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Name: Orácio Player: Doug Show extra features

4 Class: Cleric (Twilight Domain) 1, Chronurgist 3


Experience: 3.900 Add: Next level: 6.500
Background: Sage
LEVEL Race: Harengon Size: Medium Height: Weight:
Gender: Male Hair: Cinza Eyes: Azul Skin: Peluda
Age: Alignment: Neutro Faith:

Skills
Abilities
ADV
DIS BONUS NAME (ABILITY) PROF. EXP.
Hide 2nd DC +3 Acrobatics (DEX)
Ability Save DC +2 Animal Handling (WIS)
+2
ABILITY MODIFIER SAVING THROW PROF.
BONUS
PROFICIENCY PROFICIENCY +5 Arcana (INT)
13 STR +1 +1
BONUS +
8+
12
BONUS +
8+
13
Wis Int +1 Athletics (STR)
STRENGTH

Senses +1 Deception (CHA)


16 DEX +3 +3 +5 History (INT)
Proficiency
DEXTERITY
14 Passive Perception
Bonus +4 Insight (WIS)
14 CON +2 +2
Darkvision 300 ft
+1 Intimidation (CHA)
CONSTITUTION INSPIRATION
+3 Investigation (INT)

17 INT +3 +3 Limited Features SR LR Dawn +2 Medicine (WIS)


INTELLIGENCE
FEATURE MAX. USAGES RECOVERY USED +3 Nature (INT)

15 WIS +2 +4 Eyes of Night (grant others) 1 LR/SS 1+ +4 Perception (WIS)

Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
WISDOM
Arcane Recovery (2 levels of spell slots) 1 LR +1 Performance (CHA)

12 CHA +1 +3 Chronal Shift 2 LR +1 Persuasion (CHA)


CHARISMA
Rabbit Hop (10 ft) 2 LR +5 Religion (INT)
+3 Sleight of Hand (DEX)
Saving Throw Advantages / Disadvantages Spell Slots +3 Stealth (DEX)
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
+2 Survival (WIS)
Tool
SPEED
DEX MISC. SPEED ENCUMBERED
Combat Initiative
+8 3 + 5 30 ft 20 ft
Defense Health
AC DURING REST Set Max HP WOUNDS
13 ARMOR
BONUS Chain Shirt
+

17
TEMPORARY HP
2 SHIELD
BONUS Escudo Grande CURRENT
+ RESISTANCE
AC 2
+
DEXTERITY
MOD
MEDIUM ARMOR (MAX = 2)
HEAVY ARMOR (MOD = 0)
STEALTH
DISADV.
HP 28 Heal
DIE LIVE
1 × d8 + 2
MAGIC
+
MAX HIT POINTS I DC10 I
MISC
MOD 1 3 × d6 + 2 II II
+ RECOVER HALF OF YOUR MAXIMUM HIT III III
MISC HALF DAMAGE × +
MOD 2 HIT DICE AFTER A LONG REST. DICE
LEVEL DIE CON USED DEATH SAVING THROWS

Attacks ATTACKS
PER ACTION 1 Actions
D PROF ABILITY D D AND

quarterstaff ✔ Str Melee +3 1d6+1 Bludgeoning Attack / Cast a Spell Familiar (dismiss/reappear)
Versatile (1d8) Dash / Disengage / Dodge Use familiar's senses

Fire Bolt ✔ Int 120 ft +5 1d10 Fire Escape Grapple / Help / Hide
Unattended flammable objects ignite Ready / Search / Use Object
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.3 (Colorful - A4)

Overrun / Tumble (or as bonus action)


shadow blade ✔ Dex Melee, 20/60 ft +5 2d8+3 Psychic
As 1 attack: Disarm / Grapple / Shove
Finesse, light, thrown; +1d8 at SL3/5/7; Adv. if target in dim light/darkness
Eyes of Night (grant others)
Sapping Sting ✔ Int 30 ft DC 13 1d4 Necrotic
Vigilant Blessing
Con save, success - no damage, fail - also fall prone
BONUS ACTIONS REACTIONS USED THIS ROUND

Rabbit Hop Opportunity Attack


Chronal Shift
Lucky Footwork

TYPE TOTAL TYPE TOTAL

Reload AMMUNITION Reload AMMUNITION


Add Features

Features Background
PERSONALITY TRAITS
Racial Traits I . . . speak . . . slowly . . . when talking . . . to idiots, . . . which . . . almost. . . everyone . . .
is . . . compared . . . to me.
Harengon
• Hare-Trigger: I can add my proficiency bonus to my initiative rolls. IDEAL
• Leporine Senses: I have proficiency in the Perception skill.
Knowledge: The path to power and self-improvement is through knowledge. (Neutral)
• Lucky Footwork: As a reaction when I fail a Dexterity saving throw, I can add +1d4 to
the result, potentially making it a success. I can't do this if I'm prone or my speed is 0.
• Rabbit Hop: As a bonus action if my speed isn't 0, I can jump 5 ft times my Prof Bonus
BOND
without provoking opportunity attacks. I can do this my Prof Bonus times per long rest. I've been searching my whole life for the answer to a certain question.

Choose Feature
Class Features FLAW
Unlocking an ancient mystery is worth the price of a civilization.
Cleric (Twilight Domain), level 1:
◆ Spellcasting (Cleric 1, PHB 58) [3 cantrips known]
I can cast prepared cleric cantrips/spells, using Wisdom as my spellcasting ability
I can use a holy symbol as a spellcasting focus for my cleric spells Feats
I can cast my prepared cleric spells as rituals if they have the ritual tag
◆ Bonus Proficiency (Twilight Domain 1, TCoE 34)
FEAT:
I gain proficiency with martial weapons and heavy armor
◆ Eyes of Night (Twilight Domain 1, TCoE 34) [grant others, 1× per long rest or SS 1+]
I gain darkvision out to a range of 300 ft; As an action, I can grant others this as well
I can grant it for 1 hour to my Wis mod (min 1) of willing targets I can see within 10 ft
I can do this once per long rest, or by expending a spell slot (SS 1+) FEAT:
◆ Vigilant Blessing (Twilight Domain 1, TCoE 35)
As an action, I can grant myself or a creature I touch adv. on the next initiative roll
This benefit ends immediately after the roll or when I use this feature again

Chronurgist, level 3:
FEAT:
◆ Arcane Recovery (Wizard 1, PHB 115) [2 levels of spell slots, 1× per long rest]
Once per day after a short rest, I can recover a number of 5th-level or lower spell slots
◆ Spellcasting (Wizard 1, PHB 114) [3 cantrips known]
I can cast prepared wizard cantrips/spells, using Intelligence as my spellcasting ability
FEAT:
I can use an arcane focus as a spellcasting focus for my wizard spells
I can cast all wizard spells in my spellbook as rituals if they have the ritual tag
◆ Chronal Shift (Chronurgy Magic 2, EGtW 184) [2× per long rest]
As a reaction after I or a creature I see rolls a check, save, or attack, I can force a reroll
I can do this after I see if the roll fails or succeeds; The target must use the second roll. FEAT:
◆ Temporal Awareness (Chronurgy Magic 2, EGtW 184)
I gain a bonus to my initiative rolls equal to my Intelligence modifier

Add Equipment

Equipment
ADVENTURING GEAR # LBS ADVENTURING GEAR # LBS
Ink, 1 ounce bottle of 1 Common clothes 3

Ink pen (quill) Belt pouch (with coins) 1

Small knife 0,5 Chain Shirt 20

Letter from dead colleague

Crossbow bolts 20 0,08

Escudo Grande 6

Background Feature
Researcher
When I attempt to learn or recall a piece of lore, if I do not know that information, I often
know where and from whom I can obtain it. Usually, this information comes from a
library, scriptorium, university, or a sage or other learned person or creature. Unearthing
the deepest secrets of the multiverse can require an adventure or even a whole campaign.
ATTUNED MAGICAL ITEMS (MAX 3)

Proficiencies
SUBTOTAL 0,5 SUBTOTAL 31,5

ARMOR: LIGHT MEDIUM HEAVY SHIELDS OTHER: ENCUMBERED CARRYING CAPACITY


HEAVILY ENCUMBERED PUSH/DRAG/LIFT TOTAL WEIGHT
66 - STR × 5 STR × 15STR × 10 196 - STR × 15 - 30
WEAPONS: SIMPLE MARTIAL OTHER: 130 lb 195 lb
-10 FT SPEED -20 FT SPEED
390 lb SPEED = 5 FT 32,5 lb
DISADV. STR, DEX, CON
GEAR & COINS
Languages Tools & Others PLATINUM
= 10 GP
GOLD
=10 SP
ELECTRUM
= 5 SP
SILVER
= 10 CP
COPPER LIFESTYLE:
Modest
Fae 19 8 DAILY PRICE: 1 gp
hellish
GEMS AND OTHER VALUABLES:
Common
Draconic
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.3 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
CHARACTER: Orácio

Status Possessions

Exhaustion Magic Items


LEVEL EFFECT (CUMULATIVE) MAGIC ITEM: ATTUNED

SOME FOOD AND DRINK.


PROVIDED THAT YOU ALSO INGESTED
THE EXHAUSTION LEVEL BY 1,
FINISHING A LONG REST REDUCES
1 Disadvantage on Ability Checks
2 Speed halved
3 Disadvantage on Attack Rolls and Saving Throws
4 Hit Point maximum halved MAGIC ITEM: ATTUNED
5 Speed reduced to 0
ig
g
6 Death

Conditions MAGIC ITEM: ATTUNED

Blinded Petrified
Fail checks involving sight. Attacks have Incapacitated. Can’t move or speak. Unaware
disadvantage. Enemy attacks have advantage. of surroundings. Resistance to all damage.
Immune to poison/disease. Fail Str and Dex
Charmed saving throws. Enemy attacks have advantage.
Can’t harm/attack charmer. Charmer has Stop aging. Weight increases by factor 10.
advantage on ability checks to interact socially. MAGIC ITEM: ATTUNED
Poisoned
Deafened Disadvantage on attack rolls and ability checks.
Fail checks involving hearing.
Prone
Frightened Crawl (at ½ speed) or stand up (costs ½ speed).
Disadvantage to checks/attacks while source Attacks have disadvantage. Enemy attacks
of fear is in sight. Can’t willingly move closer have advantage within 5 ft and disadvantage if
to the source of fear. further away.
MAGIC ITEM: ATTUNED
Grappled Restrained
Speed drops to 0, regardless of any bonus. Speed 0, regardless of bonus. Disadvantage on
Dex saving throws. Attacks have disadvantage.
Enemy attacks have advantage.
Incapacitated
Can’t take actions or reactions.
Stunned
Incapacitated. Can’t move. Can speak only
Invisible falteringly. Fail Str and Dex saving throws.
Can’t be seen, but noise and tracks. Attacks Enemy attacks have advantage.
have advantage, enemy attacks disadvantage. MAGIC ITEM: ATTUNED
Unconscious
Paralyzed Incapacitated. Can’t move or speak. Unaware
Incapacitated. Can’t move or speak. Fail Str of surroundings. Drop everything. Fail Str
and Dex saving throws. Enemy attacks have and Dex saving throws. Enemy attacks have
advantage. Enemy attacks within 5 ft are advantage. Enemy attacks within 5 ft are
critical hits. critical hits.

Choose Visible Sections

Notes Extra Equipment


GEAR # LBS GEAR # LBS
◆ Dunamancy Spells (Optional Wizard 1, EGtW 186)
All dunamancy spells are added to the wizard spell list, each still pending DM's approval
◆ Additional Cleric Spells (Optional Cleric 1, TCoE 30)
◆ Cantrip Formulas (Optional Wizard 3, TCoE 76)
I have scribed arcane formulas in my spellbook with which I formulate cantrips in my mind
Whenever I finish a long rest, I can use this to change a wizard cantrip I know for another

TOTAL WEIGHT TOTAL WEIGHT

Other Holdings

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.3 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
Background

Character History

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to change
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Character Portrait

Appearance

Enemies

Allies & Organizations

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to change
this Icon

Organization Symbol
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.3 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
Companion Options Name: Gender: Age:
Familiar Race: Owl Size: Tiny Type: Fey
Height: Weight: Alignment: Unaligned

ABILITY MODIFIER SAVING THROW PROF. Skills Attacks PER


ATTACKS
ACTION 1
BONUS

STR +1 Acrobatics +1 Medicine ATTACK / DESCRIPTION PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE
3 -4 -4 Animal
STRENGTH +1 -4 Nature
Handling
-4 Arcana +3 Perception
13 DEX +1 +1 -4 Athletics -2 Performance
DEXTERITY
-2 Deception -2 Persuasion

8 CON -1 -1 -4 History -4 Religion


CONSTITUTION Sleight of
+1 Insight +1
Hand
2 INT -4 -4 -2 Intimidation +3 Stealth
INTELLIGENCE -4 Investigation +1 Survival +1 Initiative 1 + 5 ft, fly 60 ft
DEX MISC. SPEED
12 WIS +1 +1 Defense Health
WISDOM
Set Max HP WOUNDS DIE LIVE

7 CHA -2 -2
Heal
DC10
11
I I
TEMPORARY HP
CHARISMA II II
CURRENT
AC 1
III III

HP DEATH SAVING THROWS


Senses PASSIVE
PERCEPTION 13 MAX HIT POINTS HIT DICE 1 × d4 + -1
Darkvision 120 ft; Adv. on Wis (Perception) checks using
LEVEL DIE CON USED
hearing/sight

Features Traits
◆ Find Familiar: If dropped to 0 HP, the familiar disappears, leaving behind ◆ Flyby: The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
no physical form. The familiar must obey all commands of its master. ◆ Keen Hearing and Sight: The owl has advantage on Wisdom (Perception) checks that rely
on hearing or sight.
+2

Proficiency
Bonus

Notes
Visibility Options

Find Familiar (1st-level conjuration [ritual] spell, PHB 240):


◆ Summon a spirit that serves as a familiar, appearing in an unoccupied space within 10 ft
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

Click Here
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form
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
In combat, it rolls its own initiative and acts on its own turn, but it can't attack
to change
◆ While it is within 100 ft of me, I can communicate with it telepathically this Icon
◆ 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
◆ When I cast a spell with a range of touch, my familiar can deliver the spell
It must be within 100 ft of me and it must use its reaction to deliver the spell when I cast it
It acts as if it cast the spell, but it can use my modifiers for any attack rolls the spell requires Companion's Appearance

Equipment
EQUIPMENT # LBS EQUIPMENT # LBS

TOTAL WEIGHT TOTAL WEIGHT


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.3 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
Notes Page Options

Notes

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.3 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
CHARACTER: Orácio
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
Spell
Slots

Spells to prepare: 3
Cleric Spells Spell attack modifier: +4 Spellcasting ability
Spell save DC: 12 Wisdom

Cantrips (0 Level)
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
AT
WILL Guidance 1 willing creature adds 1d4 to ability check of its choice, after rolling, once during the duration — Div 1a Touch V,S Conc, 1 min P 248
AT
WILL Mending Repair a single broken object no larger than 1 cu ft; can't restore magic to broken magic item — Trans 1 min Touch V,S,M Instantaneous P 259
AT
WILL Thaumaturgy Minor wonder; my voice booms, flames flicker, tremors in the ground, ominous sounds, etc. — Trans 1a 30 ft V 1 min (D) P 282

1st Level
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Bane 3+1/SL creatures save or have to subtract 1d4 on every attack or save for the duration Cha Ench 1a 30 ft V,S,M Conc, 1 min P 216
Bless 3+1/SL creatures can add 1d4 on every attack roll or saving throw during the duration — Ench 1a 30 ft V,S,M Conc, 1 min P 219
Ceremony (R) Perform religious ceremony on target(s) within 10 ft throughout the casting; see book (25gp cons.) — Abjur 1h Touch V,S,M† Instantaneous X 151
Command 1+1/SL crea, each max 30 ft apart, save or follow one word command, e.g. approach, drop, flee, halt Wis Ench 1a 60 ft V 1 rnd P 223
Create or Destroy Water Create/destroy 10+10/SL gal of water in open container or create rain/destroy fog in 30+5/SL-ft cu — Trans 1a 30 ft V,S,M Instantaneous P 229
Cure Wounds 1 living creature heals 1d8+1d8/SL+1 (Wis) HP — Evoc 1a Touch V,S Instantaneous P 230
Detect Evil and Good Know if aberration, celestial, elemental, fey, fiend, undead, and des-/consecrated area within 30 ft — Div 1a Self V,S Conc, 10 min P 231
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
Detect Poison/Disease (R) Know presence, location, and type of poisons, poisonous creatures, and diseases within 30 ft — Div 1a Self V,S,M Conc, 10 min P 231
) Faerie Fire 20-ft cube all obj/crea save or outlined in 10 ft dim light and attacks have adv.; see invisible crea Dex Evoc 1a 60 ft V Conc, 1 min P 239
Guiding Bolt Spell attack for 4d6+1d6/SL Radiant dmg and next attack against target has advantage — Evoc 1a 120 ft V,S 1 rnd P 248
Healing Word 1 living creature heals 1d4+1d4/SL+1 (Wis) HP — Evoc 1 bns 60 ft V Instantaneous P 250
Inflict Wounds Spell attack for 3d10+1d10/SL Necrotic dmg — Necro 1a Touch V,S Instantaneous P 253
Prot. from Evil/Good 1 crea immune fear/charm/possess by abber./celest./elem./fey/fiends/undead, they also dis. on atks — Abjur 1a Touch V,S,M† Conc, 10 min P 270
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
Sanctuary 1 crea warded; any who want to attack/target must first make save; doesn't protect vs. area spells Wis Abjur 1 bns 30 ft V,S,M 1 min P 272
Shield of Faith 1 creature gains +2 AC for the duration — Abjur 1 bns 60 ft V,S,M Conc, 10 min P 275
) Sleep 20-ft rad 5d8+2d8/SL HP of conscious creatures fall asleep, starting with the lowest current HP crea — Ench 1a 90 ft V,S,M 1 min P 276
Spells to prepare: 6
Chronurgist Spell attack modifier: +5 Spellcasting ability
Spell save DC: 13 Intelligence

Cantrips (0 Level)
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
AT
WILL Sapping Sting 1 creature that I can see save or 1d4 Necrotic dmg and fall prone Con Necro 1a 30 ft V,S Instantaneous W 189
AT
WILL Fire Bolt Spell attack for 1d10 Fire dmg; unattended flammable objects ignite — Evoc 1a 120 ft V,S Instantaneous P 241
AT
WILL Mage Hand Create spectral hand for simple tasks or carry up to 10 lb; 1 a to control; can't have multiple instances — Conj 1a 30 ft V,S 1 min (D) P 256

1st Level
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Absorb Elements Acid, Cold, Fire, Lightning, or Thunder resistance till next turn start; first melee hit +1d6+1d6/SL dmg — Abjur 1 rea Self S 1 rnd X 150
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
Gift of Alacrity 1 willing creature can add 1d8 to its initiative rolls for the duration — Div 1 min Touch V,S 8h W 186
Grease 10-ft square difficult terrain; all entering, in area at casting or at end of turn save or fall prone Dex Conj 1a 60 ft V,S,M 1 min P 246
Magic Missile 3+1/SL darts hit creature(s) I can see for 1d4+1 Force dmg per dart — Evoc 1a 120 ft V,S Instantaneous P 257
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
Silvery Barbs 1 crea reroll d20 and use lowest for atk, check, or save; 1 crea adv. next atk, check, or save in 1 min — Ench 1 rea 60 ft V Instantaneous SC 38

2nd Level
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Invisibility 1+1/SL crea invisible; attacking/casting makes the crea visible; anything worn/carried also invisible — Illus 1a Touch V,S,M Conc, 1 h P 254
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
Shadow Blade Sword 2d8 Psychic dmg, finesse, light, thrown (20/60 ft), adv. if target in dim/dark; +1d8 at SL3/5/7 — Illus 1 bns Self V,S Conc, 1 min X 164
Vortex Warp 1 crea save or teleported to a sufficiently empty space of my choice within range; +30 ft/SL range Con Conj 1a 90 ft V,S Instantaneous SC 38
Web 20-ft cube, anchored, all save or restrained; dif. ter.; lightly obscures; Str check vs. Spell DC to free Dex Conj 1a 60 ft V,S,M Conc, 1 h P 287

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.3 (Colorful - A4); Spell Sheet 1/1 Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast

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