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3 Divine Soul
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LEVEL & CLASS PLAYER NAME
F AC DESCRIPTION
0 -1 INT
PRO
STR
Armor
+2
Set Max HP
STRENGTH +2 DEX +1 WIS
Shield
0 ● +4 CON
RESISTANCES
● +5 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex Medium Armor Heavy Armor
Magic
Fire
10 Misc
Temporary Hit Points: Misc
DEXTERITY
+2 ARMOR
+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+2 Acrobatics (Dex)
PRO
Light Medium Heavy Shields
PRO
-1
+3 Deception (Cha) > Hellish Rebuke (3d10) 1 LR Common
-1 History (Int) > Infernal
+1 Insight (Wis)
9
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+3 Persuasion (Cha) > Font of Magic < Hellish Rebuke (3d10) <
DESCRIPTION
Darkvision 60 ft
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SENSES
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FLAWS
Feature Name:
BACKGROUND FEATURE
Infernal Legacy:
I know the Thaumaturgy cantrip.
At 3rd level, I can cast the Hellish Rebuke spell once per long rest
as a 2nd-level spell.
At 5th level, I can also cast the Darkness spell once per long rest.
Charisma is my spellcasting ability for these spells.
◆ Twinned Spell (Metamagic Option, PHB 102) [1 sorcery point per spell level, minimum 1]
If spell/cantrip has a target of one and not self, I can aim it at second target within range
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FEATS
NOTES
EXTRA EQUIPMENT
ORGANIZATION
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APPEARANCE
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
CANTRIPS (0 LEVEL)
1ST LEVEL
CANTRIPS (0 LEVEL)
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Chill Touch Spell attack for 1d8 Necrotic dmg; can't regain hp; undead dis. atks vs. me; +1d8 at CL 5, 11, and 17 — Necro 1a 120 ft V,S 1 rnd P 221
> Guidance 1 willing creature adds 1d4 to ability check of its choice, after rolling, once during the duration — Div 1a Touch V,S Conc, 1 min P 248
> 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
> Spare the Dying 1 living creature with 0 current hp becomes stable — Necro 1a Touch V,S Instantaneous P 277
1ST LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Bane 3+1/SL creatures save or have to subtract 1d4 on every attack or save for the duration Cha Ench 1a 30 ft V,S,M Conc, 1 min P 216
> Chaos Bolt Spell atk 2d8+1d6+1d6/SL dmg, d8s set dmg type, see B; double on d8s: new atk vs. crea in 30 ft — Evoc 1a 120 ft V,S Instantaneous X 151
> Cure Wounds 1 creature is healed for 1d8+1d8/SL+spellcasting ability modifier hp — Evoc 1a Touch V,S Instantaneous P 230
> Healing Word Heals 1 living creature 1d4+1d4/SL+spellcasting ability modifier — Evoc 1 bns 60 ft V Instantaneous P 250
2ND LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Spiritual Weapon Create weapon; spell atk 1d8+1d8/2SL+ability modifier Force dmg; bns a to move 20 ft and/or attack — Evoc 1 bns 60 ft V,S 1 min P 278
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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)