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10 Wild Mage DM
Io Stormhorn
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Hermit Human 64,000 Add: 85,000


BACKGROUND RACE
Retreated from society after a life-altering event EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
0 +2 INT
PRO

STR
10 Armor Unarmored

72 +4 11
Set Max HP
STRENGTH +1 DEX +2 WIS
Shield

0 ● +7 CON
RESISTANCES
● +8 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
1 Dex Medium Armor Heavy Armor

Magic
10 Misc
Temporary Hit Points: Misc
DEXTERITY
+1 ARMOR

+1 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

13 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
10 d6+3 20 ft

CONSTITUTION SAVING THROWS FAILURES


30 ft 16 ABILITY
SAVE DC
CHARISMA

+3
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+1 Acrobatics (Dex)

PRO
Light Medium Heavy Shields
PRO

16 +2 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED Simple Martial ● Other Weapons:
● +6 Arcana (Int) > Tides of Chaos 1 LR Dagger, Dart, Light Crossbow, Quarterstaff, Sling
INTELLIGENCE 0 Athletics (Str) > Font of Magic (Sorcery points) 10 LR LANGUAGES TOOLS & OTHERS

+2
● +8 Deception (Cha) > Common Herbalism kit
+2 History (Int) > Elvish
+2 Insight (Wis) +1 from Hermit
14
>

+4 Intimidation (Cha) >

+2 Investigation (Int) >


WISDOM
● +6 Medicine (Wis) >

+2 +2 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES


+2 Perception (Wis)
14 +4 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

+4 Persuasion (Cha) > Font of Magic < Bend Luck (2 sorcery points) <

CHARISMA ● +6 Religion (Int) > < <

+4 +1 Sleight of Hand (Dex) > < <

+1 Stealth (Dex) > < <

+2 Survival (Wis) > < <


19 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

12 PASSIVE WISDOM (PERCEPTION) Staff of Thunder and Lightning +2 ✔ Str Melee +6 1d6+2 Bludgeoning
>
Versatile (1d8)
DESCRIPTION

Dagger ✔ Dex Melee, 20/60 ft +5 1d4+1 Piercing


>
Finesse, light, thrown
SENSES
>

NAME TOTAL NAME TOTAL

>
Reload Reload

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.997 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Choose Feature
Add Features
Wild Mage, level 10:
◆ Spellcasting (Sorcerer 1, PHB 101) [6 cantrips & 11 spells known] I'm oblivious to etiquette and social expectations. I often get lost
I can cast sorcerer cantrips/spells that I know, using Charisma as my spellcasting ability in my own thoughts and contemplation, becoming oblivious to
I can use an arcane focus as a spellcasting focus my surroundings.
◆ Tides of Chaos (Wild Magic 1, PHB 103) [1× per long rest]
I can gain advantage on either one attack roll, ability check, or saving throw PERSONALITY TRAITS
After I cast a 1st-level or higher sorcerer spell, the DM can impose a Wild Magic Surge
After I roll on the Wild Magic Surge table, I regain my use of Tides of Chaos Free Thinking: Inquiry and curiosity are the pillars of progress.
◆ Wild Magic Surge (Wild Magic 1, PHB 103) (Chaotic)
Wild Magic Surges happen 5% of the time that I cast a sorcerer spell (PHB 104)
This doesn't happen with cantrips and I only take this chance if the DM tells me to IDEALS
◆ Font of Magic (Sorcerer 2, PHB 101) [Sorcery points, 10× per long rest]
As a bonus action, I can use sorcery points to create spell slots and vice versa My isolation gave me great insight into a great evil that only I
I can convert spell slots to sorcery points at a rate of 1 point per spell slot level can destroy.
I can convert sorcery points to spell slots at the following rate:
Level 1 for 2 sorcery points; level 2 for 3 sorcery points; level 3 for 5 sorcery points
BONDS
Level 4 for 6 sorcery points; level 5 for 7 sorcery points
◆ Metamagic (Sorcerer 3, PHB 101) [3 known]
I like keeping secrets and won't share them with anyone.
Use the "Choose Features" button above to add a Metamagic option to the third page
I can use only 1 Metamagic option on a spell unless otherwise written
◆ Bend Luck (Wild Magic 6, PHB 103) [2 sorcery points]
FLAWS
As a reaction, I can add/subtract 1d4 from another's attack roll, ability check, or save

Feature Name: Discovery

The quiet seclusion of my extended hermitage gave me access to a


unique and powerful discovery. The exact nature of this revelation
depends on the nature of my seclusion. It might be a great truth, a
hidden site, a long forgotten fact, or unearthed some relic of the
past that could rewrite history.

BACKGROUND FEATURE

Human (+1 to all ability scores)

CLASS FEATURES RACIAL TRAITS Racial Options

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


CP
> > >
> > >
> > > SP
> > >
> > >
EP
> > >
> > >
> > > GP
> > >
> > >
PP
> > >
> > >
WEIGHT CARRIED
> > >
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
51 - 100 lb
> > >
HEAVILY ENCUMBERED
> > >
101 - 150 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL SUBTOTAL 151 - 300 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.997 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
> FEAT: Spell Sniper [Sorcerer] (PHB, page 170)
Any spell that I cast that has a ranged attack roll has its range
doubled and ignores half cover and three-quarters cover. I learn
one sorcerer cantrip that requires an attack roll. Charisma is my
spellcasting ability for this.

> FEAT:

> FEAT:

> FEAT:

FEATS

> MAGIC ITEM: Staff of Thunder and Lightning ● Attuned


This staff can be wielded as a magic Quarterstaff that grants a
NOTES +2 bonus to Attack and Damage Rolls made with it. It also has
the following additional properties. When one of these
properties is used, it can't be used again until the next dawn.
ADVENTURING GEAR # LB ADVENTURING GEAR # LB
Lightning: When you hit with a melee Attack using the staff, you
> <
can cause the target to take an extra 2d6 lightning damage.
> <
> Thunder:
MAGIC ITEM: Robe
When ofhit
you Eyes
with a melee Attack using the staff,Attuned
you
> <
can
This cause
robe isthe staff towith
adorned emiteyelike
a crackpatterns.
of thunder, audible
While out to
you wear the300
> <
feet.
robe,The
youtarget
gain theyoufollowing
hit must benefits:
succeed on a DC 17 Constitution
> <
saving throw
The robe lets or
youbecome Stunned
see in all untiland
directions, the you
end have
of your next turn.
advantage
> <
Lightning
on Wisdom Strike.You can use
(Perception) an action
checks to on
that rely cause a bolt of
sight.
> <
lightning
You have to leap from
darkvision the
out tostaff's
a rangetipof
in 120
a line that is 5 feet wide
feet.
> <
and
You 120 feetInvisible
can see long. Each creature
creatures in that
and line as
objects, must
wellmake a DC
as see into17
> <
> Dexterity
the saving
Ethereal
MAGIC ITEM: throw,
Plane, taking
out to 9d6of
a range lightning
120 feet.damage on a Attuned
failed
> <
save,eyes
The or half
on as
themuch
robe damage on a successful
can’t be closed one.
or averted. Although you
> <
Thunderclap: You can
can close or avert youruse
ownaneyes,
action toare
you cause theconsidered
never staff to issue
to abe
> <
deafening
doing thunderclap,
so while audible
wearing this out to 600 feet. Each creature
robe.
> <
within
A Light60 feetcast
spell of you (notrobe
on the including you) must
or a Daylight make
spell castawithin
DC 175
> <
Constitution saving
feet of the robe throw.
causes youOn
to abefailed save,
Blinded fora 1creature
minute.takes
At the2d6
> <
thunder damage
end of each andturns,
of your becomes Deafened
you can make afor 1 minute. On
Constitution a
saving
> <
> successful
throw (DC save,
MAGIC ITEM: 11 foraLight
creature takes
or DC halfDaylight),
15 for damage and isn'tthe
ending Deafened.
Attuned
> <
Thunder and
blindness on aLightning:
success. You can use an action to use the
> <
Lightning Strike and Thunderclap properties at the same time.
SUBTOTAL SUBTOTAL
Doing so doesn't expend the daily use of those properties, only
EXTRA EQUIPMENT
the use of this one.

> MAGIC ITEM: Attuned

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.997 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Male 25 Medium
Io Stormhorn
GENDER AGE SIZE HEIGHT WEIGHT

Chaotic Good Brown Green White


ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME

ORGANIZATION

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SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

Poor LIFESTYLE DAILY PRICE 2 sp

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.997 (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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COMPANION’S APPEARANCE
REMARKS NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.997 (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

NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.997 (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

Io Stormhorn
SPELL SLOTS
CHARACTER NAME

WILD MAGE SPELLS Charisma +8 DC 16


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Acid Splash 1 crea or 2 crea within 5 ft of each other save or 1d6 Acid dmg; +1d6 at CL 5, 11, and 17 Dex Conj 1a 60 ft V,S Instantaneous P 211
> Fire Bolt Spell attack for 1d10 Fire dmg; unattended flammable objects ignite; +1d10 at CL 5, 11, and 17 — Evoc 1a 120 ft V,S Instantaneous P 241
> Light 1 obj up to 10-ft cube sheds bright light 20-ft rad and dim light 20-ft; cannot have multiple instances — Evoc 1a Touch V,M 1 h (D) P 255
> Mage Hand Create spectral hand for simple tasks or carry up to 10 lb; 1 a to control; can't have multiple instances — Conj 1a 30 ft V,S 1 min (D) P 256
> Prestidigitation Minor trick; harmless sensory effect, illusory image, snuff light, clean/soil/chill/warm/flavor etc. — Trans 1a 10 ft V,S 1 h (D) P 267
> Ray of Frost Spell attack for 1d8 Cold dmg and -10 ft speed until start of your next turn; +1d8 at CL 5, 11, and 17 — Evoc 1a 60 ft V,S Instantaneous P 271

1ST LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Mage Armor 1 crea that isn't wearing armor has AC 13 + Dex modifier for the duration; spell ends if it dons armor — Abjur 1a Touch V,S,M 8 h (D) P 256
> Magic Missile 3+1/SL darts hit creature(s) you can see for 1d4+1 Force dmg per dart — Evoc 1a 120 ft V,S Instantaneous P 257

2ND LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Alter Self Change appearance, gain +1 magical 1d6 natural weapons, or water breathing and swim spd — Trans 1a Self V,S Conc, 1 h P 211
> Scorching Ray 3+1/SL rays hit creature(s) on spell attack with each ray for 2d6 Fire dmg per ray — Evoc 1a 120 ft V,S Instantaneous P 273

3RD LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Counterspell Stop a spell being cast; make DC 10+SL spellcasting ability check if above the spell slot lvl used — Abjur 1 rea 60 ft S Instantaneous P 228
> Fireball 20-ft rad all crea 8d6+1d6/SL Fire dmg; save halves; unattended flammable objects ignite Dex Evoc 1a 150 ft V,S,M Instantaneous P 241

4TH LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Dimension Door Teleport yourself and 1 willing crea within 5 ft, up to 500 ft to a place you see, specify, or describe — Conj 1a 500 ft V Instantaneous P 233
> Greater Invisibility 1 crea invisible until end of the spell; anything the target is wearing or carrying is also invisible — Illus 1a Touch V,S Conc, 1 min P 246
> Wall of Fire 60×1×20ft (l×w×h) or 10-ft rad all in and 10 ft on 1 side 5d8+1d8/SL Fire dmg; save halves; see B Dex Evoc 1a 120 ft V,S,M Conc, 1 min P 285

5TH LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Cone of Cold 8d8+1d8/SL Cold dmg; save halves; crea killed become frozen statues until thawed Con Evoc 1a 60-ft cone V,S,M Instantaneous P 224
> Telekinesis Move Huge creature or 1000 lb object 30 ft as 1 a; ability check with spellcasting ability vs. Str; see B — Trans 1a 60 ft V,S Conc, 10 min P 280
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.997 (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 can’t 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 anybody’s 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 hostile’s space once by winning opposing Can’t 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 doesn’t 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) Can’t 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 grappler’s reach by an effect.
ESCAPE (action) Move through hostile’s space once by winning opposing INCAPACITATED
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Can’t take actions or reactions.
(Acrobatics) check vs. grappler’s Str (Athletics) check. USE OBJECT (action) INVISIBLE
HELP (action) You can interact with an object once per turn for free. A Can’t 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. Can’t 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. Can’t 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 Can’t 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 ½ speed) or stand up (costs ½ 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 can’t add a positive ability score modifier to the damage roll. If the Incapacitated. Can’t 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. opponent’s Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Can’t 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. opponent’s 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 doesn’t 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. Can’t 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 nonhostile’s space, and through a hostile’s FOOD (one pound per day) TRAVEL PACE (PHB 182)
space if it is two sizes larger or smaller than you. Another creature’s 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 ½ 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 ½ 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 ½ 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 creature’s 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 ½ 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 v12.997 (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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