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Kureal The Simple Merchant
Kureal The Simple Merchant
Kureal The Simple Merchant
F AC DESCRIPTION
-1 STR 0
PRO
INT
15 Armor Half Plate
27 +2 17
Set Max HP
STRENGTH ● +5 DEX +2 WIS
Shield
-1 +3 CON
RESISTANCES
● +7 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex ● Medium Armor Heavy Armor
Magic
Necrotic
9 Misc
Radiant
Temporary Hit Points: Misc
DEXTERITY
+4 ARMOR
+3
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+5 Acrobatics (Dex) ● Light ● Medium
PRO
● Heavy Shields
PRO
INTELLIGENCE 0 Athletics (Str) > Healing Hands (3 HP) 1 LR LANGUAGES TOOLS & OTHERS
0
+6 Deception (Cha) > Radiant Consumption (2/3 damage) 1 LR Common Musical instrument (1/3)
+1 History (Int) > Celestial Musical instrument (2/3)
● +4 Insight (Wis) from Guild Merchant Musical instrument (3/3)
10
>
+2 +1 Nature (Int)
●● +6 Perception (Wis)
LIMITED FEATURES SR LR Dawn PROFICIENCIES
CHARISMA +1 Religion (Int) > Radiant Consumption (start) Radiant Consumption (end) < <
>
Reload Reload
>
They can expend the die and add its result to the hit points regained or the damage dealt
◆ Additional Bard Spells (Bard Spellcasting Enhancement, TCoE 27)
◆ Expanded Bard Spell List (Bard Spellcasting Enhancement, UA:CFV 3)
◆ Performance Expertise (Expertise, PHB 54)
◆ Perception Expertise (Expertise, PHB 54)
> FEAT:
> FEAT:
> FEAT:
FEATS
NOTES
EXTRA EQUIPMENT
ORGANIZATION
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SYMBOL
APPEARANCE
F
Temporary HP: SUCCESSES
PRO
DEXTERITY >
DESCRIPTION
INITIATIVE SPEED
>
LEVEL USED
DIE >
CONSTITUTION ATTACKS
HIT DICE PER ACTION
ATTACKS
F EX
PRO
Acrobatics (Dex)
Animal Handling (Wis)
INTELLIGENCE
Arcana (Int)
Athletics (Str)
Deception (Cha)
History (Int)
Insight (Wis)
Intimidation (Cha)
WISDOM Investigation (Int)
Medicine (Wis)
Nature (Int)
Perception (Wis)
Performance (Cha)
SENSES
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REMARKS
COMPANION’S APPEARANCE NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Notes Page Options
NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Spell Sheet Options
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
Kreal Guildart
CHARACTER NAME SPELL SLOTS
CANTRIPS (0 LEVEL)
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Friends Adv. on Cha checks vs. 1 crea currently not hostile; when spell ends, crea knows and becomes hostile — Ench 1a Self S,M Conc, 1 min P 244
> Prestidigitation Minor trick; harmless sensory effect, illusory image, snuff light, clean/soil/chill/warm/flavor etc. — Trans 1a 10 ft V,S 1 h (D) P 267
> Vicious Mockery 1 creature save or 1d4 Psychic dmg and dis. on next attack roll Wis Ench 1a 60 ft V Instantaneous P 285
1ST LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> 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
> Cure Wounds 1 living creature heals 1d8+1d8/SL+5 (Cha) HP — Evoc 1a Touch V,S Instantaneous P 230
> 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
> Puppet 1 humanoid save or move its speed to where I choose and drop held items, if chosen (charm effect) Con Ench 1a 120 ft S Instantaneous U 3
2ND LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Calm Emotions 20-ft rad all humanoids save or I suppress either charm/fear effects or hostility Cha Ench 1a 60 ft V,S Conc, 1 min P 221
> 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
> Suggestion 1 crea save or follow understood reasonable stated course of action; ends if I or allies harm target Wis Ench 1a 30 ft V,M Conc, 8 h P 279
CANTRIPS (0 LEVEL)
(R) Ritual dis. Disadvantage (D) The spell can be dismissed by the caster as 1 action
1a 1 action dmg Damage +1d4/SL Extra 1d4 for every Spell Level that is used to cast the spell that is higher than the spell’s original Spell Level
1 bns / bns a 1 bonus action h Hour(s) 30-foot radius sphere. In the ‘Range’ column it means it is centered on you
30-ft rad
1 rea 1 reaction Kn Known In the ‘Description’ column it means it can be centered on any point in space within the spell’s range
20 cu ft 20 cubic feet Me Memorized 5 crea Up to 5 creatures in the spell’s area, 1 of which can be the caster
20 sq ft 20 square feet min Minute(s) all All creatures within the spell’s area SOURCES (‘B’ COLUMN)
adv. Advantage obj Object(s) any Any creatures of your choosing that are within the spell’s area P Player’s Handbook
atk Attack obsc. Obscured cons. The material component is consumed by the spell R System Reference Document
CL Character Level rnd Round(s) Mƒ Material component is costly, but is not consumed upon casting S Sword Coast Adventure Guide
dif. ter. Difficult terrain SL Spell Level M† Material component is costly and is consumed upon casting U Unearthed Arcana
conc, 1 min Concentration, up to 1 minute see book / B The short spell description here is very incomplete, so beware X Xanathar’s Guide to Everything
GLOSSARY OF ABBREVIATIONS USED IN THIS SPELL SHEET
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Printer Friendly); Spell Sheet 1/1 Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
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)