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Eldritch Fey Wanderer Lv7
Eldritch Fey Wanderer Lv7
F AC DESCRIPTION
● +4 STR +3 INT
PRO
84 +3 19
Set Max HP
STRENGTH +2 DEX +2 WIS
2 Shield Shield
+1 ● +5 CON
RESISTANCES
-5 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex ● Medium Armor Heavy Armor
Magic
12 1 Misc Defense Fighting Style
Temporary Hit Points: Misc
DEXTERITY
+2 ARMOR
PRO
PRO
+3
-3 Deception (Cha) > Action Surge 1 SR Common Herbalism kit
● +6 History (Int) > Pass Without Trace 1 LR/SS 2+ Dwarvish
+2 Insight (Wis) Favored Foe (+1d4 damage) 3 LR Orc
17
>
+2 ● +6 Nature (Int)
●● +8 Perception (Wis)
LIMITED FEATURES SR LR Dawn PROFICIENCIES
> FEAT:
> FEAT:
FEATS
NOTES
EXTRA EQUIPMENT
ORGANIZATION
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Came from the Cormanthor region, the family changed professions from being soldiers to farmers in the
Shadowdale area. As the 5th son of the Nazari family, I worked on the family farm where I was part of several
strange occurrences. I avoided harm by sheer luck or by good fortune, to the point rumours spread through
the village by the farm hands. Which were based around me having arcane abilities to the point I was a
powerful mage, this attracted the attention of a traveling mage from Strixhaven.
After 10 years at Strixhaven, I excelled at learning the theory of various arts but was unable to master the
ability to use the arts. Quest fallen I left the school with the Witherbloom Primer hoping that further study
could help awaken my abilities, returning to work on the farm to build my strength through physical labour.
Continuing my training with the blade I became adept at fighting and reading the environment to secure my
APPEARANCE wins, even as I gather more fallen prey and become strong there is a nagging murmur I keep hearing telling
me to enact sinister actions.
Construct Neutral
TYPE AGE GENDER ALIGNMENT
COMPANION
NAME
F
+1 STR -2 INT Temporary HP: SUCCESSES
PRO
12 +2 27
Set Max HP
STRENGTH
+2 DEX 0 WIS
12
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE
Quantum Strike ✔ Str 30 ft +3 1d4+1 Force
+2
DEXTERITY
30 ft >
+2
+1d4 damage if the fractal is Medium or bigger
DESCRIPTION
INITIATIVE SPEED
>
14 LEVEL USED
DIE
6
d6+1
1 >
CONSTITUTION ATTACKS
HIT DICE PER ACTION
+1
ATTACKS
F EX
◆ Damage Immunities: poison. ◆ Augment (bonus action): The fractal can increase its size
13 +2 Acrobatics (Dex)
PRO
◆ Condition Immunities: poisoned. by one category as a bonus action. While the fractal is
0 Animal Handling (Wis)
◆ Languages: understands the languages Medium or bigger, it makes Strength checks and Strength
-2 Arcana (Int)
INTELLIGENCE of its creator but can't speak. saving throws with advantage. The fractal can become no
+1 Athletics (Str)
-2 -3 Deception (Cha)
larger than Huge via this bonus action.
◆ Diminish (bonus action): The fractal can decreases its
-2 History (Int) size by one category as a bonus action. While the fractal is
7 0 Insight (Wis) Tiny, it makes attack rolls, Dexterity checks, and Dexterity
saving throws with advantage. The fractal can become no
-3 Intimidation (Cha)
smaller than 1 ft in height via this bonus action.
WISDOM
-2 Investigation (Int) ◆ Relative Density: The fractal can move through creatures
0 0 Medicine (Wis)
-2 Nature (Int)
and objects as if they were difficult terrain. It takes 1d10
force damage if it ends its turn inside an object.
10 0 Perception (Wis)
-3 Performance (Cha)
CHARISMA -3 Persuasion (Cha)
-3
-2 Religion (Int) FEATURES TRAITS
+2 Sleight of Hand (Dex)
+2 Stealth (Dex)
5
0 Survival (Wis)
SKILLS
SENSES
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COMPANION’S APPEARANCE
REMARKS NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (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 (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
Nar Zarinoff
SPELL SLOTS
CHARACTER NAME
CANTRIPS / FUNDAMENTALS
CANTRIPS / FUNDAMENTALS
CANTRIPS / FUNDAMENTALS
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Booming Blade Melee wea atk with cast; if hit: 1d8 Thunder dmg and if moves next round +2d8 Thunder dmg — Evoc 1a S:5-ft rad S,Mƒ 1 round T 106
> Green-Flame Blade Melee wea atk with cast; if hit: 1d8 Fire dmg, 1 crea in 5 ft 1d8+3 (Int) Fire dmg — Evoc 1a S:5-ft rad S,Mƒ Instantaneous T 107
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Burning Hands All in area 3d6+1d6/SL Fire dmg; save halves; unattended flammable objects ignite Dex Evoc 1a S:15-ft coneV,S Instantaneous P 220
> Cure Wounds 1 living creature heals 1d8+1d8/SL+3 (Int) HP — Evoc 1a Touch V,S Instantaneous P 230
> Inflict Wounds Spell attack for 3d10+1d10/SL Necrotic dmg — Necro 1a Touch V,S Instantaneous P 253
> 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
> Hunter's Mark 1 crea +1d6 dmg from my weapon atks; adv. Wis (Perception/Survival) vs. target; SL3: 8h; SL5: 24h — Div 1 bns 90 ft V Conc, 1 h P 251
> Longstrider 1+1/SL creature's speed increases by 10 ft for the duration — Trans 1a Touch V,S,M 1 h P 256
1×
LR 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
>
>
>
1ST LEVEL / APPRENTICE MYSTERIES
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)