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6 Swashbuckler 5, Bard 1 Aleksandar


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Courtier Tabaxi 14,000 Add: -7,500 23,000


BACKGROUND RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
-1 STR +4 INT
PRO

12 Armor Studded Leather

+3 17
Set Max HP
STRENGTH +8 DEX +1 WIS
Shield

-1 +2 CON
RESISTANCES
+3 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
5 Dex Medium Armor Heavy Armor

Magic
9 Misc
Temporary Hit Points: Misc
DEXTERITY
+10 ARMOR

+5 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

20 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
6 d8+2 20 ft 10 ft climb

CONSTITUTION FAILURES
30 ft 14 ABILITY
SAVE DC
CHARISMA
SAVING THROWS 20 ft climb
+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+8 Acrobatics (Dex) Light

PRO
Medium Heavy Shields
PRO

14 +1 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED Simple Martial Other Weapons:
+1 Arcana (Int) > Feline Agility (still for 1 turn to recover) 1 Turn Hand Crossbow, Longsword, Rapier, Shortsword
INTELLIGENCE -1 Athletics (Str) > Bardic Inspiration (d6) 3 LR LANGUAGES TOOLS & OTHERS

+1
+6 Deception (Cha) > Common Thieves' tools
+1 History (Int) > Thieves' Cant One musical instrument
+4 Insight (Wis) Elvish
13
>

+3 Intimidation (Cha) > Undercommon


+1 Investigation (Int) > Dwarvish
WISDOM
+1 Medicine (Wis) >

+1 +1 Nature (Int)
+4 Perception (Wis)
LIMITED FEATURES SR LR Dawn PROFICIENCIES

13 +6 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

+9 Persuasion (Cha) > Cunning Action < Uncanny Dodge <

CHARISMA +1 Religion (Int) > Bardic Inspiration < <

+3
+8 Sleight of Hand (Dex) > < <

+11 Stealth (Dex) > < <

+1 Survival (Wis) > < <


17
+8 Thieves' Tools (Dex) > < <

SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

14 PASSIVE WISDOM (PERCEPTION) Cat's Claws Str Melee +2 1d4-1 Slashing


>

DESCRIPTION
Darkvision 60 ft
>

SENSES
>

NAME TOTAL NAME TOTAL

>
Reload Reload

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.98 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
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Swashbuckler, level 5:
Expertise (Rogue 1, PHB 96) [with two skills]
I gain expertise with two skills/thieves' tools I am proficient with; two more at 6th level
Sneak Attack (Rogue 1, PHB 96) [3d6]
Once per turn, I can add damage to finesse/ranged attack if I have adv.
I don't need adv. if a conscious ally is within 5 ft of the target and I don't have disadv. PERSONALITY TRAITS
Thieves' Cant (Rogue 1, PHB 96)
I know the secret rogue language that I can use to convey messages inconspicuously
Cunning Action (Rogue 2, PHB 96)
I can use a bonus action to take the Dash, Disengage, or Hide action
Fancy Footwork (Swashbuckler 3, SCAG 135) IDEALS
Enemies I make a melee attack against in my turn can't use opportunity attacks on me
This lasts until the end of my turn
Rakish Audacity (Swashbuckler 3, SCAG 136)
I don't need advantage to sneak attack if my target is the only one within 5 ft of me
I can add my Charisma modifier to initiative rolls
BONDS
Uncanny Dodge (Rogue 5, PHB 96)
As a reaction, I halve the damage of an attack from an attacker that I can see

Bard, level 1:
Bardic Inspiration (Bard 1, PHB 53) [d6, Charisma modifier per long rest]
FLAWS
As a bonus action, a creature in 60 ft that can hear me gets an inspiration die (max 1)
For 10 min, the recipient can add it to one ability check, attack roll, or saving throw
This addition can be done after seeing the d20 roll, but before knowing the outcome
Spellcasting (Bard 1, PHB 52) [2 cantrips & 4 spells known] Feature Name: Court Functionary
I can cast bard cantrips/spells that I know, using Charisma as my spellcasting ability
My knowledge of how bureaucracies function lets me gain access to
I can use a musical instrument as a spellcasting focus
the records and inner workings of any noble court or government I
I can cast my known bard spells as rituals if they have the ritual tag
encounter. I know or can easily acquire the knowledge who the
movers and shakers are, whom to go to for the favors I seek, and
what the current intrigues of interest in the group are.

BACKGROUND FEATURE

Tabaxi (+2 Dexterity, +1 Charisma)

Cat's Claws: I can use my fanged claws to make unarmed strikes


dealing 1d4 slashing damage. They also give me a climbing speed of
20 feet.

Feline Agility: When moving on my turn in combat, I can move


double my speed. Once I do this, I can't do it again until I don't
move at all on one of my turns.

CLASS FEATURES RACIAL TRAITS

ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB


CP
> Chest, with 25 > > Fine clothes 3
> - Map or scroll case 2 1 > > Belt pouch (with coins) 1
> - Fine clothes 6 > > SP
> - Ink, 1 ounce bottle of > >
> - Ink pen > >
EP
> - Lamp 1 > >
> - Oil, flasks of 2 1 > >

- Paper, sheets of 5
5
> > > GP
> - Perfume, vial of > >
> - Sealing Wax > >
PP
> - Soap > >
> > >
WEIGHT CARRIED
> > >
40.1 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
46 - 90 lb
> > >
HEAVILY ENCUMBERED
> > >
91 - 135 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL 36 SUBTOTAL SUBTOTAL 4 136 - 270 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.98 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
> FEAT: Alert (PHB, page 165)
I can't be surprised while I'm conscious. I have a +5 bonus on
initiative rolls. Other creatures don't gain advantage on attack
rolls against me as a result of being hidden from me.

> FEAT:

> FEAT:

> FEAT:

FEATS

> MAGIC ITEM: Attuned

NOTES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM: Attuned

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.98 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Male Medium
GENDER AGE SIZE HEIGHT WEIGHT

Chaotic Good
ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME

ORGANIZATION

SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

Comfortable LIFESTYLE DAILY PRICE 2 gp

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.98 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Companion Options

RACE SIZE HEIGHT WEIGHT

TYPE AGE GENDER ALIGNMENT


COMPANION
NAME

F
Temporary HP: SUCCESSES
PRO

STR INT Set Max HP


STRENGTH
DEX WIS
CON CHA ARMOR PROFICIENCY MAXIMUM
CLASS BONUS HIT POINTS Heal FAILURES

SAVING THROWS CURRENT HIT POINTS DEATH SAVES

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

DEXTERITY >

DESCRIPTION
INITIATIVE SPEED
>
LEVEL USED

DIE >
CONSTITUTION ATTACKS
HIT DICE PER ACTION
ATTACKS

F EX
PRO

Acrobatics (Dex)
Animal Handling (Wis)

INTELLIGENCE
Arcana (Int)
Athletics (Str)
Deception (Cha)
History (Int)
Insight (Wis)
Intimidation (Cha)
WISDOM Investigation (Int)
Medicine (Wis)
Nature (Int)
Perception (Wis)
Performance (Cha)

CHARISMA Persuasion (Cha)


Religion (Int) FEATURES TRAITS
Sleight of Hand (Dex)
Stealth (Dex)
Survival (Wis)
SKILLS

PASSIVE WISDOM (PERCEPTION)

SENSES

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COMPANIONS APPEARANCE
REMARKS NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.98 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Notes Page Options

About Lazynes:
Beauty is variable, ugliness is constant. Efficiency is intelligent laziness.
Laziness is nothing more than the habit of resting before you get tired.
Take a chance and you may lose. Take not a chance and you have lost already. I am too lazy to run
Deep summer is when laziness finds respectability.
To be prepared against surprise is to be trained. To be prepared for surprise is to 1st rule of lazy people: If you can't reach it easily, you don't need it!
be educated. 2nd rule: Just do it! But not today...
We will be friends forever because I'm too lazy to find new ones
I never think of the future -- it will come soon enough.... Housework probably won't kill me but why take a chance?
Maybe laziness is the mother of all bad habits. But she is a MOTHER and I have to
To you I`m an atheist, but for God I`m a constructive opposition. respect her.
Hard work pays only in the future, laziness pays off today!
Only fools and charlatans know and understand everything. A man needs his rest.

Goodbye everyone. Today, destiny is our friend. I know it. About Women:
Women are never disarmed by compliments. Men always are. That is the
Education without values, as useful as it is, seems rather to make man a more difference between the sexes.
clever devil.

In the battle of existence, Talent is the punch; Tact is the clever footwork. About Playing:
We don`t stop playing because we grow old; we grow old because we stop
playing.
About music:
Without music, life would be a mistake.
Where words fail, music speaks.
Life is one grand, sweet song, so start the music.
The world's most famous and popular language is music.
Musicians don't retire; they stop when there's no more music in them.
Without music, life is a journey through a desert

NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.98 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Notes Page Options

Songs All cats go to heaven


Lazy Summer Day All cats go to heaven (or so I've been told).
They run and play along the streets of Gold.
Just another lazy summer day Why is heaven such a doggie-delight?
In my hammock snoozing away. Why, because there's not a single dogies in sight...
A horde of nasty flies
Decide to stop by. Man in jar
On my toes they want to play I once knew a man who lived in a jar.
Shoo flies, just go away! For a stranger sight you'd have to go far.
I asked him once why he lived in a jar.
Now they're buzzing in my ear He grimaced and said, how bizarre you are.
Bring the flyswatter my dear!
These flies are going to die My jar's so cozy, warm and bright,
If they don't continue to fly, Even in the full moonlight.
For one thing is clear The only drawback is, you see,
A battle I do not fear. Getting out quickly when I have to pee.

Going in for the attack Dale


I had to step back. I once knew a male
For one landed on my nose, whose name was Dale
My eyes I had to close. He drunk a lot of ale
Soon discovered the fact but went very pale
Killer instinct I lack.
He was rushed away
Instead I fled, but was forced to stay
Swatting at my head. he went home in a week
As they chased me down but was still a bit of a freak!
I felt like a clown.
To the house I fled Friend
To hide under the bed. You and I are friends
You laugh, I laugh
Lazy Afternoon You cry, I cry
You scream, I scream
Translucent fishes in shallow water You run, I run
Graze our nails curiously. You jump, I jump
I nibble your bronzed neck... You jump off a
Crystalline summer fantasies. bridge, I'm going to
Polished pebbles ripple, miss you buddy.
Curious shoreline gestures
Around our lazy afternoon dream.

Lazy days

Dew on the morning grass, glistening dew


On well groomed lawns for us to relax on,
Blue sky, summers day, oh so crystal blue
Horizon, dark hills join the horizon,
rain clouds no where in sight, just sun, no rain,
today is for Enjoying, just today
train your thoughts riding on the true love train,
delay any worries without delay,
Stress Less lazy days no worries no stress
just happy thoughts, to be truthful and just
Rest enjoy this day forget all the rest,
Lust happiness, harness powerful lust
summer sun rays of beautiful summer
Mother Nature oh natures dear mother.

Poem about rain


There are holes in the sky
where the rain comes in.
The holes are small,
that's why the rains so thin.

NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.98 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Spell Sheet Options

1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL

SPELL SLOTS
CHARACTER NAME

BARD SPELLS Charisma +6 DC 14


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> True Strike 1 creature against whom you gain advantage on your next attack roll Div 1a 30 ft S Conc, 1 rnd P 284
> Vicious Mockery 1 creature save or 1d4 Psychic dmg and dis. on next attack roll; +1d4 at CL 5, 11, and 17 Wis Ench 1a 60 ft V Instantaneous P 285

1ST LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Charm Person 1+1/SL humanoids save or charmed; crea adv. on save if you or your allies are fighting it Wis Ench 1a 30 ft V,S 1h P 221
> Faerie Fire 20-ft cube all obj/crea save or outlined in 10 ft dim light and attacks have adv.; see invisible crea Dex Evoc 1a 60 ft V Conc, 1 min P 239
> Heroism 1+1/SL crea immune to fear, gain spellcasting ability modifier temp. hp start of each turn as spell lasts Ench 1a Touch V,S Conc, 1 min P 250
> Tasha's Hideous Laughter 1 crea with Int>4 save or fall prone, incapacitated, can't stand; save end of each turn or if taking dmg Wis Ench 1a 30 ft V,S,M Conc, 1 min P 280
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.98 (Printer Friendly - Redesign); Spell Sheet 1/1 Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
PLAYER REFERENCE
LINE

Point of Origin CONE CUBE SPHERE CYLINDER


AREA OF EFFECT

ATTACK (action) HIDE (action) BLINDED


Make one melee or ranged attack with a weapon, or Hide from those that cant perceive you. Your Dex Fail checks involving sight. LEVEL EFFECT (cumulative)
multiple attacks with the Extra Attack class feature. (Stealth) check is the DC for anybodys Wis (Perception) Attacks have disadvantage. 1 Disadvantage on ability checks
(See the Attack Action section below.) check to discover you. Enemy attacks have advantage. 2 Speed halved
CAST A SPELL (casting time of the spell) OVERRUN (action or bonus action) (DMG 272) CHARMED 3 Disadvantage on attacks / saves
Effect depends on the spell being cast. Move through hostiles space once by winning opposing Cant harm/attack charmer. 4 Hit Point maximum halved
DASH (action) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on 5 Speed reduced to 0
Gain your speed as extra movement for this turn. disadvantage if you are smaller than the opponent. ability checks to interact socially. 6 Death
READY (action) DEAFENED EXHAUSTION (PHB 291)
DISENGAGE (action)
Your movement doesnt provoke opportunity attacks for Choose an action that you will take in response to a set Fail checks involving hearing.
the rest of the turn. trigger. Taking the action uses your reaction. Readying a FRIGHTENED
DODGE (action)
spell requires concentration and expends the spell slot. Disadvantage to checks/attacks while the source of fear is in sight.
Attack rolls from attackers you can see have disadvantage SEARCH (action) Cant willingly move closer to the source of fear.
and you have advantage on Dex saving throws until the Search for something, possibly with a Wis (Perception) GRAPPLED
start of your next turn, until you become incapacitated or or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
your speed drops to 0. TUMBLE (action or bonus action) (DMG 272) moved out of grapplers reach by an effect.
ESCAPE (action) Move through hostiles space once by winning opposing INCAPACITATED
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Cant take actions or reactions.
(Acrobatics) check vs. grapplers Str (Athletics) check. USE OBJECT (action) INVISIBLE
HELP (action) You can interact with an object once per turn for free. A Cant be seen (normally), but still make noise and tracks.
Give an ally advantage on next ability check or attack roll second interaction and special cases take an action to Attacks have advantage. Enemy attacks have disadvantage.
vs. an opponent within 5 ft of you, if done before the complete (e.g. draw a second weapon, equip a shield, PARALYZED
start of your next turn. drink a potion, retrieve an item from a backpack). Incapacitated. Cant move or speak. Fail Str and Dex saving throws.
COMBAT ACTIONS (PHB 192) Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
PETRIFIED
Incapacitated. Cant move or speak. Unaware of surroundings. Resistance
MELEE ATTACK (one attack) to all damage. Immune to poison / disease. Fail Str and Dex saving throws.
Normal attack on target within 5 ft. If attacking with a light HALF +2 AC and Dex saving throws Enemy attacks have advantage. Stop aging. Weight increases by factor 10.
melee weapon in one hand, allowed to make an attack with a 3/4 +5 AC and Dex saving throws POISONED
light melee weapon in other hand as a bonus action, see Two- TOTAL Cant be targeted directly by attack or spell Disadvantage on attack rolls and ability checks.
Weapon Fighting. If either weapon has the thrown property, it COVER (PHB 196) PRONE
may be thrown as part of this action. Crawl (at speed) or stand up (costs speed). Attacks have disadvantage.
RANGED ATTACK (one attack) Enemy attacks have advantage within 5 ft and disadvantage if further away.
Normal attack if up to normal range (first number). Disadvantage on the attack if up to long range (second number).
RESTRAINED
Disadvantage on the attack if a hostile that is not incapacitated is within 5 ft and can see the attacker. Speed 0, regardless of bonus. Disadvantage on Dex saving throws.
TWO-WEAPON FIGHTING (bonus action with attack action) Attacks have disadvantage. Enemy attacks have advantage.
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
STUNNED
other hand as a bonus action. This off-hand attack cant add a positive ability score modifier to the damage roll. If the Incapacitated. Cant move. Can speak only falteringly.
weapon has the thrown property, it may be thrown as part of this action. Fail Str and Dex saving throws. Enemy attacks have advantage.
DISARM (instead of one attack) (DMG 271)
UNCONSCIOUS
Knock an item from grasp by winning weapon attack roll vs. opponents Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Cant move or speak. Unaware of surroundings.
Disadvantage on the weapon attack roll if the item is being held with two or more hands. Larger opponents have Drop everything. Fail Str and Dex saving throws.
advantage and smaller have disadvantage. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
GRAPPLE (instead of one attack)
With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you CONDITIONS (PHB 290)

by winning Str (Athletics) check vs. opponents Str (Athletics) or Dex (Acrobatics) check.
MARK (with melee attack) (DMG 271)
LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
before the end of your next turn has advantage and doesnt cost you your reaction.
BLINDSIGHT Out to range, perceive without sight.
SHOVE (instead of one attack)
DARKVISION Out to range, treat dim light as bright light. Cant see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. TRUESIGHT Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
ATTACK ACTION (PHB 195) LIGHT & VISION (PHB 183)

MOVE (limited by movement speed) FORCED MARCH


You can move your movement speed every turn. You can break up your Marching more than 8 hours per day requires a Con PACE MINUTE HOUR DAY EFFECT
movement between actions. You can switch back and forth between different saving throw at DC 10 + 1 per additional hour, at the Fast 400 feet 4 miles 30 miles -5 passive Perception
types (e.g. from flying to walking), by subtracting the distance already moved end of each additional hour. If failed, suffer one level Normal 300 feet 3 miles 24 miles
from the new speed. of exhaustion (see conditions). Slow 200 feet 2 miles 18 miles Able to use stealth
You can freely move through a nonhostiles space, and through a hostiles FOOD (one pound per day) TRAVEL PACE (PHB 182)
space if it is two sizes larger or smaller than you. Another creatures space Go without food for 3 + Con modifier of consecutive
counts as difficult terrain. days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions).
CLIMB / SWIM (at speed) WATER (one gallon per day)
May involve a Str (Athletics) check if the climb / swim is difficult. If only half a gallon is consumed, DC 15 Con saving throw at end of day. If failed or consumed less than half, suffer
CRAWL (at speed) one level of exhaustion, or two levels of exhaustion if currently already exhausted (see conditions).
Crawl while prone (see conditions). Dropping prone costs no movement speed. FALLING
DIFFICULT TERRAIN (at speed) 1d6 bludgeoning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from the fall.
Moving through difficult terrain costs twice as much speed. Another creatures SUFFOCATING
space counts as difficult terrain. Hold breath for 1 + Con modifier in minutes (30 seconds minimum). After that, survive for Con modifier in
JUMP rounds, after which drop to 0 hit points and dying.
After moving at least 10 feet on foot, you can jump your Str score in feet straight SHORT REST
forward, or 3 + your Str modifier in feet up. The jump distance is halved when A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit points.
performing a standing jump. LONG REST
STAND UP (costs speed) A long rest takes 8 hours with nothing too strenuous for more than 1 hour of that. Regain all hit points and half hit
Standing up from being prone costs half your movement speed for this turn. dice at end. If food and water are consumed, reduce exhaustion level by 1. Maximum of 1 long rest per 24 hours.
MOVEMENT (PHB 182) ENVIRONMENT (PHB 183)
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.98 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com

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