Kureal The Simple Merchant

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3 Bard (College of Swords)


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Kreal Guildart LEVEL & CLASS PLAYER NAME

Guild Merchant Aasimar, Scourge 900 Add: 2,700


CHARACTER NAME BACKGROUND RACE EXPERIENCE Next Level

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 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

16 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
3 d8+3 20 ft

CONSTITUTION SAVING THROWS FAILURES


30 ft 15 ABILITY
SAVE DC
CHARISMA

+3
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+5 Acrobatics (Dex) ● Light ● Medium

PRO
● Heavy Shields
PRO

17 +3 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple Martial ● Other Weapons:
● +2 Arcana (Int) > Bardic Inspiration (d6) 5 LR Hand crossbow, Longsword, Rapier, Scimitar, Shortsword

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
>

+6 Intimidation (Cha) > Navigator's tools (or language)

+1 Investigation (Int) >


WISDOM
● +4 Medicine (Wis) >

+2 +1 Nature (Int)
●● +6 Perception (Wis)
LIMITED FEATURES SR LR Dawn PROFICIENCIES

14 ●● +9 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

● +7 Persuasion (Cha) > Healing Hands Bardic Inspiration < <

CHARISMA +1 Religion (Int) > Radiant Consumption (start) Radiant Consumption (end) < <

+5 +4 Sleight of Hand (Dex) > < <

+4 Stealth (Dex) [disadv.] > < <

● +4 Survival (Wis) > < <


20 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

16 PASSIVE WISDOM (PERCEPTION) Spear ✔ Dex Melee, 20/60 ft +5 1d6+3 Piercing


>
Thrown, versatile (1d8)
DESCRIPTION
Darkvision 60 ft
Shortsword ✔ Dex Melee +5 1d6+3 Piercing
>
Finesse, light
SENSES
>

NAME TOTAL NAME TOTAL

>
Reload Reload

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


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Add Features
Bard (College of Swords), level 3:
◆ Bardic Inspiration (Bard 1, PHB 53) [d6, Charisma modifier per long rest]
As a bonus action, I give a creature in 60 ft that can hear me an inspiration die (max 1)
For 10 min, the recipient can add it to one ability check, attack roll, or saving throw
This addition can be done after seeing the d20 roll, but before knowing the outcome
◆ Spellcasting (Bard 1, PHB 52) [2 cantrips & 6 spells known] PERSONALITY TRAITS
I can cast bard cantrips/spells that I know, using Charisma as my spellcasting ability
I can use a musical instrument as a spellcasting focus for my bard spells
I can cast my known bard spells as rituals if they have the ritual tag
◆ Jack of All Trades (Bard 2, PHB 54)
I can add half my proficiency bonus to any ability check that doesn't already include it IDEALS
◆ Song of Rest (Bard 2, PHB 54) [d6]
Those that use HD and can hear my performance during a short rest get extra healing
◆ Expertise (Bard 3, PHB 54) [with 2 skills]
I gain expertise with two skills I am proficient with; two more at 10th level
◆ Blade Flourish (College of Swords 3, XGtE 15)
BONDS
When I take the Attack action on my turn, I gain bonus speed and special attack options
I gain +10 ft to my walking speed until the end of the current turn
Once per turn when I hit with a weapon attack, I can expend a Bardic Inspiration die
The roll of that die is added to the weapon's damage, in addition to one of the following:
• Defensive Flourish: the result is also added to my AC until the start of my next turn
FLAWS
• Slashing Flourish: the extra damage is also dealt to any of my choosing in 5 ft of me
• Mobile Flourish: the target is also pushed 5 plus the die result in feet away from me
As a reaction after this push, I can move my speed to a space within 5 ft of the target
◆ Bonus Proficiencies (College of Swords 3, XGtE 15) Feature Name: Guild Membership
I gain proficiency with medium armor and scimitars
5 gp membership fees per month: The guild offers lodging if
My bardic spellcasting focus can be any simple or martial weapon I'm proficient with
possible. In case of being accused of a crime, the guild will support
◆ Two-Weapon Fighting Style (College of Swords 3, XGtE 15)
me if a good case can be made for my innocence or the crime is
I can add my ability modifier to the damage of my off-hand attacks
justifiable. I can also gain access to powerful political figures
through the guild, as long as I'm in good standing and the guild is
paid enough.
BACKGROUND FEATURE

Scourge Aasimar (+1 Constitution, +2 Charisma)


Light Bearer: I know the Light cantrip.
Healing Hands: As an action, once per long rest, I can touch to heal
for my level in HP.
Radiant Consumption: Once per long rest when I'm 3rd level, I can
use an action to radiate bright light in 10-ft radius and dim light for
another 10-ft, for 1 minute or until I end it as a bonus action. Once
on my turn my attack or spell deals my level in extra radiant damage
to one target, and at the end of my turns all creatures within 10 ft of
me, including myself, take half my level in radiant damage.
CLASS FEATURES RACIAL TRAITS Racial Options

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


> Backpack, with: 2 5 > > Traveler's clothes 4 CP

> Costumes 2 4 > > Belt pouch (with coins) 1


> - Bedroll 2 7 > > Cart SP
> - Mess kit 1 > > Mule
> - Tinderbox 1 > > Half Plate armor 40
> - Torches 10 1 > > Spear 1 3 EP

> - Rations, days of 15 2 > > Shortsword 1 2


>
>
- Waterskin
- Hempen rope, feet of
2
50 0.2
5 >
>
>
>
15 GP

> - Candles 5 > >


> - Disguise kit 3 > > PP

> - Letter of introduction from guild > >


WEIGHT CARRIED
> > >
147 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
46 - 90 lb
> > >
HEAVILY ENCUMBERED
> > >
91 - 135 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL 97 SUBTOTAL SUBTOTAL 50 136 - 270 lb
Add Equipment EQUIPMENT
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.
◆ Magical Inspiration (Bardic Inspiration Enhancement, TCoE 27)
A bardic inspiration die recipient can also use it when casting a damaging or healing spell > FEAT:

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

> 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 v13.0.4 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Medium
Kreal Guildart GENDER AGE SIZE HEIGHT WEIGHT

CHARACTER NAME ALIGNMENT FAITH HAIR EYES SKIN

ORGANIZATION

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CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

Comfortable LIFESTYLE DAILY PRICE 2 gp

ENEMIES CHARACTER HISTORY


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Companion Options

RACE SIZE HEIGHT WEIGHT

COMPANION TYPE AGE GENDER ALIGNMENT


NAME

F
Temporary HP: SUCCESSES
PRO

STR INT Set Max HP


STRENGTH
DEX WIS
CON CHA ARMOR PROFICIENCY MAXIMUM
CLASS BONUS HIT POINTS Heal FAILURES

SAVING THROWS CURRENT HIT POINTS DEATH SAVES

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

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)

CHARISMA Persuasion (Cha)


Religion (Int) FEATURES TRAITS
Sleight of Hand (Dex)
Stealth (Dex)
Survival (Wis)
SKILLS

PASSIVE WISDOM (PERCEPTION)

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

BARD SPELLS Charisma +7 DC 15


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

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

SCOURGE AASIMAR SPELLS Charisma +7 DC 15


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

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


AT
WILL Light 1 obj up to 10-ft cube sheds bright light 20-ft rad and dim light 20-ft; cannot have multiple instances — Evoc 1a Touch V,M 1 h (D) P 255

(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

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 v13.0.4 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.

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