores. Six stars, located on the robe's upper front portion, are If the spell is of a higher level than you can normally cast, you must make an
particularly large. While wearing this robe, you can use an ability check using your spellcasting ability to determine whether you cast it
action to pull off one of the stars and use it to cast magic successfully. The DC equals 10 + the spell’s level. On a failed check, the spell
disappears from the gem with no other effect.
missile as a 5th-level spell. Daily at dusk, 1d6 removed stars Each spell gem has a maximum level for the spell it can store. The spell level
reappear on the robe. determines the gems rarity and the stored spell’s saving throw DC and attack
bonus, as shown in the Spell Gem table.
While you wear the robe, you can use an action to enter You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do
the Astral Plane along with everything you are wearing and so, you cast the spell while holding the gem. The spell is stored in the gem instead
carrying. You remain there until you use an action to return of having any effect. Casting the spell must require either 1 action or 1 minute or
longer, and the spell’s level must be no higher than the gems maximum. If the spell
to the plane you were on. You reappear in the last space belongs to the school of abjuration and requires material components that are
you occupied, or if that space is occupied, the nearest consumed. you must provide them, but they can be worth half as much as normal.
unoccupied space. Once imbued with a spell. the gem can’t be imbued again until the next dawn.
Deep gnomes created these magic gemstones and keep the creation process a
secret.
Max. Spell Level Gemstone Rarity Save DC Attack Bonus
Cantrip Obsidian Uncommon 13 +5
1st Lapis Lazuli Uncommon 13 +5
2nd Quartz Rare 13 +5
3rd Bloodstone Rare 15 +7
4th Amber Very Rare 15 +9
5th Jade Very Rare 17 +9
6th Topaz Very Rare 17 +10
7th Star Ruby Legendary 18 +10
8th Ruby Legendary 18 +10
9th Diamond Legendary 19 +11

0 lb. Dungeon Master’s Guide 4 lb. Dungeon Master’s Guide 0 lb. Out of the Abyss

Stone of Good Luck Winged Boots Helm of Teleportation


Wondrous Items Wondrous Items Wondrous Items

While this polished agate is on your person, you gain a +1 While you wear these boots, you have a flying speed equal This helm has 3 charges. While wearing it, you can use an
bonus to ability checks and saving throws. to your walking speed. You can use the boots to fly for up action and expend 1 charge to cast the teleport spell from
to 4 hours, all at once or in several shorter flights, each one it. The helm regains 1d3 expended charges daily at dawn.
using a minimum of 1 minute from the duration. If you are
flying when the duration expires, you descend at a rate of
30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12
hours they aren't in use.

0 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide
Ring of Three Wishes Ring of Spell Turning Ring of Resistance, Acid
Rings Rings Rings

While wearing this ring, you can use an action to expend 1 While wearing this ring, you have advantage on saving You have resistance to acid damage while wearing this ring,
of its 3 charges to cast the wish spell from it. The ring throws against any spell that targets only you (not in an which is set with a pearl.
becomes nonmagical when you use the last charge. area of effect). In addition, if you roll a 20 for the save and
the spell is 7th level or lower, the spell has no effect on you
and instead targets the caster, using the slot level, spell
save DC, attack bonus, and spellcasting ability of the caster.

— Dungeon Master’s Guide — Dungeon Master’s Guide — Dungeon Master’s Guide

Ring of Resistance, Fire Ring of Resistance, Lightning Ring of Resistance, Poison


Rings Rings Rings

You have resistance to fire damage while wearing this ring, You have resistance to lightning damage while wearing this You have resistance to poison damage while wearing this
which is set with a garnet. ring, which is set with a citrine. ring, which is set with an amethyst.

— Dungeon Master’s Guide — Dungeon Master’s Guide — Dungeon Master’s Guide

Ring of Resistance, Radiant Ring of Resistance, Thunder Ring of Resistance, Psychic


Rings Rings Rings

You have resistance to radiant damage while wearing this You have resistance to thunder damage while wearing this You have resistance to psychic damage while wearing this
ring, which is set with a topaz. ring, which is set with a spinel. ring, which is set with a jade.

— Dungeon Master’s Guide — Dungeon Master’s Guide — Dungeon Master’s Guide


Ring of Resistance, Necrotic Ring of Resistance, Force Ring of Resistance, Cold
Rings Rings Rings

You have resistance to necrotic damage while wearing this You have resistance to force damage while wearing this You have resistance to cold damage while wearing this ring,
ring, which is set with a jet. ring, which is set with a sapphire. which is set with a tourmaline.

— Dungeon Master’s Guide — Dungeon Master’s Guide — Dungeon Master’s Guide

Ring of Free Action Ring of Protection Ring of Mind Shielding


Rings Rings Rings

While you wear this ring, difficult terrain doesn't cost you You gain a +1 bonus to AC and saving throws while wearing While wearing this ring, you are immune to magic that
extra movement. In addition, magic can neither reduce this ring. allows other creatures to read your thoughts, determine
your speed nor cause you to be paralyzed or restrained. whether you are lying, know your alignment, or know your
creature type. Creatures can telepathically communicate
with you only if you allow it.
You can use an action to cause the ring to become
invisible until you use another action to make it visible,
until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it,
unless it already houses a soul. You can remain in the ring
or depart for the afterlife. As long as your soul is in the ring,
you can telepathically communicate with any creature
wearing it. A wearer can't prevent this telepathic
communication.

— Dungeon Master’s Guide — Dungeon Master’s Guide — Dungeon Master’s Guide

Mantle of Spell Resistance


Wondrous Items

You have advantage on saving throws against spells while


you wear this cloak.

0 lb. Dungeon Master’s Guide


Dual Wielder Alert Blademaster
Feat Feat Feat

You master fighting with two weapons, gaining the Always on the lookout for danger, you gain the folloing Prerequisites: Dexterity or Strength 13 or higher
following benefits: benefits: You are one with the blade, performing feats of
• You gain a +1 bonus to AC while you are wielding a • You gain a +5 bonus to initiative. swordsmanship others find impossible. While wielding a
separate melee weapon in each hand. • You can’t be surprised while you are conscious. weapon that deals Slashing damage and does not have the
• You can use two-weapon fighting even when the • Other creatures don’t gain advantage on attack rolls heavy property, you gain the following benefits:
onehanded melee weapons you are wielding aren’t light. against you as a result of being hidden from you. • When a creature you can see attacks a target other
• You can draw or stow two one-handed weapons when than you that is within 5 feet of you, you can use your
you would normally be able to draw or stow only one. reaction to impose disadvantage on the attack roll.
• When you are hit by a ranged weapon attack, you can
use your reaction to deflect the missile. When you do so,
the damage you take is reduced by 1d10 + your character
level + your Dexterity or Strength modifier. If you reduce
the damage to 0 or less, you slice the projectile out of the
air, destroying it.
• You gain a +1 bonus to AC.

Human Variant Player’s Handbook Feat (4) Player’s Handbook Feat (6) D&D Wiki

Medium Armor Master Mage Slayer Lucky


Feat Feat Feat

Prerequisite: Proficiency with medium armor You have practiced techniques useful in melee combat You have inexplicable luck that seems to kick in at just the
You have practiced moving in medium armor to gain the against spellcasters, gaining the following benefits: right moment.
following benefits: • When a creature within 5 feet of you casts a spell, you You have 3 luck points. Whenever you make an attack
• Wearing medium armor doesn’t impose disadvantage can use your reaction to make a melee weapon attack roll, an ability check, or a saving throw, you can spend one
on your Dexterity (Stealth) checks. against that creature. luck point to roll an additional d20. You can choose to
• When you wear medium armor, you can add 3, rather • When you damage a creature that is concentrating on spend one of your luck points after you roll the die, but
than 2, to your AC if you have a Dexterity of 16 or higher. a spell, that creature has disadvantage on the saving throw before the outcome is determined. You choose which of
it makes to maintain its concentration. the d20s is used for the attack roll, ability check, or saving
• You have advantage on saving throws against spells throw.
cast by creatures within 5 feet of you. You can also spend one luck point when an attack roll is
made against you. Roll a d20, and then choose whether the
attack uses the attacker’s roll or yours.
If more than one creature spends a luck point to
influence the outcome of a roll, the points cancel each
other out; no additional dice are rolled.
You regain your expended luck points when you finish a
long rest.

Feat (8) Player’s Handbook Feat (12) Player’s Handbook Feat (14) Player’s Handbook

Darkvision Fighting Style Defense


Vision Class Feature Class Feature

Many creatures in the worlds of D&D, especially those that You adopt a particular style of fighting as your specialty. While you are wearing armor, you gain a +1 bonus to AC.
dwell underground, have darkvision. Within a specified Choose one of the following options. You can’t take a
range, a creature with darkvision can see in darkness as if Fighting Style option more than once, even if you later get
the darkness were dim light, so areas of darkness are only to choose again.
lightly obscured as far as that creature is concerned. ARCHERY
However, the creature can’t discern color in darkness, only You gain a +2 bonus to attack rolls you make with ranged
shades of gray. weapons.
DEFENSE
While you are wearing armor, you gain a +1 bonus to AC.
DUELING
When you are wielding a melee weapon in one hand and
no other weapons, you gain a +2 bonus to damage rolls
with that weapon.
GREAT WEAPON FIGHTING
When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with two
hands, you can reroll the die and must use the new roll,
even if the new roll is a 1 or a 2. The weapon must have the
two-handed or versatile property for you to gain this
benefit.
PROTECTION
When a creature you can see attacks a target other than
you that is within 5 feet of you, you can use your reaction
to impose disadvantage on the attack roll. You must be
wielding a shield.
TWO-WEAPON FIGHTING
When you engage in two-weapon fighting, you can add
Goggles of Night Player’s Handbook Fighter Player’s Handbook Fighting Style Player’s Handbook
Second Wind Action Surge Extra Attack
Class Feature Class Feature Class Feature

You have a limited well of stamina that you can draw on to Starting at 2nd level, you can push yourself beyond your Beginning at 5th level, you can attack twice, instead of
protect yourself from harm. On your turn, you can use a normal limits for a moment. On your turn, you can take one once, whenever you take the Attack action on your turn.
bonus action to regain hit points equal to 1d10 + your additional action on top of your regular action and a The number of attacks increases to three when you reach
fighter level. possible bonus action. 11th level in this class and to four when you reach 20th
Once you use this feature, you must finish a short or long Once you use this feature, you must finish a short or long level in this class.
rest before you can use it again. rest before you can use it again. Starting at 17th level, you
can use it twice before a rest, but only once on the same
turn.

Fighter Player’s Handbook Fighter Player’s Handbook Fighter Player’s Handbook

Indomitable Fighting Spirit Elegant Courtier


Class Feature Archetype Feature Archetype Feature

Beginning at 9th level, you can reroll a saving throw that Starting at 3rd level, your intensity in battle can shield you Starting at 7th level, your discipline and attention to detail
you fail. If you do so, you must use the new roll, and you and help you strike true. As a bonus action on your turn, allow you to excel in social situations. Whenever you make
can’t use this feature again until you finish a long rest. you can give yourself advantage on weapon attack rolls a Charisma (Persuasion) check, you gain a bonus to the
You can use this feature twice between long rests until the end of the current turn. When you do so, you also check equal to your Wisdom modifier.
starting at 13th level and three times between long rests gain 5 temporary hit points. The number of temporary hit Your self-control also causes you to gain proficiency in
starting at 17th level. points increases when you reach certain levels in this class, Wisdom saving throws. If you already have this proficiency,
increasing to 10 at 10th level and 15 at 15th level. you instead gain proficiency in Intelligence or Charisma
You can use this feature three times, and you regain all saving throws (your choice).
expended uses of it when you finish a long rest.

Fighter Player’s Handbook Samurai Xanathar’s Guide to Everything Samurai Xanathar’s Guide to Everything

Tireless Spirit Rapid Strike Strength Before Death


Archetype Feature Archetype Feature Archetype Feature

Starting at 10th level, when you roll initiative and have no Starting at 15th level, you learn to trade accuracy for swift Starting at 18th level, your fighting spirit can delay the
uses of Fighting Spirit remaining, you regain one use. strikes. If you take the Attack action on your turn and have grasp of death. If you take damage that reduces you to 0 hit
advantage on an attack roll against one of the targets, you points and doesn’t kill you outright, you can use your
can forgo the advantage for that roll to make an additional reaction to delay falling unconscious, and you can
weapon attack against that target, as part of the same immediately take an extra turn, interrupting the current
action. You can do so no more than once per turn. turn. While you have 0 hit points during that extra turn,
taking damage causes death saving throw failures as
normal, and three death saving throw failures can still kill
you. When the extra turn ends, you fall unconscious if you
still have 0 hit points.
Once you use this feature, you can’t use it again until you
finish a long rest.

Samurai Xanathar’s Guide to Everything Samurai Xanathar’s Guide to Everything Samurai Xanathar’s Guide to Everything

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy