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F AC DESCRIPTION
-1 STR +3 INT
PRO
57 +4 14
Set Max HP
STRENGTH ● +6 DEX +1 WIS
Shield
-1 +1 CON
RESISTANCES
● +7 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex Medium Armor Heavy Armor
Magic
8 Misc
Temporary Hit Points: Misc
DEXTERITY
+4 ARMOR
+1
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+6 Acrobatics (Dex) ● Light
PRO
● Medium Heavy Shields
PRO
+3
+5 Deception (Cha) > Common Cartographer or navigator tools
● +7 Persuasion (Cha) > Countercharm Bardic Inspiration < Cutting Words <
SENSES
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BACKGROUND FEATURE
Saving Face: Once per short rest, when I miss an attack roll or fail an
ability check or a saving throw, I can gain a bonus to the roll equal
to the number of allies I can see within 30 feet of me (max +5).
> FEAT:
> FEAT:
> FEAT:
FEATS
NOTES
EXTRA EQUIPMENT
ORGANIZATION
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SYMBOL
APPEARANCE
F
Temporary HP: SUCCESSES
PRO
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)
SENSES
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REMARKS
COMPANION’S APPEARANCE NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly) Based on the character sheet TM & © 2014 Wizards of the Coast LLC; edited by Joost Wijnen - Flapkan@gmail.com
Notes Page Options
NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly) Based on the character sheet TM & © 2014 Wizards of the Coast LLC; edited 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
Ekhaas
CHARACTER NAME SPELL SLOTS
CANTRIPS (0 LEVEL)
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Blade Ward Until the end of your next turn, Bludgeoning, Piercing, and Slashing dmg resist. vs. weapons — Abjur 1a Self V,S 1 rnd P 218
> 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 in 15-ft rad 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
> Comp. Languages (R) Understand all spoken language or written language when touched; does not help vs. cyphers — Div 1a Self V,S,M 1 h P 224
> Healing Word Heals 1 living creature 1d4+1d4/SL+spellcasting ability modifier — Evoc 1 bns 60 ft V Instantaneous P 250
> 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
> Sleep 20-ft rad 5d8+2d8/SL hp of conscious creatures fall asleep, starting with the lowest current hp crea — Ench 1a 90 ft V,S,M 1 min P 276
> Unseen Servant (R) Create an invisible, mindless, shapeless servant for simple tasks; bns a to mentally command it — Conj 1a 60 ft V,S,M 1 h P 284
2ND LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Enthrall As you speak any crea save (adv. if fighting) or dis. on Wis(Perception) for any other than you Wis Ench 1a 60 ft V,S 1 min P 238
3RD LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Aura of Vitality You can heal 1 creature in range for 2d6 hp as a bonus action for the duration — Evoc 1a 30-ft rad V Conc, 1 min P 216
> Dispel Magic Dispel any magical effect on crea or object; make DC 10+SL spellcasting ability check if above SL used — Abjur 1a 120 ft V,S Instantaneous P 234
> Fear All crea save or drop what it is holding and frightened; extra save/rnd if crea is not in line of sight Wis Illus 1a 30-ft cone V,S,M Conc, 1 min P 239
> Revivify Restores a creature's body that has died in the last min to life with 1 hp (300gp cons.) — Necro 1a Touch V,S,M† Instantaneous P 272
4TH LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Charm Monster 1+1/SL crea in 15-ft rad save or charmed; adv. if you or allies fighting it; ends if your or allies harms Wis Ench 1a 30 ft V,S 1h X 151
> Confusion 10+5/SL-ft rad all save or confused, see book; extra save at end of every turn Wis Ench 1a 90 ft V,S,M Conc, 1 min P 224
> Freedom of Movement 1 willing crea; magic cannot reduce speed, paralyze, restrain; use 5 ft to escape nonmagical restrains — Abjur 1a Touch V,S,M 1 h P 244
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly); Spell Sheet 1/1 Based on the character sheet TM & © 2014 Wizards of the Coast LLC; edited by Joost Wijnen - Flapkan@gmail.com
PLAYER REFERENCE LINE
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)