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1 Monk (Way of the Long Death) Jonab


Zirael
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LEVEL & CLASS PLAYER NAME
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Monster Hunter Aasimar, Scourge 0 Add: 300


BACKGROUND RACE EXPERIENCE Next Level
CHARACTER NAME

SAVE SAVE
MODS 0 to all Saves MODS 0
F Modifier Use Dice AC DESCRIPTION WEIGHT
0 ● +2 STR 0 0
PRO

INT
12 Armor Unarmored Defense (Wis) 0 lb

9 +2 14
Set Max HP
STRENGTH 0 ● +4 DEX +2 WIS 0
Shield 0 lb
0 0 +1 CON
RESISTANCES
+3 CHA 0
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex Medium Armor Heavy Armor Stealth
Disadvantage

Magic
Necrotic
10 Misc
Radiant
Temporary Hit Points: 0 Misc
DEXTERITY
+2 ARMOR

+2 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

14 SUCCESSES LEVEL DIE USED ENCUMBERED


0 Show 2nd DC
1 d8+1 6m

CONSTITUTION SAVING THROWS FAILURES


9m 12 ABILITY
SAVE DC
WISDOM

+1
DEATH
0 to all Skills SKILL MODS SAVES HIT DICE SPEED
ARMOR
F EX F
+4 Acrobatics (Dex) 0

PRO
● Light Medium Heavy Shields
PRO

12 +2 Animal Handling (Wis)


0 WEAPONS
FEATURE MAX RECOVER USED ● Simple Martial ● Other Weapons:
0 Arcana (Int) 0 > Healing Hands (1 HP) 1 LR Shortsword
INTELLIGENCE 0 Athletics (Str) 0 >
LANGUAGES TOOLS & OTHERS

0
+3 Deception (Cha) 0 > Common Lute
0 History (Int) 0 > Celestial Herbalism Kit
+2 Insight (Wis) 0 Elven Poisoner's kit
10
>

+3 Intimidation (Cha) 0 >

0 Investigation (Int) 0 >


WISDOM
● +4 Medicine (Wis) 0 >

+2 ● +2 Nature (Int) 0 LIMITED FEATURES SR LR Dawn PROFICIENCIES


+2 Perception (Wis) 0
14 +3 Performance (Cha) 0 ACTIONS BONUS ACTIONS REACTIONS

+3 Persuasion (Cha) 0 > Healing Hands Martial Arts (with Attack action)< <

CHARISMA 0 Religion (Int) 0 > < <

+3 +2 Sleight of Hand (Dex)0 > < <

● +4 Stealth (Dex) 0 > < <

+2 Survival (Wis) 0 > < <


16
Tool 0 > < <

SKILLS ACTIONS
Remarkable Athlete Jack of All Trades
ATTACK
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE MODS

12 PASSIVE WISDOM (PERCEPTION) 0 Quarterstaff ✔ Dex Melee +4 1d6+2 Bludgeoning 0 0


>
Versatile (1d8) 1d6
DESCRIPTION Above weapon's weight: 1 kg
Darkvision 18 m
Dart ✔ Dex 6/18 m +4 1d4+2 Piercing 0 0
>
Finesse, thrown 1d4
Above weapon's weight: 0.06 kg
SENSES Unarmed Strike ✔ Dex Melee +4 1d4+2 Bludgeoning 0 0
>
Weight per ammo: 0.125 kg Weight per ammo: 0 lb 1d4
NAME TOTAL NAME TOTAL Above weapon's weight: 0 kg
Darts 10 0 0
>
Reload Reload
Above weapon's weight: 0 kg
0 0
>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


Above weapon's weight: 0 lb
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
Add Features
Monk (Way of the Long Death), level 1:
◆ Martial Arts (Monk 1, PHB 78) [1d4] Eu caço monstros maus para salvar as pessoas que são
Monk weapons: shortsword, simple weapon (not two-handed/heavy), unarmed strike oprimidas por eles. Em especial, goblins. Esses merecem ser
With these, I can use Dex instead of Str and use the Martial Arts damage die varridos da face de Toril.
When taking an Attack action with these, I get one unarmed strike as a bonus action
◆ Unarmored Defense (Monk 1, PHB 48) PERSONALITY TRAITS
Without armor and no shield, my AC is 10 + Dexterity modifier + Wisdom modifier
Eu devo proteger todos aqueles que são atacados por monstros
malignos.

IDEALS

Eu procuro pela feiticeira que me salvou.

BONDS

Eu tenho uma forte queda por bebidas alcóolicas.

FLAWS

Feature Name: Hunter's Companions

You have friends and contacts in a kind of guild for those who hunt
monsters. As a result, you know where to find safe houses in the
wild, which have beds and a fully-stocked bar. There are often other
monster hunters in these houses, who will give company and
rumours but little else. Most monster hunters are only connected
through a common trade, not a brotherly feeling.
BACKGROUND FEATURE

Scourge Aasimar (+1 Constitution, +2 Charisma)


Light Bearer: I know the Light cantrip.
Healing Hands: As an action, once per long rest, I can touch to heal
for my level in HP.
Radiant Consumption: Once per long rest when I'm 3rd level, I can
use an action to radiate bright light in 3-m radius and dim light for
another 3-m, for 1 minute or until I end it as a bonus action. Once
on my turn my attack or spell deals my level in extra radiant damage
to one target, and at the end of my turns all creatures within 3 m of
me, including myself, take half my level in radiant damage.
CLASS FEATURES RACIAL TRAITS

ADVENTURING GEAR # KG ADVENTURING GEAR # KG ADVENTURING GEAR # KG


CP
> Traveler's clothes 4 > >
> Herbalism kit 3 > >
> Poisoner's kit 2 > > SP
> Rations, days of 10 2 > >
> Lute 2 > >
EP
> Backpack 5 > >
> - Bedroll 7 > >
>
>
- Mess kit
- Tinderbox
1
1
>
>
>
>
10 GP

> - Torch 5 1 > >


PP
> - Waterskin 5 > >
> - Hempen rope, feet of 50 0.2 > >
WEIGHT CARRIED
> > >
65.1 kg
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
26 - 50 kg Carrying
> > >
HEAVILY ENCUMBERED Capacity
> > >
51 - 75 kg
Multiplier

> > > PUSH/DRAG/LIFT


1
SUBTOTAL 65 SUBTOTAL SUBTOTAL 76 - 150 kg
Add Equipment EQUIPMENT
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
Monk features:
◆ Lose Unarmored Defense, Martial Arts, and Unarmored Movement with armor/shields > FEAT: Magic Initiate [Warlock] PHB, page 168
I learn two cantrips and one 1st-level spell of my choice from the
Green-Flame Blade warlock's spell list.
Friends I can cast the 1st-level spell at its lowest level once per long rest
without using a spell slot.
Charisma is my spellcasting ability for these.

> FEAT:

> FEAT:

> FEAT:

FEATS

WEIGHT

> MAGIC ITEM: Attuned 0 lb

NOTES

ADVENTURING GEAR # KG ADVENTURING GEAR # KG


> <
> <
> MAGIC ITEM: Attuned 0 lb
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned 0 lb
> <
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned 0 lb
> <

SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM: Attuned 0 lb

OTHER HOLDINGS MAGIC ITEMS


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
Female 21 Medium 1.64 44
Zirael
GENDER AGE SIZE HEIGHT WEIGHT

Lawful Good Naris Analor Blond Green Caucasian


ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME

ORGANIZATION

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CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

"Eu olhei para aquela moça que havia acabado de Zirael abriu os olhos assustada e, num sobressalto, se levantou. Olhou ao seu redor, "Então assim é Oblivion?",
chegar. Ela tinha olhos verdes enigmáticos e pensou. Ela tinha certeza que havia morrido na batalha, a sua última memória a lembrava do machado que a
profundos. A pele era tão branca quanto era possível, acertou em cheio. Ela, então, percebeu que aquele era o mesmo deserto onde estava, mas sem a lagoa de
parecia muito macia. Seus cabelos, de tão loiros, sangue, os corpos e o cheiro pútrido. Estava empunhando sua rapieira. "Os bárbaros estavam certos, passamos
ganhavam um tom prata. Suas orelhas eram para o lado de cá com nossas armas, para treinarmos para o Rhag na Rhok". Ela, então, começou a andar ao
pontiagudas como a de um elfo. Mas seu rosto tinha passo que colocava os eventos que a levaram até ali em ordem nas suas lembranças.
traços de humana. Não era alta, não deveria passar
de 1.62 m. Seu corpo era muito bem definido, seus Ele era filha de um elfa com um humano. Não um humano qualquer, porém. Ele descendia de um clã tocado
seios não fartos e nem pequenos. Mostrava sempre pelo poder de Seraphina. Quando a família élfica de sua mãe soube disso, trataram de raptá-la. Ela foi criada
um encantador sorriso em sua bela face. Mas, acima entre os elfos, no longíquo Encontro Eterno, recebeu um nome élfico, recebeu treinamento no monastério
de tudo isso, emanava uma belíssima áurea." local. Ela encarava o duelo, não como uma feia luta, mas como uma dança majestosa, herança da escola de
APPEARANCE luta do seu mestre. Todavia, um dia deixaram escapar para ela que o clã de seu pai fora dizimado por um
bando feroz de goblins. O choque dessa notícia foi muita forte em Zirael. Ela sentiu de forma mais intensa do
que nunca a herança de Seraphina correr em suas veias. Decidiu, então, fugir daquela vida mansa e encarar o
Modest LIFESTYLE DAILY PRICE 1 gp continente inteiro de Faerûn, sempre à procura de cidadãos que estivessem precisando de ajuda contra
monstros. Em especial, goblins. Ela desejava se tornar conhecida como a "Goblin Slayer". Essa nova vida trouxe
algumas novidades para ela, como um conhecimento amplo da natureza e noções de medicina, além de
"Desejo matar todo e qualquer monstro que oprima convicção em manter sua honra e um pouco de alcoolismo. E foram essa honra e esse alcoolismo que a
um cidadão de bom. Mas, principalmente, quero colocaram no exército mercenário de An Craite. Ela agora lutava pela independência de uma freguesia da
exterminar os goblins" opressão de um forte reino local. Mas aquela machadada havia sido letal. Era o que ela achava.

Logo seus olhos verdes enxergaram algumas pessoas. Correu até elas e descobriu que ainda estava viva. As
testemunhas falaram que ela foi deixada ali por uma mulher de cabelos negros, olhos violetas e um cheiro de
lilás e groselha. Além disso, ela tinha em sua roupa costurado o símbolo da facção Zetharim. Ela apareceu com
o vento, deixou o corpo lá e saiu com o fogo. Foi o que eles disseram. Zirael desejou de forma intensa
descobrir quem era aquela mulher e por que ela a salvou. Na noite seguinte daquilo, sonhou com o fim do
mundo causado por um inverno infinito. Era um sonho tão real e doloroso que ela acordou com frio e com
uma forte dor no corpo inteiro. Na outra também. Aquele sonho ainda permance. Por isso ela decidiu abrir
mão da vida de matadora de monstros e ir para a cidade estudar um pouco de magia para entender por que
começou a ter aquele sonho, assim como procurar por pistas daquela mulher misteriosa. Pela informação da
guilda, escolheu a Costa da Espada. Pelo sonho, escolheu o ponto mais frio da Costa da Espada. Sentia que
seria ali que encontraria as respostas que queria.

ENEMIES CHARACTER HISTORY


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
Companion Options

RACE SIZE HEIGHT WEIGHT

TYPE AGE GENDER ALIGNMENT


COMPANION
NAME
SAVE SAVE
MODS 0 to all Saves MODS
F
Use Dice
0 0 Temporary HP: SUCCESSES
PRO

STR INT Set Max HP


STRENGTH
0 DEX WIS 0
0 CON CHA 0 ARMOR PROFICIENCY MAXIMUM
FAILURES
CLASS BONUS HIT POINTS Heal
SAVING THROWS CURRENT HIT POINTS DEATH SAVES

ATTACK
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE MODS

DEXTERITY
0 0 0
>

DESCRIPTION 0 lb

INITIATIVE SPEED
0 0
>
LEVEL USED
0 lb

0 0
DIE >
CONSTITUTION ATTACKS
HIT DICE PER ACTION
0 lb
ATTACKS

0 to all Skills SKILL MODS


F EX
0
PRO

Acrobatics (Dex)

0
Animal Handling (Wis)

INTELLIGENCE
Arcana (Int) 0
Athletics (Str) 0
Deception (Cha) 0
History (Int) 0
Insight (Wis) 0
Intimidation (Cha) 0
WISDOM Investigation (Int) 0
Medicine (Wis) 0
Nature (Int) 0
Perception (Wis) 0
Performance (Cha) 0
CHARISMA Persuasion (Cha) 0
Religion (Int) 0 FEATURES TRAITS
Sleight of Hand (Dex)0
Stealth (Dex) 0
Survival (Wis) 0
SKILLS

PASSIVE WISDOM (PERCEPTION) 0

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
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 v12.999 (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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