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Ficha Drelek PDF
Ficha Drelek PDF
Ficha Drelek PDF
F AC DESCRIPTION
+1 STR -1 INT
PRO
10 Armor Unarmored
9 +2 12
Set Max HP
STRENGTH +2 DEX +1 WIS
Shield
+1 ● +5 CON
RESISTANCES
● +6 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex Medium Armor Heavy Armor
Magic
12 Misc
Temporary Hit Points: Misc
DEXTERITY
+2 ARMOR
PRO
Light Medium Heavy Shields
PRO
-1
+4 Deception (Cha) > Common
-1 History (Int) > Primordial
● +3 Insight (Wis)
8
>
11 PASSIVE WISDOM (PERCEPTION) Light Hammer Str Melee, 20/60 ft +1 1d4+1 Bludgeoning
>
Light, thrown
DESCRIPTION
>
IDEALS
BONDS
FLAWS
Feature Name:
BACKGROUND FEATURE
Mingle with the Wind: I can cast the Levitate spell once with this
trait, requiring no material components, and I regain the ability to
cast it this way when I finish a long rest. Constitution is my
spellcasting ability for this spell.
> FEAT:
> FEAT:
> FEAT:
FEATS
NOTES
SUBTOTAL SUBTOTAL
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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COMPANION’S APPEARANCE
REMARKS NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (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 v12.999 (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
Drelek Sharpstone
SPELL SLOTS
CHARACTER NAME
CANTRIPS (0 LEVEL)
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> 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
> Gust Med. or smaller crea save or push 5 ft; or push unattended 5 lb obj 10 ft; or harmless sensory effect Str Trans 1a 30 ft V,S Instantaneous W 107
> 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
> 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.
> Burning Hands 3d6+1d6/SL Fire dmg; save halves; unattended flammable objects ignite Dex Evoc 1a 15-ft cone V,S Instantaneous P 220
> 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
2ND LEVEL
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)