Jack Hawthorn Rogue

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4 Rogue (Inquisitive)
Jack Hawthorn
LEVEL & CLASS PLAYER NAME

Investigator Half-elf 3,300 Add: 6,500


BACKGROUND Surgeon Specialist RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
0 ● +4 INT
PRO

STR
12 Armor Studded Leather

26 +2 16
Set Max HP
STRENGTH ● +6 DEX +3 WIS
Shield

0 +1 CON
RESISTANCES
+2 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
4 Dex Medium Armor Heavy Armor

Magic
11 Misc
Temporary Hit Points: Misc
DEXTERITY
Magic can't put me to sleep; Adv.
21
+4 ARMOR

+4 on saves vs. charmed CURRENT HIT POINTS Heal INITIATIVE

✔ INSPIRATION

18 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
4 d8+1 20 ft
ABILITY

CONSTITUTION SAVING THROWS FAILURES


30 ft SAVE DC

+1
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+6 Acrobatics (Dex) ● Light

PRO
● Medium Heavy Shields
PRO

13 +3 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple Martial ● Other Weapons:
+2 Arcana (Int) > Surgery (use healers' kit) 20 (10x2) Hand crossbow, Longsword, Rapier, Shortsword
INTELLIGENCE 0 Athletics (Str) >
LANGUAGES TOOLS & OTHERS

+2
● +4 Deception (Cha) > Thieves' Cant Thieves' tools
+2 History (Int) > Gnomish Healers' tools
●● +7 Insight (Wis) Draconic
14
>

+2 Intimidation (Cha) > Common


●● +6 Investigation (Int) > Elvish
WISDOM
● +5 Medicine (Wis) > Undercommon
+3 ● +4 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES
● +5 Perception (Wis)
16 +2 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

+2 Persuasion (Cha) > Cunning Action < <

CHARISMA +2 Religion (Int) > Eye for Detail < <

+2
● +6 Sleight of Hand (Dex) > Insightful Fighting < <

● +6 Stealth (Dex) > < <

+3 Survival (Wis) > < <


14
● +6 Thieves' tools (Dex) > < <

SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

20 PASSIVE WISDOM (PERCEPTION) Shortsword ✔ Dex Melee +6 1d6+4 Piercing


>
Finesse, light; Sneak attack 2d6
DESCRIPTION
Darkvision 60 ft
Dagger ✔ Dex Melee, 20/60 ft +6 1d4+4 Piercing
>
Finesse, light, thrown; Sneak attack 2d6
SENSES Shortbow ✔ Dex 80/320 ft +6 1d6+4 Piercing
>
Ammunition, two-handed; Sneak attack 2d6
NAME TOTAL NAME TOTAL
Arrows 20 Whip Dex Melee +4 1d4+4 Slashing
>
Reload Reload Finesse, reach; Sneak attack 2d6

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0beta16 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Dragon Head by spikeilustra; Design inspired by Wizards of the Coast character sheet
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Add Features
Rogue (Inquisitive), level 4:
◆ Expertise (Rogue 1, PHB 96) [with 2 skills] i will operate on anyone who need it.
I gain expertise with two skills/thieves' tools I am proficient with; two more at 6th level A careful person
◆ Sneak Attack (Rogue 1, PHB 96) [2d6]
Once per turn, I can add damage to finesse/ranged attack if I have adv.
I don't need adv. if a conscious ally is within 5 ft of the target and I don't have disadv. PERSONALITY TRAITS
◆ Thieves' Cant (Rogue 1, PHB 96)
I know the secret rogue language that I can use to convey messages inconspicuously A world without injuries, accident, and sickness is a world
◆ Cunning Action (Rogue 2, PHB 96) without happiness. (at least for me)
I can use a bonus action to take the Dash, Disengage, or Hide action
◆ Ear for Deceit (Inquisitive 3, XGtE 45) IDEALS
For Wis (Insight) to sense if another is lying, I can treat a die roll of 7 or lower as an 8
◆ Eye for Detail (Inquisitive 3, XGtE 46) i love operating on living things.... and study them of course
As a bonus action, I can do either of the following: I wanna be the very best, like no one ever was (as a surgeon)
• Make a Wisdom (Perception) check to spot a hidden creature or object
• Make an Intelligence (Investigation) check to uncover or decipher clues
BONDS
◆ Insightful Fighting (Inquisitive 3, XGtE 46)
As a bonus action, I can decipher the tactics of another I can see that's not incapacitated
a little bit sefl centered and selfish.
I have to make a Wisdom (Insight) check vs. the target's Charisma (Deception) check
Hate healing magic
If I succeed, I can use my sneak attack on it even if I don't have adv. (but not if disadv.)
This benefit lasts for 1 minute or until I successfully use Insightful Fighting again
FLAWS

Doctor
-. Have proficiency with Healers' Kit and Medicine (int)
-. Surgery (Doctor, use Healers' Kit) 10 hp pts/Healers' kit Feature Name: Investigative Services
You can spend 15 minutes to use Healers' kit to heal. Every Healers' Kit have pools of 10 pts you
I have a way of communicating with others that puts them at ease. I
can spend to heal yourself or other people. You can only heal physical injury, or you can spend
can invoke my rank to allow me access to a crime scene or to
20 pts to heal a disease
requisition equipment or horses on a temporary basis. When
entering a settlement around Hillsfar, I can identify a contact who
Find Weakness
will give me information and would help me because I want to stop
As a Surgeon you familiar with limb and internal organ, you can spend an action to roll for an
anyone from disrupting trade.
investigation check to understand one of this attribute of the enemy :
BACKGROUND FEATURE
-. HP
-. Immunities & Resistance
-. Vulnerability Half-Elf (+2 Charisma and +1 to two other ability scores of my
-. Special skill choice)

Chtulhu Mythos 38 pts Skill Versatility: I gain proficiency in two skills of my choice.
-. mencari info tentang eldritch, roll d100 harus di bawah point kutulumitos
-. kalau pass: dapet info eldritch tapi kemungkinan kena sanity dmg

The Yellow Sign (cincin)

CLASS FEATURES RACIAL TRAITS Racial Options

ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB


CP
> Backpack, with: 5 > Unknown unstable mana stone 1 > Uniform 3
> - Bedroll 7 > Marry Widow room key 1 > Insignia of rank (Silver)
> - Mess kit 1 > Stempel Pigeon 1 > Horn 2 SP
> - Tinderbox 1 > World Map dan salinan legenda 1 > Manacles 6
> - Torches 10 1 > > Belt pouch (with coins) 1
EP
> - Rations, days of 9 2 > > Studded Leather armor 13
> - Waterskin 5 > > Shortsword 1 2
>
>
- Hempen rope, feet of
- Thieves' tools
50 0.2
1
>
>
>
>
Dagger
Shortbow
2
1
1
2
16 GP

> - Healers' kit 1 3 > > Arrows 20 0.05


PP
> - Vial 3 > > Whip 1 3
> - notebook 41 hlm 1 > >
WEIGHT CARRIED
> -. Potion of Healing 2 0.5 > >
97.3 lb
> - alat tulis 1 > >
ENCUMBERED
> -. vial isi cacing bening 1 > ATTUNED MAGICAL ITEMS
56 - 110 lb
> > >
HEAVILY ENCUMBERED
> > >
111 - 165 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL 62 SUBTOTAL SUBTOTAL 35 166 - 330 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0beta16 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
MISSION
(MAIN) Aliado (butler dari rumah noble Forvildun): minta cari barang ilang > FEAT: Observant [PHB 168]
-. Noble Forvildun: sering liat poster dengan nama Forvilden, kolektor ternama mengoleksi If I can see a creature's mouth while it is speaking a language I
barang-barang antik. understand, I can interpret what it's saying by reading its lips. I
-. barangnya seperti jam pasir bernama CLOCK OF TIME have a +5 bonus to passive Wisdom (Perception) and passive
-. baru pagi ini barang tsb hilang. disimpan di dalam pigura kaca. Intelligence (Investigation) scores. [+1 Intelligence or Wisdom]
-. barang ini sedang diidentifikasi fungsi dan cara kerjanya.
-. disimpan dalam rumah terpisah satu pintu masuk, dijaga 2 orang penjaga dan dimaintenance
oleh Aliado dan Kurhon, hanya Aliado yang pegang kunci rumah > FEAT:

TIME JUMP
Yakshire: di masa kita Yakshire sedang ada di Kluxgate, penggalian arkeologi. Sumber kekuatan
Yakshire berasal dari idol yang ditemukan di Kluxgate. tidak tahu cara menghancurkannya. Dia
nemuin itu mungkin 2 - 3 minggu dari saat terakhir kita ada di mine.

BACK JUMP balik ke mine > FEAT:


-. Peta di dinding,ada titik dan garis-garis. Setelah investigate, tau kalau titik-titik itu mungkin
situs penggalian dan ada 2 titik yang berbeda yaitu di Kluxgate dan Nars Mountain.

barang ilang di ruang medic:


scalpel, file satu set, gergaji tulang

KELUAR DARI PENJARA > FEAT:


-. disambut oleh rombongan wagon mewah Elf
-. Artemis Zestari: berasal dari klan elf tua, salah satu donatur Moonfall, ngaku sebagai
Kakaknya Kana.
-. Moonfall x Greyhand: lagi "damai" karena lagi ada Adavice yang menengahi. tapi selalu ada
espionase. Mereka sebenarnya menginginkan sumber daya satu sama lain tetapi karena konflik
masa lalu yang sudah mendarah daging mereka ga bisa saling percaya atau kerja sama begitu
FEATS
saja. Sehingga ada seperti Cold War diantara mereka.
-. Ibunya Kana menghilang. Kita dibebaskan karena Klan Zestari selalu mengawasi Kana.

>
GENERAL PROGRESSION: MAGIC ITEM: Attuned

-.Konsultasi ke ortu: batu yang ditemuin di dalem jasad adalah mana stone yang ga stabil, dari
hasil otopsi mungkin batu itu ditanam secaraNOTES
artificial.
-.Ketua Guild: Rokred, Monster flyer (half-orc)
-. Mendapat quest untuk menginvestigasi barang hilang di kediaman Noble Forvildun.
ADVENTURING GEAR # LB ADVENTURING GEAR # LB
-. ACADEMIA LIBRARY: Mencari & membaca penelitian tentang human augmentation, topik
> Bag of holding
tentang bagaimana manusia dapat memiliki potensi magic dengan augmentation, by Uldam
<
> -. books 5
Pridescream. Penelitian yang relatif masih baru dan Uldam ini salah satu orang pertama yang
<
> MAGIC ITEM: Attuned
> -. healers' kit
melakukan penelitian tentang itu.
5 3 <
> -. vial isi cacing
-. Hasil baca : mengetahui kalau memang manusia itu bisa diberi kekuatan magic dengan
<
> -. arrow dan manastone 0.05
ditanamkan mana stone dan penelitian itu memiliki potensi yang tak terbatas, tetapi penelitian
<
> <
sudah dihentikan karena dianggap tidak etis dan ilegal. Penelitian itu ditulis oleh Uldam
> <
Pridescream (seorang peneliti dari Zarmon).
> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
SUBTOTAL 20.1 SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM: Attuned

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0beta16 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Male 28 Medium 178 65
Jack Hawthorn
GENDER AGE SIZE HEIGHT WEIGHT

Neutral spikey, grey kuning


ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME

Member of the Guild. Work as a renowned Surgeon


and Investigator ORGANIZATION
Member of Asclepius, a medical community where i
can share and gather information and research.
I am known as JACK THE RIPPER because of my
hobby.
OLD JUANZ, Morgue and Grave Keeper (Ally)
i have an access to a local morgue and graveyard after CLICK HERE
making friends with the keeper, an old human with a TO CHANGE
scar around his body named Old Juanz
THIS ICON
BETTY, Marry Widow Tavern Owner (Ally)
i made a best friend with a local tavern owner named
Betty after i saved her son from a severe case of fever.
I can have a free lodging and breakfast in her tavern.
KLAGNAP LITTLEFINGER (rekan kerja di klinik guild)
SYMBOL

Dapet 1 kamer khusus gratis di Marry Widow (key)

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

penampilan kurang lbh ky gambar, tapi rambutnya The Heaven Canceler... Gelar tertinggi yang hanya dianugerahi kepada dokter bedah terbaik di seluruh
spikey (ky vergil dmc), bajunya ky gitu tapi dia pake kontinen. Konon katanya, orang yang pernah dianugerahi gelar ini dapat melakukan operasi pembedahan
coat warna coklat tanpa lengan. pke belt : ada yang paling sulit sekalipun, bahkan operasi yang seringkali dianggap tidak mungkin menjadi mungkin di
shortsword dan beberapa peralatan (thief tool atau tangannya, nyawa yang tidak mungkin diselamatkan, dapat diselamatkan oleh tangannya. Namun hingga hari
kalo boleh surgery tool) di paha kanan ada strap buat ini, gelar tersebut hanya terdengar seperti legenda belaka. Bahkan selama 200 tahun terakhir, belum ada orang
dagger (ada 2 dagger), di paha kiri ada strap juga yang mampu untuk menerima gelar ini. Ya.. gelar ini adalah satu-satunya mimpiku, menjadi dokter bedah
tapi itu pouch duid bentuknya kotak dr kulit. terbaik adalah tujuanku.
Hmm.. kalau ditanya motivasi apa yang membuatku mengejar gelar itu, jawabanku biasanya karena aku
senang melihat harapan kembali timbul pada wajah-wajah orang yang sudah kehilangan harapan. Tapi yah ini
hanya salah satu alasan sampingan saja. Sebenarnya aku hanya senang membedah, ya sesederhana itu.
membedah menjadi suatu hobi, suatu misteri yang selalu ingin kupecahkan. Apalagi kalau aku menemui kasus
APPEARANCE operasi yang aneh, rumit, dan terkadang mungkin tidak masuk akal, aku senang memecahkan segala suatu hal
mengenai tubuh makhluk hidup.
Menjadi pahlawan?? huh... aku tidak pernah memikirkan tentang itu... walaupun kuakui memang banyak orang
Modest LIFESTYLE DAILY PRICE 1 gp yang menganggap dokter sebagai pahlawan, tapi bukan itu tujuanku. Seperti yang sudah kukatakan aku tidak
peduli hal lain selama aku dapat membedah, memperbaiki, dan mempelajari tubuh makhluk hidup.

Akhir-akhir ini sering mendengar banyak kasus UNDEAD RISING, dari jumlah kasusnya menunjukkan gejala
munculnya suatu PANDEMIK baru.
PASIEN terakhirku sedikit tidak wajar. Aku menemukan beberapa buaH BATU ANEH di dalam tubuhnya. ia
adalah seorang HALF-ELF dengan TATTOO DI DADA bertuliskan NO.6090HE.
NO.6090HE (Pasien 1), NO.7800E (Elena), NO.8101HE (pasien 2), NO.7890HE (Bam)

HE: Half Elf


E: Elf

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0beta16 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Notes Page Options

SANITY POINT (60 + wis x 2) = 90 pt (max) 63 (now) -21 today Cthugihn worm: bukan dari dunia ini, dan jenisnya ada banyak, salah satunya yg
-. kalau sanity point 0, karakter menjadi gila. ada di dalam tangan. yang ungu adalah salah satu breed yang memiliki efek
-. Sanity check: DC 12 ( Char int point) berbeda.
-. tiap long rest bisa roll 1d6 buat heal sanity point Green Cthugihn worm:
-. kalau kehilangan 10 point dalam 1 hari, harus Madness Roll: permanent/ -. Ketika larva masuk ke inang, dia akan ada masa inkubasi/pendewasaan. ketika
temporary/ sesaat.. Permanent bisa dihilangin dengan spell Greater Restoration. dewasa dia akan mulai menginvasi sistem syaraf inangnya dan bisa bertelur.
-. Kondisional: bisa dikasih heal sanity point, dengan syarat melakukan suatu hal -. Ketika dia udah menginvasi. dia akan store memori inangnya selama 20 hari
yang membuat char relax/rekreasi sesuai dengan background story. (suggest DM) maksimal. Memori hari ke 21 akan menggantikan memori hari ke 1. Dia juga
memberikan kemampuan telepati antara inang dan master cacingnya.
WORLD VIEW -. CACING YANG ADA DI TANGAN SUDAH DEWASA DAN AKAN BERTELUR
26 NOV 1990 (TODAY) TERUS. (akan berbahaya ketika battle, cacingnya beresiko bertelur di dalam tubuh
31 DES 1991 (JUMP) Jack)
TIME LIMIT: 20 NOV 1990 -. SETIAP CACING YANG DITANAM DI ORANG AKAN BERTELUR JUGA
World: Gaia -. AKAN MERUGIKAN DALAM JANGKA PANJANG KARENA PROCREATION RATE
Continent: Bravia YANG TINGGI.
-. ada 3 bioma: Hestiaka (Tundra), Hestherland (Normal), Ublurg (Desert)
-. Ublurg: Ibu kota Zarmon: Flying city (melayang di langit) Black Cthugihn worm:
-. Hestiaka: Ibu kota Kluxgate: industrial city di tengah pegunungan salju, kota -. Larva akan masuk secara agresif ke dalam inang. Sama seperti yang hijau, akan
para inventor, banyak miner, dan teknologi paling maju. ada masa pendewasaan. ketika sudah dewasa, dia akan mengambil sistem syaraf
-. Hestherland: Ibu Kota Adhavis: city center, pemerintahan, perdagangan, magic inangnya dan bisa mengontrol syaraf motorik inangnya tanpa menghilangkan
& teknologi bersatu. kesadaran inangnya.
-. Sempat terjadi Civil War antara Ublurg dan Hestiaka. Perang dipicu oleh -. Bisa mengontrol gerak inangnya sesuka hati.
perbedaan pendapat antara magic dan teknologi. Sampai saat ini sudah mereda
tapi tensi diantara keduanya masih tinggi.
-. Kota Adhavis dibangun dengan tujuan untuk menyatukan kedua paham agar Sorban: orang Zarmon, pakai perhiasan barang-barang berharga, wajah
dapat hidup dengan harmonis. terburu-buru.
bodyguard: punya aksesoris 2 gelang emas di kedua tangan dan kaki,
POLITIK tampangnya lebih siaga menjaga master dan barang
Sistem: Republik, Desentralisasi Bapak: wajahnya lebih lesu seperti kecapean, umurnya masih sekitar 25, keliatan
Political faction: kesel sama anaknya yang bawel, barang-barangnya biasa aja
-. Greyhand: Extremist pro teknologi Ibu: bajunya lebih mewah, wajahnya seperti marah kesel anaknya malu-maluin.
-. Moonfall: Extremist pro magic Anak: bocah
-. The Guild
-. Oremouth: Asosiasi Merchant Buku jurnal bam:
-. Silver Shield: Militer Bravia.. ada tension dengan The Guild -. buku itu memantau pertumbuhan si bam, dan yang ditekankan itu peningkatan
Mulai ada Green Faction: fraksi peduli lingkungan. magic aptitudenya.
-. Metal Rose: Rebelion. Menengahi konflik Greyhand dan Moonfall, Human dan -. ada lonjakan magic aptitute di tanggal tertentu, ada pattern tp ga tau apa. dan
Elf. berkelanjutan
-.
ADHAVIS:
3 distrik: LOWER, MIDDLE, UPPER
LOWER: tempat kantor guild (untuk aksesibilitas dan mobile), pertanian, kumuh CINCIN:
MIDDLE: Entertainment, berdagang, university, fasilitas publik menengah ke atas. -. setiap kali tele ke sana auto taro beacon untuk balik. begitu juga kalau dari sana
UPPER: Royal dan noble, ga bisa masuk bebas harus punya ijin khusus. balik ke sini bakal ninggalin beacon tempat terakhir gw di sana.
Setiap distrik dibatasi oleh tembok dan gate. -. beacon bakal shift kalau posisi beaconnya terganggu demi keselamatan
Ada steam train menyambungkan 3 distrik pengguna.

THE GUILD INSANITY TRAIT:


ada sistem RANK: bronze, silver, gold, platinum, dst merasa paling pintar, paling bijak, paling kuat, paling cepat, dan paling beatiful
CURRENT RANK: SILVER
ga harus ngerjain daily quest kuota
tapi kalau dipanggil harus memenuhi panggilan

KLUXGATE
-. jangan sering-sering memperlihatkan magic
-.

KERETA THUNDER DRAGON


-. 1: lokomotif, 2: batu bara, 3: 3 kamer, 4: 3 kamer lagi, 5: gerbong makan, 6 & 7:
gerbong reguler, 8: cargo barang, 9: cargo makhluk hidup, 10: lokomotif.

Cincin, terjemahan buku:


-. Nama: The Yellow King, Hastur
-. punya kerajaan Carcosa the golden city
-. cincinnya namanya the yellow sign, sebuah signet pengikut Hastur, katanya bisa
dibuat berbahaya

NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
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 v13.0.0beta16 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet

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