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Chrono Cleric
Chrono Cleric
Chrono Cleric
F AC DESCRIPTION
-1 STR ● +5 INT
PRO
12 Armor Hide
21 +2 16
STRENGTH +2 DEX ● +3 WIS
2 Shield Shield
-1 +2 CON
RESISTANCES
-1 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex ● Medium Armor Heavy Armor
Magic
Fire
8 Misc
Temporary Hit Points: Misc
DEXTERITY
+5 ARMOR
CONSTITUTION FAILURES
2 d6+2 30 ft, 13 ABILITY SAVE DC
ABILITY
INTELLIGENCE
SAVE DC WISDOM 11
SAVING THROWS fly 30 ft
+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+2 Acrobatics (Dex) ● Light ● Medium ● Shields
PRO
Heavy
PRO
+3
-1 Deception (Cha) Emboldening Bond 2 LR Common Smith's tools (1/2)
+3 History (Int) Undercommon Potter's tools (2/2)
● +3 Insight (Wis)
17
-1 Intimidation (Cha)
● +5 Investigation (Int)
WISDOM
+1 Medicine (Wis)
Wings:
I have bat-like wings sprouting from my shoulder blades that give
me flying speed of 30 feet when I'm not wearing heavy armor.
PP
WEIGHT CARRIED
13.3 lb
ENCUMBERED
ATTUNED MAGICAL ITEMS
41 - 80 lb
CARRYING
HEAVILY CAPACITY
ENCUMBERED
120 lb
PUSH/DRAG/LIFT
SUBTOTAL 13.3 SUBTOTAL SUBTOTAL 121 - 240 lb
EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
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)
1ST LEVEL
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly - Redesign); Spell Sheet 1/1 Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
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)