Seven Thundercloud
Seven Thundercloud
STEALTH DISADVANTAGE
STRENGTH Unarmored (14) 14 Sneak Attack. Once per turn, you can deal an extra 6d6 damage to one creature you
hit with an attack if you have advantage on the attack roll. The attack must use a
PROFICIENCY BONUS +6 finesse or a ranged weapon.You don’t need advantage on the attack roll if another
14
SHIELD enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you
AC don’t have disadvantage on the attack roll.
Thieves’ Cant. A secret mix of dialect, jargon, and code that allows you to hide
N
CIE C
messages in seemingly normal conversation. Only another creature that knows
+2 Strength thieves’ cant understands such messages. It takes four times longer to convey such a
Y
PROFI
+2 message than it does to speak the same idea plainly.In addition, you understand a set
of secret signs and symbols used to convey short, simple messages, such as whether
✘ +10 Dexterity an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or
whether the people in an area are easy marks or will provide a safe house for thieves
+2 Constitution ARMOR CLASS on the run.
DEXTERITY Cunning Action. You can take a bonus action on each of your turns in combat. This
✘ +6 Intelligence action can be used only to take the Dash, Disengage, or Hide action.
MAXIMUM HIT DICE TEMPORARY
18 +2 Wisdom
+3 Charisma
184 19d8/1d10
Uncanny Dodge (Reaction). When an attacker that you can see hits you with an
attack, you can halve the attack’s damage against you.
Evasion. When you are subjected to an effect that allows you to make a Dexterity
CONDITIONAL saving throw to take only half damage, you instead take no damage if you succeed on
the saving throw, and only half damage if you fail.
+4 Reliable Talent. Whenever you make an ability check that lets you add your
proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
CURRENT HIT POINTS Fancy Footwork. During your turn, if you make a melee attack against a creature, that
creature can't make opportunity attacks against you for the rest of your turn.
CONSTITUTION DEATH SAVING THROWS
SAVING THROWS Rakish Audacity. You don't need advantage on your attack roll to use your Sneak
14
Attack if no creature other than your target is within 5 feet of you.
SPEED FLY CLIMB SWIM
N
CIE C Panache. As an action, you can make a Persuasion check contested by a creature's
+10 Acrobatics (Dex) 0ft. 0ft. 0ft. 0ft.
Y
PROFI
✘ Insight check. If you succeed on the check and the creature is hostile to you, it has
RT
EXPE
disadvantage on attack rolls against targets other than you and can't make
+5 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION opportunity attacks against targets other than you. This effect lasts for 1 minute, until
+2 ✘ +6 Arcana (Int)
one of your companions attacks the target or affects it with a spell, or until you and
the target are more than 60 feet apart. If you succeed on the check and the creature
isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you
as a friendly acquaintance. This effect ends immediately if you or your companions do
✘ +8 Athletics (Str) anything harmful to it.
11 ✘✘ +12 History (Int) rolled to one ability check, attack roll, or saving throw it makes.
Song of Rest. You or any friendly creatures who can hear your performance regain hp
✘✘ +14 Insight (Wis) at the end of the short rest by spending one or more Hit Dice, each of those creatures
regains an extra 1d6 hit points.
+6 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 ✘✘ +12 Investigation (Int)
Cutting Words (Reaction). When a creature that you can see within 60 feet of you
makes an attack roll, an ability check, or a damage roll, you can use your reaction to
expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and
subtracting the number rolled from the creature’s roll. You can choose to use this
✘ +8 Medicine (Wis) feature after the creature makes its roll, but before the GM determines whether the
attack roll or ability check succeeds or fails, or before the creature deals its damage.
WISDOM ✘ +6 Nature (Int) The creature is immune if it can’t hear you or if it’s immune to being charmed.
14
Spellcasting. You can cast cleric spells as rituals. You can prepare 7 spells from the
✘ +8 Perception (Wis) cleric spell list. You can use a holy symbol as your spellcasting focus.
16 ✘ +8 Survival (Wis)
SKILLS
Knowledge of the Ages (Action—Channel Divinity). You choose one skill or tool. For
10 minutes, you have proficiency with the chosen skill or tool.
Favored Enemy. You have advantage on Survival checks to track your favored
enemies, as well as on Intelligence checks to recall information about them.
+3 18 Undead.
PASSIVE PERCEPTION
Natural Explorer. When you make an Intelligence or Wisdom check related to your
favored terrain, your proficiency bonus is doubled if you are using a skill that you’re
proficient in. While traveling for an hour or more in your favored terrain, you gain the
following benefits:Difficult terrain doesn’t slow your group’s travel.Your group can’t
ADVANTAGE become lost except by magical means.Even when you are engaged in another activity
while traveling, you remain alert to danger.If you are traveling alone, you can move
+10
stealthily at a normal pace.When you forage, you find twice as much food as you
INITIATIVE 1 Attack / Attack Action RACIAL TRAITS normally would.While tracking other creatures, you also learn their exact number,
their sizes, and how long ago they passed through the area.
Underdark.
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those
who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has
come to try your hand at something new.
Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval vessel, a
ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing
and presumed lost with all hands?
What were your duties on board—boatswain, captain, navigator, cook, or some other position? Who were the captain
PERSONALITY TRAITS
and first mate? Did you leave your ship on good terms with your fellows, or on the run?
IDEAL
BOND
Dragon Scholar
You have studied dragons and their lore for many
years. You can automatically identify locations built
or used by dragons and can identify dragon eggs and
scales by sight. If you fail an Intelligence check to
recall lore related to dragons, you know someone or
some book you can consult for the answer unless the
DM rules that the lore is unknown.
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
[Warhammer] 1 2
0 0 0 0 0
2 lb / 210 lb 420 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +9 17 N/A
Wisdom +8 16 7
2ND LEVEL 3 SPELL SLOTS ● Augury (Always Prepared) ● Suggestion (Always Prepared)
Aid Blindness/Deafness Calm Emotions
Continual Flame Enhance Ability Find Traps
Gentle Repose Hold Person Lesser Restoration
Locate Object Prayer of Healing Protection from Poison
Silence Spiritual Weapon Warding Bond
Zone of Truth
Wisdom +8 16 7
You touch one object that is no larger than 10 feet in any dimension. Flame-like radiance descends on a creature that you can see within You touch a living creature that has 0 hit points. The creature
Until the spell ends, the object sheds bright light in a 20-foot radius range. The target must succeed on a Dexterity saving throw or take becomes stable. This spell has no effect on undead or constructs.
and dim light for an additional 20 feet. The light can be colored as 1d8 radiant damage. The target gains no benefit from cover for this
you like. Completely covering the object with something opaque saving throw. The spell’s damage increases by 1d8 when you reach
blocks the light. The spell ends if you cast it again or dismiss it as an 5th level (2d8), 11th level (3d8), and 17th level (4d8).
action.
If you target an object held or worn by a hostile creature, that
creature must succeed on a Dexterity saving throw to avoid the spell.
Spellcasting (Bard) Player’s Handbook Spellcasting (Cleric) Player’s Handbook Spellcasting (Cleric) Player’s Handbook
You point at one creature you can see within range, and the sound of You unleash a string of insults laced with subtle enchantments at a You utter a divine word, and burning radiance erupts from you. Each
a dolorous bell fills the air around it for a moment. The target must creature you can see within range. If the target can hear you (thought creature of your choice that you can see within range must succeed
succeed on a Wisdom saving throw or take 1d8 necrotic damage. If it need not understand you), it must succeed on a Wisdom saving on a Constitution saving throw or take 1d6 radiant damage.
the target is missing any of its hit points, it instead takes 1d12 throw or take 1d4 psychic damage and have disadvantage on the The spell’s damage increases by 1d6 when you reach 5th level
necrotic damage. next attack roll it makes before the end of its next turn. This spell’s (2d6), 11th level (3d6), and 17th level (4d6).
The spell’s damage increases by one die when you reach 5th level damage increases by 1d4 when you reach 5th level (2d4), 11th level
(2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). (3d4) and 17th level (4d4)
Spellcasting (Cleric) Xanathar’s Guide to Everything Spellcasting (Bard) Player’s Handbook Spellcasting (Cleric) Xanathar’s Guide to Everything
You bless up to three creatures of your choice within range. You speak a one-word command to a creature you can see within A creature you touch regains a number of hit points equal to 1d8 +
Whenever a target makes an attack roll or a saving throw before the range. The target must succeed on a Wisdom saving throw or follow your spellcasting ability modifier. This spell has no effect on undead
spell ends, the target can roll a d4 and add the number rolled to the the command on its next turn. The spell has no effect if the target is or constructs.
attack roll or saving throw. undead, if it doesn’t understand your language, or if your command 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 is directly harmful to it. Some typical commands and their effects level or higher, the healing increases by 1d8 for each slot level above
level or higher, you can target one additional creature for each slot follow. You might issue a command other than one described here. If 1st.
level above 1st. you do so, the DM determines how the target behaves. If the target
can’t follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most
direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its
turn.
Flee. The target spends its turn moving away from you by the
fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn’t move and takes no actions. A flying
creature stays aloft, provided that it is able to do so. If it must move
to stay aloft, it flies the minimum distance needed to remain in the
air.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, you can affect one additional creature for each slot
level above 1st. The creatures must be within 30 feet of each other
when you target them.
Prepared (Cleric) Player’s Handbook Knowledge Domain (Cleric) Player’s Handbook Spellcasting (Bard) Player’s Handbook
Detect Magic Dissonant Whispers Guiding Bolt
1st-level divination (ritual) 1st-level enchantment 1st-level evocation
For the duration, you sense the presence of magic within 30 feet of You whisper a discordant melody that only one creature of your A flash of light streaks toward a creature of your choice within range.
you. If you sense magic in this way, you can use your action to see a choice within range can hear, wracking it with terrible pain. The Make a ranged spell attack against the target. On a hit, the target
faint aura around any visible creature or object in the area that bears target must make a Wisdom saving throw. On a failed save, it takes takes 4d6 radiant damage, and the next attack roll made against this
magic, and you learn its school of magic, if any. The spell can 3d6 psychic damage and must immediately use its reaction , if target before the end of your next turn has advantage, thanks to the
penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of available, to move as far as its speed allows away from you. The mystical dim light glittering on the target until then.
common metal, a thin sheet of lead, or 3 feet of wood or dirt. creature doesn’t move into obviously dangerous ground, such as a At Higher Levels. When you cast this spell using a spell slot of 2nd
fire or a pit. On a successful save, the target takes half as much level or higher, the damage increases by 1d6 for each slot level above
damage and doesn’t have to move away. A deafened creature 1st.
automatically succeeds on the save.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d6 for each slot level above
1st.
Prepared (Cleric) Player’s Handbook Spellcasting (Bard) Player’s Handbook Prepared (Cleric) Player’s Handbook
CASTING TIME 1 bonus action CASTING TIME 1 minute CASTING TIME 1 bonus action
RANGE 60 feet RANGE Touch RANGE 60 feet
DURATION Instantaneous DURATION Instantaneous DURATION Concentration, up to 10 minutes
COMPONENTS V COMPONENTS V, S, M (a pearl worth at least 100 gp and an owl feather) COMPONENTS V, S, M (a small parchment with a bit of holy text written on it)
A creature of your choice that you can see within range regains hit You choose one object that you must touch throughout the casting of A shimmering field appears and surrounds a creature of your choice
points equal to 1d4 + your spellcasting ability modifier. This spell has the spell. If it is a magic item or some other magic-imbued object, you within range, granting it a +2 bonus to AC for the duration.
no effect on undead or constructs. learn its properties and how to use them, whether it requires
At Higher Levels. When you cast this spell using a spell slot of 2nd attunement to use, and how many charges it has, if any. You learn
level or higher, the healing increases by 1d4 for each slot level above whether any spells are affecting the item and what they are. If the
1st. item was created by a spell, you learn which spell created it. If you
instead touch a creature throughout the casting, you learn what
spells, if any, are currently affecting it.
Prepared (Cleric) Player’s Handbook Knowledge Domain (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook
This spell sends creatures into a magical slumber. Roll 5d8, the total This spell creates an invisible, mindless, shapeless, Medium force that By casting gem-inlaid sticks, rolling dragon bones, laying out ornate
is how many hit points of creatures this spell can affect. Creatures performs simple tasks at your command until the spell ends. The cards, or employing some other divining tool, you receive an omen
within 20 feet of a point you choose within range are affected in servant springs into existence in an unoccupied space on the ground from an otherworldly entity about the results of a specific course of
ascending order of their current hit points (ignoring unconscious within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t action that you plan to take within the next 30 minutes. The DM
creatures). attack. If it drops to 0 hit points, the spell ends. chooses from the following possible omens:
Starting with the creature that has the lowest current hit points, Once on each of your turns as a bonus action, you can mentally • Weal, for good results
each creature affected by this spell falls unconscious until the spell command the servant to move up to 15 feet and interact with an • Woe, for bad results
ends, the sleeper takes damage, or someone uses an action to shake object. The servant can perform simple tasks that a human servant • Weal and woe, for both good and bad results
or slap the sleeper awake. Subtract each creature’s hit points from could do, such as fetching things, cleaning, mending, folding clothes, • Nothing, for results that aren’t especially good or bad
the total before moving on to the creature with the next lowest hit lighting fires, serving food, and pouring wine. Once you give the
points. A creature’s hit points must be equal to or less than the command, the servant performs the task to the best of its ability until The spell doesn’t take into account any possible circumstances that
remaining total for that creature to be affected. it completes the task, then waits for your next command. might change the outcome, such as the casting of additional spells or
Undead and creatures immune to being charmed aren’t affected If you command the servant to perform a task that would move it the loss or gain of a companion.
by this spell. more than 60 feet away from you, the spell ends. If you cast the spell two or more times before completing your next
At Higher Levels. When you cast this spell using a spell slot of 2nd long rest, there is a cumulative 25 percent chance for each casting
level or higher, roll an additional 2d8 for each slot level above 1st. after the first that you get a random reading. The DM makes this roll
in secret.
Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Knowledge Domain (Cleric) Player’s Handbook
Enhance Ability Suggestion Nondetection
2nd-level transmutation 2nd-level enchantment 3rd-level abjuration
You touch a creature and bestow upon it a magical enhancement. You suggest a course of activity (limited to a sentence or two) and For the duration, you hide a target that you touch from divination
Choose one of the following effects: the target gains the effect until magically influence a creature you can see within range that can hear magic. The target can be a willing creature or a place or an object no
the spell ends. and understand you. Creatures that can’t be charmed are immune to larger than 10 feet in any dimension. The target can’t be targeted by
Bear’s Endurance. The target has advantage on Constitution this effect. The suggestion must be worded in such a manner as to any divination magic or perceived through magical scrying sensors.
checks. It also gains 2d6 temporary hit points, which are lost when make the course of action sound reasonable. Asking the creature to
the spell ends. stab itself, throw itself onto a spear, immolate itself, or do some
Bull’s Strength. The target has advantage on Strength checks, and other obviously harmful act ends the spell.
his or her carrying capacity doubles. The target must make a Wisdom saving throw. On a failed save, it
Cat’s Grace. The target has advantage on Dexterity checks. It also purses the course of action you described to the best of its ability.
doesn’t take damage from falling 20 feet or less if it isn’t The suggested course of action can continue for the entire duration.
incapacitated. If the suggested activity can be completed in a shorter time, the spell
Eagle’s Splendor. The target has advantage on Charisma checks. ends when the subject finishes what it was asked to do.
Fox’s Cunning. The target has advantage on Intelligence checks. You can also specify conditions that will trigger a special activity
Owl’s Wisdom. The target has advantage on Wisdom checks. during the duration. For example, you might suggest that a knight
At Higher Levels. When you cast this spell using a spell slot of 3rd five her warhorse to the first beggar she meets.
level or higher, you can target one additional creature for each slot If the condition isn’t met before the spell expires, the activity isn’t
level above 2nd. preformed. If you or any of your companions damage the target, the
spell ends.
Spellcasting (Bard) Player’s Handbook Knowledge Domain (Cleric) Player’s Handbook Knowledge Domain (Cleric) Player’s Handbook
You touch a creature that has died within the last minute. That You grant the semblance of life and intelligence to a corpse of your You call forth spirits to protect you. They flit around you to a distance
creature returns to life with 1 hit point. This spell can’t return to life a choice within range, allowing it to answer the questions you pose. of 15 feet for the duration. If you are good or neutral, their spectral
creature that has died of old age, nor can it restore any missing body The corpse must still have a mouth and can’t be undead. The spell form appears angelic or fey (your choice). If you are evil, they appear
parts. fails if the corpse was the target of this spell within the last 10 days. fiendish. When you cast this spell, you can designate any number of
Until the spell ends, you can ask the corpse up to five questions. The creatures you can see to be unaffected by it. An affected creature’s
corpse knows only what it knew in life, including the languages it speed is halved in the area, and when the creature enters the area
knew. Answers are usually brief, cryptic, or repetitive, and the corpse for the first time on a turn or starts its turn there, it must make a
is under no compulsion to offer a truthful answer if you are hostile to Wisdom saving throw. On a failed save, the creature takes 3d8
it or it recognizes you as an enemy. This spell doesn’t return the radiant damage (if you are good or neutral) or 3d8 necrotic damage
creature’s soul to its body, only its animating spirit. Thus, the corpse (if you are evil). On a successful save, the creature takes half as much
can’t learn new information, doesn’t comprehend anything that has damage.
happened since it died, and can’t speculate about future events. At Higher Levels. When you cast this spell using a spell slot of 5th
level or higher, the damage increases by 1d8 for each slot level above
3rd.
Prepared (Cleric) Player’s Handbook Knowledge Domain (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook
Warhammer
Weapons