Professional Documents
Culture Documents
Profesor
Profesor
F AC DESCRIPTION
+2 STR ● +12 INT
PRO
14 Armor Breastplate
+5 18
Set Max HP
STRENGTH ● +9 DEX +3 WIS
2 Shield
+1 +4 CON
RESISTANCES
+3 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex ● Medium Armor Heavy Armor
Magic
Fire
13 Misc
Temporary Hit Points: Misc
DEXTERITY
Magic can't put me to sleep; Adv. +4 ARMOR
PRO
Heavy
PRO
+6
●● +13 Deception (Cha) > Common Herbalism Kit
● +12 History (Int) > Infernal Alchemist's Supplies
● +8 Insight (Wis) Celestial
22
>
+3 Persuasion (Cha) > Wand of Paralysis < Fire Absorbing Tattoo (Immunity) <
CHARISMA ●● +17 Religion (Int) > Portable Hole (place/fold) < <
SKILLS ACTIONS
SENSES
>
>
potions retain potency for 24 hours, after which they become inert. If a potion calls for a saving Using a set of alchemist's supplies over the course of 10
throw, it uses your bomb save DC. minutes, you can brew potions. You gain a number of reagent
The number of reagent dice and the alchemist level required to brew a potion are given in the dice equal to your proficiency bonus and can expend them to
following table: brew any potions available to an alchemist of 3rd level. These
Potion Cost Alchemist Level potions retain potency for 24 hours, after which they become
Potion of Climbing 1 reagent die 3rd inert. If you have the Reagent feature from the alchemist class,
Potion of Growth 1 reagent die 3rd > you Elven
FEAT:can use these reagent dice to add additional [XGtE
alsoAccuracy damage74]
to
Potion of Healing 1 reagent die 3rd a bomb's damage
Whenever roll.
I have advantage on an attack roll that uses Dexterity,
Potion of Water Breathing 1 reagent die 3rd Intelligence, Wisdom, or Charisma, I can reroll one of the dice
Universal Solvent 1 reagent die 3rd once. [+1 Dexterity, Intelligence, Wisdom, or Charisma]
Cure-All 2 reagent dice 7th
Potion of Greater Healing 2 reagent dice 7th
Potion of Heroism 2 reagent dice 7th
Potion of Resistance 2 reagent dice 7th > FEAT:
Sovereign Glue (1 ounce) 2 reagent dice 7th
Flashbang
Beginning at 5th level, you carry a supply of concussive explosives which help you escape from
perilous situations. As a bonus action, you can throw one of these explosives at your feet,
disorienting and distracting nearby foes. Each Large or smaller creature within 5 feet of you
can't take reactions until the start of its next turn
At 6th level, you gain a feature granted by your Field of Study. > FEAT:
Potion Toss
Starting at 6th level, you've developed a chemical mechanism to deliver potions more
effectively to distant allies. You can use your action to hurl a potion at a willing creature within
20 feet of you. The target gains the benefit as if they had drank the potion normally.
Field of Study Feature
At 10th level, you gain a feature granted by your Field of Study.
FEATS
Self-Medication
By 10th level, you've tested out your own tolerances to painkillers such that you can take a
small measure regularly without ill effect. Whenever you drink a potion that has the effect of
restoring your hit points (even if you already have all of your hit points), you gain advantage on > MAGIC ITEM: Wand of Paralysis [DMG 211] ● Attuned
saving throws until the end of your next turn. This wand has 7 charges, regaining 1d6+1 at dawn. As an action,
NOTES I can expend 1 charge to have a creature within 60 ft make a DC
15 Constitution saving throw or be paralyzed for 1 minute. It can
repeat this save at the end of each of its turns. When the last
ADVENTURING GEAR # LB ADVENTURING GEAR # LB
charge is used, roll a d20. On a 1, the wand crumbles into ashes.
> <
> <
> MAGIC ITEM: Stone of Good Luck [DMG 205] ● Attuned
> <
While this polished agate is on my person, I gain a +1 bonus to
> <
ability checks and saving throws.
> <
> <
> <
> <
> <
> MAGIC ITEM: Portable Hole [DMG 185]
> <
> < As an action, I can unfold this black cloth, 6 ft in diameter, and
> < place it on a solid surface, whereupon it creates a 10-ft deep
> < extradimensional hole. It can't be used to create passages. The
> < space is always the same, so I can store things and creatures in
> < there. Removing it and folding it back takes an action.
> <
> MAGIC ITEM: Boots of Elvenkind [DMG 155]
> <
> < While I wear these boots, my steps make no sound, regardless of
SUBTOTAL SUBTOTAL the surface I am moving across. I also have advantage on
Dexterity (Stealth) checks that rely on moving silently.
EXTRA EQUIPMENT
ORGANIZATION
CLICK HERE
TO CHANGE
THIS ICON
SYMBOL
Evo ga backstory : The LIchtenhofs were a hunter family of some renown at the turn of the century. Born in
1898 Karl to Albus and Yohana, first boy after 3 girls, things were looking good. And then came the great war
and with it a perfect opportunity for the enemies of the family. As the front line grew closer some of the
external defences had to be taken down and it was all a Vampire prince needed to finally remove this thorn in
his side. The invasion was swift and the only thing that saved young Karl and the scroll his father ordered him
to keep safe was the chaos of the Marne. There he joined the army as young medic by the name of Maximilan
Schmerz. After the war he was given a scholarship for the University of München. There he discovered a great
passion for learning and has completed both a medical and a historical doctorate. However the pyre of his
former home kept still burned in his heart so at night, after his many lectures he would hunt. Case by case
meticulous and lethal, vampires were the main target of his nightly "walks". Eventually he branched out from
vampires into other creatures of the night each a delicious puzzle for him to solve, preferably on his operating
APPEARANCE table and slowly disassembled . For 20 years monster all over central Europe would just disappear from places
they were supposed to be safe, or would be blown to bits by traps in their home, his particular approach led to
him being given the moniker "Father Christmas". During this time he became patron of the hunter community
Modest LIFESTYLE DAILY PRICE 1 gp and even married a fetching young huntress by the name o Olga however their life together was cut short by
the rise of the Nazi party. He sent her to America with their unborn son but he stayed behind hearing of the
resurgence of vampires under the cover of the nazis, his vengance perhaps being an option in these new
chaotic times.
Owl Tiny
Minerva
RACE SIZE HEIGHT WEIGHT
Celestial Unaligned
TYPE AGE GENDER ALIGNMENT
FAMILIAR
NAME
F
-4 STR -4 INT Temporary HP: SUCCESSES
PRO
11 +2 1
Set Max HP
STRENGTH
+1 DEX +1 WIS
3
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE
5 ft,
+1
DEXTERITY >
+1 INITIATIVE
fly 60 ft
SPEED
DESCRIPTION
>
13 LEVEL USED
DIE
1
d4-1
1 >
CONSTITUTION ATTACKS
HIT DICE PER ACTION
-1
ATTACKS
F EX
◆ Find Familiar: If dropped to 0 HP, the ◆ Flyby: The owl doesn't provoke opportunity attacks
8 +1 Acrobatics (Dex)
PRO
+1 +1 Medicine (Wis)
-4 Nature (Int)
12 ● +3 Perception (Wis)
-2 Performance (Cha)
CHARISMA -2 Persuasion (Cha)
-2
-4 Religion (Int) FEATURES TRAITS
+1 Sleight of Hand (Dex)
● +3 Stealth (Dex) Find Familiar (1st-level conjuration [ritual] spell, PHB 240):
7
+1 Survival (Wis) ◆ Summon a spirit that serves as a familiar, appearing in an unoccupied space within 10 ft
SKILLS It assumes a chosen form (can change at every casting): bat, cat, crab, frog (toad), hawk,
lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel.
It has the chosen form's statistics, but its type changes from beast to celestial, fey, or fiend
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form
13 PASSIVE WISDOM (PERCEPTION)
It reappears when I cast this spell again (in a new form if so desired)
◆ The familiar acts independently of me, but it always obeys my commands
Darkvision 120 ft; Adv. on Wis (Perception) checks
In combat, it rolls its own initiative and acts on its own turn, but it can't attack
using hearing/sight
◆ While it is within 100 ft of me, I can communicate with it telepathically
SENSES
◆ As an action, I see/hear what it does (but not with my senses) until the start of my next turn
◆ As an action, I can temporarily dismiss it, having it disappear into a pocket dimension
◆ As an action, while it is temporarily dismissed, I can cause it to reappear within 30 ft
◆ I can't have more than one familiar bonded at a time; As an action, I can dismiss it forever
CLICK HERE ◆ When I cast a spell with a range of touch, my familiar can deliver the spell
TO CHANGE It must be within 100 ft of me and it must use its reaction to deliver the spell when I cast it
THIS ICON It acts as if it cast the spell, but it can use my modifiers for any attack rolls the spell requires
COMPANION’S APPEARANCE
REMARKS NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4+221130 (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 v13.1.4+221130 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Notes Page Options
Discoveries Bombs
Lazarus boltYou've discovered a radical necromantic workaround: restoring life Oil By mixing your bomb's explosive contents with a few drops of a
with direct electricity to the heart. As an action, you can drive a bolt into the torso super-surfactant, you can change it into an oil bomb. An oil bomb deals no
of a creature that has died within the last minute and shock it back to life. That damage, but coats each creature within the blast radius in a sticky, flammable oil.
creature returns to life with 1 hit point. This feature can't return to life a creature The next time a creature coated in oil takes fire damage, it takes an extra d6
that lacks a heart, a creature that has died of old age, or a creature that is missing damage for each die of fire damage rolled, up to a maximum of half your
vital organs alchemist level, rounded up. This oil can be removed by dousing a creature with a
Once you use this ability, you can't use it again until you finish a short or long gallon of water.
rest. Holy By adding a few drops of holy water to your bomb's explosive contents, you
Fire in the holeYou have tweaked your bomb's formula to increase its explosive can change it into a holy bomb. A holy bomb deals radiant damage instead of fire
yield. Your bomb save DC increases by half your proficiency bonus, rounded damage and has d8 damage dice, unless the target is a celestial, fiend, or undead.
down. The bomb's damage dice are d6s against celestials and a d12s against fiends and
Precision Explosives undead.
You have modified your bombs to have narrow gaps in their explosions, perfect Laughing Gas
for keeping some creatures safe from the blast. You can choose one creature in By mixing your bomb's explosive contents with a drop of jesterate, a highly
the blast radius of a bomb other than the target to automatically succeed its euphoric chemical, you can change it into a laughing gas bomb. A laughing gas
saving throw against the bomb and take no damage from it. bomb deals poison damage instead of fire damage, has d6 damage dice, and
Using a special alchemical process requiring 8 hours of work, you can create a requires a Constitution saving throw instead of a Dexterity save. Additionally, the
homunculus. A homunculus functions as a familiar summoned by the find familiar target, as well as each creature within the blast radius that fails its saving throw,
spell, with several differences: falls prone in a fit of laughter. Once a creature is targeted by this bomb or
succeeds on a saving throw against it, it does not fall prone on subsequently
The telepathic link between you and your homunculus functions at any distance, failed saving throws.
provided you and your homunculus are on the same plane of existence. Smoke By removing your bomb's explosive reagent entirely, you can change it
Your homunculus is a construct and can't assume a different form. into a smoke bomb. A smoke bomb deals no damage but fills a 10-foot radius
You cannot dismiss your homunculus as you would a familiar. sphere with smoke. This fog spreads around corners and its area is heavily
Your homunculus can take the Attack action on its turn. obscured. It lasts for a number of rounds equal to your Intelligence modifier or
When your homunculus dies, its body remains, and can be reanimated as a ritual until a wind of moderate or greater speed (atleast 10 miles per hour) disperses it.
requiring 1 hour of work, which can be performed over the course of a short or Once you throw one of these bombs, you can't throw another for 1 minute.
long rest. Your homunculus can take the Attack action on its turn. Teleportation
Archery By replacing your bomb's explosive contents with a glowing etherite crystal, you
You gain a +2 bonus to attack rolls you make with ranged weapons. can change it into a teleportation bomb. A teleportation bomb deals no damage
Crimson Rite and instead opens a rift in space, instantly teleporting you to its point of
Also at 2nd level, you learn to invoke a rite of hemocraft that infuses your weapon detonation. This effect fails if the bomb explodes more than 30 feet away from
strikes with elemental energy. As a bonus action, you can activate any rite you you.
know on one weapon you're holding. The effect of the rite lasts until you finish a Withering By mixing your bomb's explosive components with a powerful
short or long rest. When you activate a rite, you take necrotic damage equal to desiccating agent, you can change it into a withering bomb. A withering bomb
one roll of your hemocraft die. This damage can't be reduced in any way. deals necrotic damage instead of fire damage, has d8 damage dice, and requires
While the rite is in effect, attacks you make with this weapon are magical, and a Constitution saving throw instead of a Dexterity save. Additionally, the target, as
deal extra damage equal to your hemocraft die of the type determined by the well as each creature within the blast radius that fails its saving throw, can't regain
chosen rite. A weapon can hold only one active rite at a time. Other creatures hit points until the end of its next turn.
can't gain the benefit of your rite.
You choose one rite from the crimson rites below when you first gain this feature.
You learn an additional crimson rite at 7th level, and again at 14th level.
Rite of the Dawn
When you join this order at 3rd level, you learn the Rite of the Dawn as part of
your Crimson Rite feature. When you activate the Rite of the Dawn, the extra
damage dealt by your rite is radiant damage. Additionally, while that rite is active
on your weapon, you gain the following benefits:
NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4+221130 (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
Maximilian Schmerz
SPELL SLOTS
CHARACTER NAME
Intelligence 6 +11 DC 19
SPELLCASTING ABILITY TO PREPARE ATTACK MODIFIER SAVING THROW DC
) Purify Food and Drink (R) 5-ft rad of food and drink is rendered free of all poison and disease — Trans 1a 10 ft V,S Instantaneous P 270
> 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
> Unseen Servant (R) Create a mindless, invisible, shapeless, Medium servant for simple tasks; bns a to mentally command it — Conj 1a 60 ft V,S,M 1 h P 284
) Fly 1+1/SL willing creatures gain fly 60 ft speed — Trans 1a Touch V,S,M Conc, 10 min P 243
> Magic Circle Celes., elem., fey, fiends, or undead can't enter/leave; dis. on atk; +1h/SL dura.; see B (100gp cons.) — Abjur 1 min 10 ft V,S,M† 1 h P 256
> Moment to thing You can take one additional action and move around in your space while no time passes for other creatures. That
Chrono
action
1 can
bns beSelf
used only toV take the Search or Use an Object act
> Technomancy With a complex input gesture, you can manipulate a technological device you can see within range. You can use
Trans
this ability
1 bnsto perform any basic operation on the device, includin
> Find Familiar (R) Gain the services of a familiar; can see through its eyes; it can deliver touch spells; see B (10gp cons.) — Conj 1h 10 ft V,S,M† Instantaneous P 240
AT
WILL Comp. Languages (R) Understand all spoken language or written language when touched; does not help vs. cyphers — Div 1a Self V,S,M 1 h P 224
) Alarm (R) Door, window, or 20-ft cube area; audible (60 ft) or mental alarm (1 mile) if undesignated crea enters — Abjur 1 min 30 ft V,S,M 8 h P 211
> Clue When you cast this spell, all footprints and fingerprints within a 45-foot radius of a point you touch become highlighted
Div 1 and
a glow faintly for the duration.
10 min At the time of casting, c
> Heroism 1+1/SL crea immune to fear, gain spellcasting ability modifier temp. HP start of each turn as spell lasts — Ench 1a Touch V,S Conc, 1 min P 250
) Detect Magic (R) Know presence of magic within 30 ft; 1 a to see auras and determine school — Div 1a Self V,S Conc, 10 min P 231
> Concealed shot . The attack's projectile is invisible while in flight and the weapon itself is silent. If the weapon is a firearm, this spell
Ilus suppresses
1a the
Self smoke and
S, M
lightInsta
the weapon produces, making
> Whispering wind You point your finger in a direction and whisper a message of twenty-five words or less, while specifying up to six creatures to be the targets. If a target is in range and in the app
> Knock 1 object is unlocked (1 lock), unstuck, unbarred, arcane lock suppressed for 10 min; audible for 300 ft — Trans 1a 60 ft V Instantaneous P 254
) Leomund's Tiny Hut (R) 10-ft rad immobile dome of force holds 9 Medium crea; blocks magic; ends if I leave; see book — Evoc 1 min S:10-ft rad V,S,M 8 h P 255
) Phantom Steed (R) Summon quasi-real steed with 100 ft speed (10 mph); I designate rider; spells ends if it takes dmg — Illus 1 min 30 ft V,S 1 h (D) P 265
) Water Breathing (R) 10 willing creatures can breathe underwater for the duration — Trans 1a 30 ft V,S,M 24 h P 287
> Afterimage You create an illusory duplicate of yourself which follows your every movement. When you are hit by an attack during the spell's duration, roll any die. On an odd roll, the attack t
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4+221130 (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)