Hadel
Hadel
Hadel
STEALTH DISADVANTAGE
ARMOR Sneak Attack. Once per turn, you can deal an extra
STRENGTH Studded Leather 17 2d6 damage to one creature you hit with an attack
if you have advantage on the attack roll. The attack
PROFICIENCY BONUS +2
10
SHIELD
AC must use a finesse or a ranged weapon.You don’t
need advantage on the attack roll if another enemy
N
CIE C
of the target is within 5 feet of it, that enemy isn’t
+0 Strength incapacitated, and you don’t have disadvantage on
Y
PROFI
+2 Constitution ARMOR CLASS Thieves’ Cant. A secret mix of dialect, jargon, and
DEXTERITY
✘ +3 Intelligence
code that allows you to hide messages in seemingly
MAXIMUM HIT DICE TEMPORARY normal conversation. Only another creature that
20 +3 Wisdom
+0 Charisma
32 3d8/1d10 knows thieves’ cant understands such messages. It
takes four times longer to convey such a message
CONDITIONAL
than it does to speak the same idea plainly.In
addition, you understand a set of secret signs and
+5 symbols used to convey short, simple messages,
such as whether an area is dangerous or the
CURRENT HIT POINTS territory of a thieves’ guild, whether loot is nearby,
CONSTITUTION DEATH SAVING THROWS
or whether the people in an area are easy marks or
SAVING THROWS
will provide a safe house for thieves on the run.
14 N
CIE C
+7 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft. Cunning Action. You can take a bonus action on
Y
PROFI
✘
RT
EXPE
VISION INSPIRATION EXHAUSTION each of your turns in combat. This action can be
+3 Animal Handling (Wis)
used only to take the Dash, Disengage, or Hide
+2 +1 Arcana (Int) action.
+0 Athletics (Str) Resistances. Psychic
Whispers of the Dead. Whenever you finish a short
INTELLIGENCE +0 Deception (Cha) or long rest, you can choose one skill or tool
proficiency that you lack and gain it, as a ghostly
12 ✘
+1 History (Int)
+5 Insight (Wis)
presence shares its knowledge with you. You lose
this proficiency when you use this feature to choose
a different proficiency that you lack.
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+1 +1 Investigation (Int) Wails from the Grave (2/Long Rest). Immediately
Dual Mind. You have advantage on all Wisdom saving after you deal your Sneak Attack damage to a
✘ +5 Medicine (Wis)
throws. creature on your turn, you can target a second
WISDOM +1 Nature (Int) creature that you can see within 30 feet of the first
Mental Discipline. You have resistance to psychic damage. creature. The second creature takes 1d6 necrotic
17 ✘✘ +7 Perception (Wis)
+0 Performance (Cha)
Mind Link. You can speak telepathically to any creature you
can see, provided the creature is within 40 feet of you. You
damage.
don’t need to share a language with the creature for it to Fighting Style.
+0 Persuasion (Cha) understand your telepathic utterances, but the creature must
+3 Archery. You gain a +2 bonus to attack rolls you
be able to understand at least one language.When you’re make with ranged weapons.
+1 Religion (Int)
using this trait to speak telepathically to a creature, you can
✘ +7 Sleight of Hand (Dex) use your action to give that creature the ability to speak
telepathically with you for 1 hour or until you end this effect Second Wind (Bonus Action—1/Short Rest). You
CHARISMA ✘✘ +9 Stealth (Dex) as an action. To use this ability, the creature must be able to regain 1d10+1 hp.
see you and must be within this trait’s range. You can give
10 ✘ +5 Survival (Wis)
SKILLS
this ability to only one creature at a time; giving it to a
creature takes it away from another creature who has it.
Severed from Dreams. You are immune to spells and other
+0 17 PASSIVE PERCEPTION magical effects that require you to dream, like dream, but
not to spells and other magical effects that put you to sleep,
like sleep.
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
Many organizations active in the North and across the face of Faerûn aren't bound by strictures of geography. These
factions pursue their agendas without regard for political boundaries, and their members operate anywhere the
organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders
(people who guard caches of wealth or magic for use by the faction’s operatives), haven keepers, and message drop
minders, to name a few. At the core of every faction are those who don't merely fulfill a small function for that
organization, but who serve as its hands, head, and heart.
As a prelude to your adventuring career (and in preparation for it), you served as an agent of a particular faction in
Faerûn. You might have operated openly or secretly, depending on the faction and its goals, as well as how those goals
PERSONALITY TRAITS
mesh with your own. Becoming an adventurer doesn't necessarily require you to relinquish membership in your faction
(though you can choose to do so), and it might enhance your status in the faction.
IDEAL
BOND
Mist Wanderer
The Mists whisper to you and guide you through
their mysterious eddies. You immediately know if an
object you’re touching is a Mist talisman. You
recognize where the talisman originates from if you
have been to its domain of origin.
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
Explorer’s Pack 1 10
[Studded Leather] 1 13
[Crossbow, Light] 1 5
Rapier 1 2
Dagger 3 3
0 0 0 0 0
33 lb / 150 lb 300 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Explorer’s Pack Studded Leather Crossbow, Light
Equipment Packs Armor Weapons
Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 Made from tough but flexible leather, studded leather is
torches, 10 days of rations, and a waterskin. The pack also reinforced with close-set rivets or spikes.
has 50 feet of hempen rope strapped to the side of it.
Dagger
Weapons