Sam'muun
Sam'muun
Sam'muun
STEALTH DISADVANTAGE
✘
+1
+3 Dexterity
✘ +4 Constitution ARMOR CLASS
DEXTERITY
+0 Intelligence
MAXIMUM HIT DICE TEMPORARY
16 +1 Wisdom
-1 Charisma
12 1d10
CONDITIONAL
+3
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
SAVING THROWS
14 N
CIE C
+5 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI
✘
RT
EXPE
10 +0 History (Int)
+1 Insight (Wis)
-1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 +0 Investigation (Int)
8 ✘ +3 Survival (Wis)
SKILLS
-1 13 PASSIVE PERCEPTION
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration
of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the
solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a
nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific
features of the terrain, you know the ways of the wild.
PERSONALITY TRAITS
IDEAL
BOND
Wanderer
You have an excellent memory for maps and
geography, and you can always recall the general
layout of terrain, settlements, and other features
around you. In addition, you can find food and fresh
water for yourself and up to five other people each
day, provided that the land offers berries, small
game, water, and so forth.
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
[Chain Mail] 1 55
Handaxe 2 4
[Longsword] 1 3
[Shield] 1 6
Crowbar 1 5
Hammer 1 3
Piton 10 2.5
Rations (1 day) 10 20
Rope, Hempen (50 feet) 1 10
Tinderbox 1 1
Waterskin 1 5
0 0 0 0 0
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Handaxe Longsword
Simple Melee Weapon Martial Melee Weapon
You have draconic ancestry. Choose one type of dragon You can use your action to exhale destructive energy. Your
from the Draconic Ancestry table. Your breath weapon and draconic ancestry determines the size, shape, and damage
damage resistance are determined by the dragon type, as type of the exhalation.
shown in the table. When you use your breath weapon, each creature in the
DRACONIC ANCESTRY area of the exhalation must make a saving throw, the type
Dragon Damage Type Breath Weapon of which is determined by your draconic ancestry. The DC
Black Acid 5 by 30 ft. line (Dex. save) for this saving throw equals 8 + your Constitution modifier
Blue Lightning 5 by 30 ft. line (Dex. save) + your proficiency bonus. A creature takes 2d6 damage on
Brass Fire 5 by 30 ft. line (Dex. save) a failed save, and half as much damage on a successful one.
Bronze Lightning 5 by 30 ft. line (Dex. save) The damage increases to 3d6 at 6th level, 4d6 at 11th level,
Copper Acid 5 by 30 ft. line (Dex. save) and 5d6 at 16th level.
Gold Fire 15 ft. cone (Dex. save) After you use your breath weapon, you can’t use it again
Green Poison 15 ft. cone (Con. save) until you complete a short or long rest.
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)
Dragonborn Player’s Handbook Draconic Ancestry Player’s Handbook Dragonborn Player’s Handbook
You have resistance to the damage type associated with You adopt a particular style of fighting as your specialty. When you are wielding a melee weapon in one hand and
your draconic ancestry. Choose one of the following options. You can’t take a no other weapons, you gain a +2 bonus to damage rolls
Fighting Style option more than once, even if you later get with that weapon.
to choose again.
ARCHERY
You gain a +2 bonus to attack rolls you make with ranged
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
Dragonborn Player’s Handbook Fighter Player’s Handbook Fighting Style Player’s Handbook
Second Wind
Class Feature