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7 Eldritch Knight 3, Fey Wanderer 4


Nar Zarinoff
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LEVEL & CLASS PLAYER NAME
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Witherbloom Student Genasi, Earth, Multiverse 23,000 Add: 34,000


BACKGROUND RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
● +4 STR +3 INT
PRO

14 Armor Scale Mail

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

+2 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

14 SUCCESSES LEVEL DIE USED ENCUMBERED


Hide 2nd DC
7 d10+2 20 ft

CONSTITUTION SAVING THROWS FAILURES


30 ft 14 ABILITY SAVE DC
ABILITY
INTELLIGENCE
SAVE DC WISDOM 13
+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+2 Acrobatics (Dex) ● Light ● Medium ● Heavy ● Shields

PRO
PRO

15 +2 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple ● Martial Other Weapons:
+3 Arcana (Int) > Blade Ward (as bonus action) 3 LR
INTELLIGENCE +1 Athletics (Str) > Second Wind (1d10+3) 1 SR LANGUAGES TOOLS & OTHERS

+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
>

-3 Intimidation (Cha) > from Ranger: Deft Explorer: Canny (1/2)

+3 Investigation (Int) > from Ranger: Deft Explorer: Canny (2/2)


WISDOM
+2 Medicine (Wis) >

+2 ● +6 Nature (Int)
●● +8 Perception (Wis)
LIMITED FEATURES SR LR Dawn PROFICIENCIES

15 -3 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

-3 Persuasion (Cha) > Blade Ward < <

CHARISMA +3 Religion (Int) > Second Wind < <

-5 +2 Sleight of Hand (Dex) > Weapon Bond < <

+2 Stealth (Dex) [disadv.] > < <

● +5 Survival (Wis) > < <


1 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

18 PASSIVE WISDOM (PERCEPTION) Longsword ✔ Str Melee +4 1d8+3 Slashing


>
Versatile (1d10); Once per turn per target +1d4 psychic damage
DESCRIPTION
Darkvision 60 ft
Handaxe ✔ Str Melee, 20/60 ft +4 1d6+3 Slashing
>
Light, thrown; Once per turn per target +1d4 psychic damage
SENSES Chill Touch ✔ Int 120 ft +6 2d8 Necrotic
>
Target can't regain HP; Undead dis. on attacks vs. me until my next turn
NAME TOTAL NAME TOTAL
Handaxes 5 Booming Blade ✔ Int With melee wea 1d8/2d8 Thunder
>
Reload Reload First damage added to the attack; second to the target if it moves next round

Green-Flame Blade ✔ Int With melee wea 1d8/1d8+3 Fire


>
First damage added to the attack; second to a target within 5 ft
AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (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
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Eldritch Knight, level 3:
◆ Dueling Fighting Style (Fighter 1, PHB 72) Don't interrupt me; I'm brooding. I'm used to helping out those
+2 to damage rolls when wielding a melee weapon in one hand and no other weapons who aren't as smart as I am, and I patiently explain anything and
◆ Second Wind (Fighter 1, PHB 72) [1d10+3, 1× per short rest] everything to others.
As a bonus action, I regain 1d10 + fighter level HP; I can use this once per short rest
◆ Action Surge (Eldritch Knight 2, PHB 72) [1× per short rest] PERSONALITY TRAITS
I can take one additional action on my turn on top of my normally allowed actions
◆ Spellcasting (Eldritch Knight 3, PHB 75) [2 cantrips & 3 spells known] Knowledge. The path to power and self-improvement is through
I can cast known wizard cantrips/spells, using Intelligence as my spellcasting ability knowledge. (Neutral)
◆ Weapon Bond (Eldritch Knight 3, PHB 75)
I can bond with up to two weapons by spending a short rest with each IDEALS
I can't be disarmed of a bonded weapon and I can summon one as a bonus action
I've been searching my whole life for the answer to a certain
Fey Wanderer, level 4: question.
◆ Favored Foe (Ranger 1, TCoE 56) [+1d4 damage, Proficiency bonus per long rest]
When I hit a creature with an attack roll, I can mark it as my favored enemy for 1 min
BONDS
I deal extra damage to it when I mark it and the first time I hit a marked on my turn
Keeping a creature marked as favored enemy requires me to concentrate, like on a spell
I speak without really thinking through my words, invariably
◆ Deft Explorer: Canny (Ranger 1, TCoE 56) [extra benefits at 6th and 10th level]
insulting others.
I learn two languages and gain expertise with one skill I'm proficient with
◆ Defense Fighting Style (Ranger 2, PHB 91)
FLAWS
+1 bonus to AC when I'm wearing armor
◆ Spellcasting (Ranger 2, PHB 91) [3 spells known]
I can cast ranger spells that I know, using Wisdom as my spellcasting ability
◆ Primal Awareness (Ranger 3, TCoE 57) Feature Name: Witherbloom Initiate
I get bonus spells known, which do not count against the number of spells I can know
I gain the Strixhaven Initiate feat for the Witherbloom college. In
In addition, I can cast each once per long rest without expending a spell slot
addition, I add the following spells to the spell list of all my
◆ Dreadful Strikes (Fey Wanderer 3, TCoE 58) [+1d4 psychic damage]
spellcasting classes, if any: Cure Wounds, Inflict Wounds, Lesser
My weapons deal extra psychic damage, but only once per turn per creature
Restoration, Wither and Bloom, Revivify, Vampiric Touch, Blight,
◆ Fey Wanderer Magic (Fey Wanderer 3, TCoE 58)
Death Ward, Antilife Shell, and Greater Restoration.
I get bonus spells known, which do not count against the number of spells I can know
◆ Otherworldly Glamour (Fey Wanderer 3, TCoE 59)
BACKGROUND FEATURE
I can add my Wisdom modifier to any Charisma check I make (minimum of +1)
I gain proficiency in Deception, Performance, or Persuasion; Use "Choose Feature" button
Earth Genasi
• Earth Walk: I can move across difficult terrain without expending
extra movement if I am using my walking speed on the ground or a
floor.
• Merge with Stone: I can cast the Blade Ward cantrip as normal
and as a bonus action Prof Bonus times per long rest. At 5th level, I
can cast Pass Without Trace without using a spell slot or material
component once per long rest, or by using spell slots as normal.
Intelligence, Wisdom, or Charisma is my spellcasting ability for these
(one-time choice).
CLASS FEATURES RACIAL TRAITS

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


CP
> Backpack, with: 5 > > School uniform 4
> Black ink, 1 ounce bottle of 1 > > Belt pouch (with coins) 1
> Ink pen > > Scale Mail 45 SP
> Book about plant identification 5 > > Shield 6
> Iron pot 10 > > Longsword 1 3
EP
> Herbalism kit 3 > > Handaxe 5 2
> Bedroll 7 > >
>
>
Mess kit
Tinderbox
1
1
>
>
>
>
15 GP

> Torches 10 1 > >


PP
> Rations, days of 10 2 > >
> Waterskin 5 > >
WEIGHT CARRIED
> Hempen rope, feet of 50 0.2 > >
146 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
61 - 120 lb
> > >
CARRYING
HEAVILY CAPACITY
ENCUMBERED
> > >
180 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL 77 SUBTOTAL SUBTOTAL 69 181 - 360 lb
Add Equipment EQUIPMENT
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
◆ Spellcasting Focus (Optional Ranger 2, TCoE 57)
I can use a druidic focus as a spellcasting focus for my ranger spells > FEAT: Strixhaven Initiate [Witherbloom] [SCC 36]
◆ Perception Expertise (Deft Explorer Benefit 1, TCoE 56) I learn two cantrips (Chill Touch, Druidcraft, or Spare the Dying)
and a 1st-level spell from the druid or wizard spell list. I can cast
the spell once per long rest at its lowest level without expending
a spell slot, and can cast it if I have a spell slot to do so. I can
choose Int, Wis, or Cha as my spellcasting ability for this.

> FEAT: Fey Touched [Intelligence] [TCoE 79]


I learn Misty Step and one 1st level divination or enchantment
spell. I can cast each once per long rest at their lowest level
without expending a spell slot, and can cast them by expending
a spell slot as normal. Intelligence is my spellcasting ability for
these spells. [+1 Intelligence]

> 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 v13.1.4 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Small
Nar Zarinoff
GENDER AGE SIZE HEIGHT WEIGHT

ALIGNMENT FAITH HAIR EYES SKIN


CHARACTER NAME

ORGANIZATION

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SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

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.

LIFESTYLE DAILY PRICE

ENEMIES CHARACTER HISTORY


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
Companion Options

Fractal Mascot Small


Glizen
RACE SIZE HEIGHT WEIGHT

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

+1 +1 CON -3 CHA ARMOR


CLASS
PROFICIENCY
BONUS
MAXIMUM
HIT POINTS Heal FAILURES

SAVING THROWS CURRENT HIT POINTS DEATH SAVES

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

10 PASSIVE WISDOM (PERCEPTION)

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

MULTIVERSE EARTH GENASI SPELLS Intelligence +6 DC 14


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS / FUNDAMENTALS

KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


AT
WILL Blade Ward Until the end of my next turn, Bludgeoning, Piercing, and Slashing dmg resist. vs. weapons — Abjur 1 a/bns Self V,S 1 rnd P 218

2ND LEVEL / INITIATE MYSTERIES

KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.



LR Pass Without Trace Any within 30-ft rad +10 Dex(Stealth) checks, leave no tracks, can't be tracked by nonmagical means — Abjur 1a Self V,S,M* Conc, 1 h P 264

STRIXHAVEN INITIATE SPELLS Intelligence +6 DC 14


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS / FUNDAMENTALS

KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


AT
WILL Chill Touch Spell attack for 2d8 Necrotic dmg; can't regain hp; undead dis. atks vs. me — Necro 1a 120 ft V,S 1 rnd P 221
AT
WILL Spare the Dying 1 living creature with 0 current HP becomes stable — Necro 1a Touch V,S Instantaneous P 277

1ST LEVEL / APPRENTICE MYSTERIES

KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.



LR 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

ELDRITCH KNIGHT SPELLS Intelligence +6 DC 14


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

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

1ST LEVEL / APPRENTICE MYSTERIES

> 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

FEY WANDERER SPELLS Wisdom +5 DC 13


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

1ST LEVEL / APPRENTICE MYSTERIES

> 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

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

KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.



LR 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
>
>
>
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly - Redesign); Spell Sheet 1/2 Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Spell Sheet Options

2ND LEVEL / INITIATE MYSTERIES

KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.



LR Misty Step I teleport 30 feet to a unoccupied space I can see — Conj 1 bns Self V Instantaneous P 260
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly - Redesign); Spell Sheet 2/2 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 v13.1.4 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet

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