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4 Warlock (the Hexblade) Aji


Aria Marygold
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LEVEL & CLASS PLAYER NAME
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Entertainer Half-elf 2,700 Add: 6,500


BACKGROUND RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
-1 STR +2 INT
PRO

14 Armor Breastplate

20 +2 17
Set Max HP
STRENGTH +3 DEX ● +5 WIS
Shield

-1 0 ● +6 CHA
CON
MAXIMUM PROFICIENCY ARMOR 2 Dex ● Medium Armor Heavy Armor
RESISTANCES HIT POINTS BONUS CLASS
Magic
9 1 Misc Dual Wielder
Temporary Hit Points: Misc
DEXTERITY
Magic can't put me to sleep; Adv.
20
+3 ARMOR

+3 on saves vs. charmed CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

17 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
4 d8+0 20 ft

CONSTITUTION SAVING THROWS FAILURES


30 ft 14 ABILITY
SAVE DC
CHARISMA

0
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+5 Acrobatics (Dex) ● Light ● Medium ● Shields

PRO
● Heavy
PRO

11 +3 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple ● Martial Other Weapons:
● +4 Arcana (Int) > Hexblade's Curse 1 SR
INTELLIGENCE -1 Athletics (Str) >
LANGUAGES TOOLS & OTHERS

+2
● +6 Deception (Cha) > Common Disguise kit
+2 History (Int) > Elvish Guitar
+3 Insight (Wis) Abyssal
15
>

+4 Intimidation (Cha) >

+2 Investigation (Int) >


WISDOM
+3 Medicine (Wis) >

+3 +2 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES


● +5 Perception (Wis)
17 ● +6 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

● +6 Persuasion (Cha) > Pact of the Blade Hexblade's Curse < <

CHARISMA +2 Religion (Int) > < <

+4 +3 Sleight of Hand (Dex) > < <

+3 Stealth (Dex) > < <

+3 Survival (Wis) > < <


19 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

15 PASSIVE WISDOM (PERCEPTION) Spear ✔ Str Melee, 20/60 ft +1 1d6-1 Piercing


>
Thrown, versatile (1d8)
DESCRIPTION
Darkvision 60 ft
Spear ✔ Cha Melee, 20/60 ft +6 1d6+4 Piercing
>
Thrown, versatile (1d8)
SENSES Dagger ✔ Dex Melee, 20/60 ft +5 1d4+3 Piercing
>
Finesse, light, thrown
NAME TOTAL NAME TOTAL
Bolts 20 Light Crossbow ✔ Dex 80/320 ft +5 1d8+3 Piercing
>
Reload Reload Ammunition, loading, two-handed

>

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
Choose Feature
Add Features
Warlock (the Hexblade), level 4:
◆ Pact Magic (Warlock 1, PHB 107) [3 cantrips & 5 spells known; 2× 2nd-level spell slot] Nobody stays angry at me or around me for long, since I can
I can cast warlock cantrips/spells that I know, using Charisma as my spellcasting ability defuse any amount of tension. I get bitter if I'm not the center of
I can use an arcane focus as a spellcasting focus attention.
I regain these spell slots on a short rest
◆ Hex Warrior (the Hexblade 1, XGtE 55) PERSONALITY TRAITS
I gain proficiency with medium armor, shields, and martial weapons
When I finish a long rest, I can imbue one weapon I touch with my will People: I like seeing the smiles on people's faces when I
Until my next long rest, I can use it with Charisma instead of Strength or Dexterity perform. That's all that matters. (Neutral)
I have to be proficient with the weapon and it can't have the two-handed property
This benefit also works with every weapon from Pact of the Blade, with no restriction IDEALS
◆ Hexblade's Curse (the Hexblade 1, XGtE 55) [1× per short rest]
As a bonus action, I can curse a creature I can see within 30 ft of me for 1 minute I idolize a hero of the old tales and measure my deeds against
• I add my proficiency bonus to damage rolls against the cursed target that person's.
• My attack rolls against the curse target score a critical hit on a roll of 19 and 20
• If the target dies while cursed, I regain HP equal to my warlock level + Cha mod
BONDS
The curse ends after 1 minute, when the target dies, I die, or I'm incapacitated
◆ Eldritch Invocations (Warlock 2, PHB 107) [2 invocations known]
Use the "Choose Feature" button above to add Eldritch Invocations to the third page
Whenever I gain a warlock level, I can replace an invocation I know with another
◆ Pact of the Blade (Warlock 3, PHB 107)
FLAWS
As an action, I can create a pact weapon in my empty hand; I'm proficient in its use
I can choose the type of melee weapon every time I create it, and it has those statistics
The weapon disappears if it is more than 5 ft away from me for 1 minute
The weapon counts as magical; I can transform a magic weapon into my pact weapon Feature Name: By Popular Demand
This occurs over an hour-long ritual that I can perform during a short rest
I can always find a place to perform (inn/tavern/circus/etc.), where I
I can use an action to re-summon it in any form and can dismiss it as no action
receive free lodging and food of a modest or comfortable standard,
as long as I perform each night. In addition, my performance makes
me something of a local figure. When strangers recognize me in a
town where I have performed, they typically take a liking to me.

BACKGROUND FEATURE

Half-Elf (+2 Charisma and +1 to two other ability scores of my


choice)

Skill Versatility: I gain proficiency in two skills of my choice.

CLASS FEATURES RACIAL TRAITS Racial Options

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


CP
> Backpack, with: 5 > > Costume 4
> - Crowbar 5 > > Favor of an admirer
> - Hammer 3 > > Belt pouch (with coins) 1 SP
> - Pitons 10 0.25 > > Guitar 1
> - Torches 10 1 > > Studded Leather armor 1 13
EP
> - Tinderbox 1 > > Spear 1 3
> - Rations, days of 10 2 > > Dagger 2 1
>
>
- Waterskin
- Hempen rope, feet of 50 0.2
5 >
>
>
>
Light Crossbow
Bolt
1
20 0.08
5
85 GP

> - Orb arcane focus 3 > >


PP
> > >
> > >
WEIGHT CARRIED
> > >
95.7 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
46 - 90 lb
> > >
HEAVILY ENCUMBERED
> > >
91 - 135 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL 64.5 SUBTOTAL SUBTOTAL 29.5 136 - 270 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
◆ Agonizing Blast (Eldritch Invocation, PHB 110)
I can add my Charisma modifier to every hit with my Eldritch Blast cantrip > FEAT: Dual Wielder [PHB 165]
◆ Beast Speech (Eldritch Invocation, PHB 110) I can use two-weapon fighting even when the one-handed
I can cast Speak with Animals at will, without using a spell slots melee weapons I'm wielding aren't light. I can draw or stow two
one-handed weapons when I would normally be able to draw or
stow only one. +1 AC while wielding separate melee weapons in
each hand.

> FEAT:

> FEAT:

> FEAT:

FEATS

> MAGIC ITEM: Attuned

NOTES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
SUBTOTAL 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
Female 36 Medium 145 38
Aria Marygold
GENDER AGE SIZE HEIGHT WEIGHT

Chaotic Good Purplish white yellow, green


ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME

Patron manifest in the decorative dagger


ORGANIZATION

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SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Dulunya adalah anak yatim piatu yang kesepian dan tersingkir karena rasnya (half-elf). Sampai pada suatu hari
ketemu seorang paladin baik hati. Si paladin merasa iba sama kondisi Aria, jadi dia bawa Aria ke mana, diajarin
banyak hal termasuk bertarung dan bagaimana cara melindungi diri. Dia bersama si Paladin itu selama
beberapa bulan, sampai pada suatu hari desa kecil tempat tinggal Aria diserang oleh (???). Paladin itu gugur
saat mencoba mengevakuasi penduduk bersama adventurer lainnya dan juga demi melindungi Aria. Sebelum
ajalnya, si Paladin ngasihin dagger favoritnya untuk Aria sambil berkata, "tenang saja, kamu tidak akan
sendirian lagi..... Hiduplah terus dan teruslah tersenyum seperti senyum indah yang selalu kau tunjukan
untukku, bagi dirimu sendiri dan bagi orang lain".
Malam itu di tempat pengungsian, Aria yang sedang bersedih tiba-tiba mendengan suara asing tanpa wujud
dalam kepalanya. Ternyata dagger yang diberikan oleh si Paladin adalah sebuah Sentience Weapon dan
makhluk yang merasuki senjata itu menaruh rasa ketertarikan pada Aria karena potensi yang dimilikinya dan
APPEARANCE memberikan pinjaman kekuatan bagi Aria. Setelah beberapa saat, Aria dan patronnya itu menjadi akrab bagai
sahabat yang tak dapat terpisahkan. Sejak saat itu, Aria bertekad untuk hidup seperti kata-kata terakhir yang
dikatakan oleh Paladin itu. Ia pun menjadi seorang adventurer dan juga seorang performer yang menghibur
Modest LIFESTYLE DAILY PRICE 1 gp penontonnya dengan pertunjukkan musik yang menawan. Ya... intinya dia jadi semacem Idol wkwkwkwkwkwk

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

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
Spell Sheet Options

1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL

Aria Marygold
SPELL SLOTS
CHARACTER NAME

WARLOCK SPELLS Charisma +6 DC 14


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Eldritch Blast Spell attack beam 1d10+4 Force dmg & push 10 ft; beams can be combined; +1 beam at CL5,11,17 — 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
> True Strike 1 creature against whom I gain advantage on my next attack roll — Div 1a 30 ft S Conc, 1 rnd P 284

1ST LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Charm Person 1+1/SL humanoids, each max 30 ft apart, save or charmed; adv. on save if me/ally is fighting it Wis Ench 1a 30 ft V,S 1h P 221
AT
WILL False Life I gain 1d4+4 temporary hit points for the duration — Necro 1a Self V,S 1h P 239
> Hellish Rebuke Cast when taking dmg, crea that dealt dmg 2d10+1d10/SL Fire dmg; save halves Dex Evoc 1 rea 60 ft V,S Instantaneous P 250
> Hex 1 crea +1d6 Necrotic dmg from my 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
> Shield If hit by attack +5 AC until start of next turn; or stop Magic Missile spell from doing any dmg to me — Abjur 1 rea Self V,S 1 rnd P 275
AT
WILL Speak with Animals (R) Speak verbally with and understand beasts for duration; interaction limited by intelligence of beasts — Div 1a Self V,S 10 min P 277
> Wrathful Smite Next melee weapon hit +1d6 Psychic dmg and save or frightened; it can take 1 a for extra save Wis Evoc 1 bns Self V Conc, 1 min P 289
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0beta16 (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

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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