Documente Academic
Documente Profesional
Documente Cultură
F AC DESCRIPTION
-1 STR 0
PRO
INT
11 Armor Leather
21 +2 13
Set Max HP
STRENGTH +2 DEX ● +3 WIS
Shield
-1 +1 CON
RESISTANCES
● +5 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex Medium Armor Heavy Armor
Magic
Fire
8 Misc
Temporary Hit Points: Misc
DEXTERITY
+2 ARMOR
+1
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+2 Acrobatics (Dex) ● Light
PRO
Medium Heavy Shields
PRO
0
● +5 Deception (Cha) > Common A type of gaming set
0 History (Int) > Infernal Thieves' tools
+1 Insight (Wis)
11
>
● +5 Intimidation (Cha) >
SKILLS ACTIONS
>
Reload Reload
>
BONDS
FLAWS
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.
> FEAT:
> FEAT:
> FEAT:
FEATS
NOTES
EXTRA EQUIPMENT
ORGANIZATION
CLICK HERE
CLICK HERE TO CHANGE
THIS ICON
TO CHANGE
THIS ICON
SYMBOL
APPEARANCE
Hawk Tiny
Spook
RACE SIZE HEIGHT WEIGHT
F
-3 STR -4 INT Temporary HP: SUCCESSES
PRO
13 +2 1
Set Max HP
STRENGTH
+3 DEX +2 WIS
5
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE
Talons ✔ Dex Melee (5 ft) +5 1 Slashing
10 ft, fly 60
+3
DEXTERITY >
+3 INITIATIVE
ft
SPEED
DESCRIPTION
>
16 LEVEL USED
DIE
1
d4-1
1 >
CONSTITUTION ATTACKS
HIT DICE PER ACTION
-1
ATTACKS
F EX
◆ Keen Sight: The hawk has advantage on Wisdom
8 +3 Acrobatics (Dex)
PRO
+2 +2 Medicine (Wis)
-4 Nature (Int)
14 ● +4 Perception (Wis)
-2 Performance (Cha)
CHARISMA -2 Persuasion (Cha)
-2
-4 Religion (Int) FEATURES TRAITS
+3 Sleight of Hand (Dex)
+3 Stealth (Dex)
6
+2 Survival (Wis)
SKILLS
SENSES
CLICK HERE
TO CHANGE
THIS ICON
COMPANION’S APPEARANCE
REMARKS NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.87 (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 v12.87 (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
CANTRIPS (0 LEVEL)
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Control Flames Nonmagical flame up to 5 cu ft; instant: expand/exinguish, 1h: brighten/dim/color/create shapes — Trans 1a 60 ft S Instant. or 1 h E 16
> Eldritch Blast Spell attack beam 1d10 Force damage; beams can be combined or split; CL5:2, CL11:3, CL17:4 beams — Evoc 1a 120 ft V,S Instantaneous P 237
> Minor Illusion 5-ft cube illusion includes visible or audible; Int(Investigation) check vs. Spell DC; see book — Illus 1a 30 ft S,M 1 min (D) P 260
> Shillelagh Club/quarterstaff you hold does 1d8 dmg and you use your spellcasting ability modifier instead of Str — Trans 1 bns Touch V,S,M 1 min P 275
> Shocking Grasp Spell attack, adv. if metal armor, 1d8 Lightning dmg, no rea 1 turn; +1d8 at CL 5, 11, and 17 — Evoc 1a Touch V,S Instantaneous P 275
1ST LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Armor of Agathys 5+5/SL temp hp; as long as temp hp last any crea that hits in melee takes 5+5/SL Cold dmg — Abjur 1a Self V,S,M 1 h P 215
> Command 1+1/SL crea save or follows one word command, such as approach, drop, flee, grovel, halt Wis Ench 1a 60 ft V 1 rnd P 223
AT
WILL Disguise Self Alter appearance; Int(Investigation) check vs. spell DC to determine disguise — Illus 1a Self V,S 1 h (D) P 233
> Hex 1 crea +1d6 Necrotic dmg from your atks; dis. on chosen ability checks; SL3: conc, 8h; SL5: conc, 24h — Ench 1 bns 90 ft V,S,M Conc, 1 h P 251
2ND LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Mirror Image Create three illusionary duplicates of you; destroyed if hit; randomize attacks; AC 10 + your Dex mod. — Illus 1a Self V,S 1 min (D) P 260
CANTRIPS (0 LEVEL)
1ST LEVEL
1ST LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Alarm (R) Door, window, or 20-ft cube area; audible (60 ft) or mental alarm (1 mile) if undesignated crea enters — Abjur 1 min 30 ft V,S,M 8 h P 211
> Find Familiar (R) Gain the services of a familiar; can see through its eyes; it can deliver touch spells; see B (10gp cons.) — Conj 1h 10 ft V,S,M† Instantaneous P 240
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.87 (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
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)