Basile Ombra

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6 Druid
Basile Ombra
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LEVEL & CLASS PLAYER NAME
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Entertainer Human
WITH DIMENSIONS

14,000 Add: 23,000


BACKGROUND Jester RACE EXPERIENCE Next Level
CHARACTER NAME

SAVE SAVE
MODS 1 to all Saves MODS 0 Players Make All Rolls
F Modifier Use Dice AC DESCRIPTION WEIGHT
0 +3 STR ● +3 INT 0
PRO

10 Armor Unarmored 0 lb

45 +3 11
Set Max HP
STRENGTH 0 +2 DEX ● +8 WIS 0
Shield 0 lb
+2 0 +3 CON 0 0
CHA
MAXIMUM PROFICIENCY ARMOR 1 Dex Medium Armor Heavy Armor Stealth
Disadvantage
RESISTANCES HIT POINTS BONUS CLASS
Magic
14 Misc
Temporary Hit Points: 1 Misc
DEXTERITY
Adv. on Con (Concentration) saves +2 ARMOR

+1 when damaged CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

12 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC 0
6 d8+2 20 ft

CONSTITUTION SAVING THROWS FAILURES


30 ft 15 ABILITY
SAVE DC
WISDOM

+2
DEATH
1 to all Skills SKILL MODS SAVES HIT DICE SPEED
ARMOR
F EX F
+5 Acrobatics (Dex) 0 ● Light ● Medium ● Shields

PRO
● Heavy
PRO

14 +5 Animal Handling (Wis)


0 WEAPONS
FEATURE MAX RECOVER USED Simple Martial ● Other Weapons:
0 Arcana (Int) 0 > Wild Shape (CR 1/2, no fly; 3 h) 2 SR Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear

INTELLIGENCE ● +10 Athletics (Str) 4 > Boots of Speed (minutes) 10 LR LANGUAGES TOOLS & OTHERS

-1
0 Deception (Cha) 0 > Common Herbalism kit
0 History (Int) 0 > Druidic Disguise kit
+5 Insight (Wis) 0 from Human Musical instrument
8
>

0 Intimidation (Cha) 0 >

0 Investigation (Int) 0 >


WISDOM
+5 Medicine (Wis) 0 >

+4 0 Nature (Int) 0 LIMITED FEATURES SR LR Dawn PROFICIENCIES


● +8 Perception (Wis) 0
18 ● +3 Performance (Cha) 0 ACTIONS BONUS ACTIONS REACTIONS

0 Persuasion (Cha) 0 > Wild Shape (start) Wild Shape (end) < War Caster - Opportunity Spell <

CHARISMA 0 Religion (Int) 0 > Familiar (dismiss/reappear) Boots of Speed (start/stop) < <

-1 +2 Sleight of Hand (Dex)0 > Use familiar's senses < <

+2 Stealth (Dex) 0 > < <

● +8 Survival (Wis) 0 > < <


8
Tool 0 > < <

SKILLS ACTIONS
Remarkable Athlete Jack of All Trades
ATTACK
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE MODS

18 PASSIVE WISDOM (PERCEPTION) 0 Shillelagh ✔ Wis Melee +7 1d8+4 Bludgeoning 0 0


>
Imbued club or quarterstaff; Counts as a magical weapon 1d8
DESCRIPTION Above weapon's weight: 4 lb
0 0
>

Above weapon's weight: 0 lb


SENSES 0 0
>
Weight per ammo: 0 lb Weight per ammo: 0 lb
NAME TOTAL NAME TOTAL Above weapon's weight: 0 lb
0 0
>
Reload Reload
Above weapon's weight: 0 lb
0 0
>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


Above weapon's weight: 0 lb
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.12 (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
Add Features
Druid, level 6:
◆ Druidic (Druid 1, PHB 66)
I know Druidic; Hidden messages with it are only understood by those who know Druidic
◆ Spellcasting (Druid 1, PHB 66) [3 cantrips known]
I can cast prepared druid cantrips/spells, using Wisdom as my spellcasting ability
I can use a druidic focus as a spellcasting focus for my druid spells PERSONALITY TRAITS
I can cast my prepared druid spells as rituals if they have the ritual tag
◆ Druid Circle (Druid 2, PHB 67)
Choose a Circle you can identify with and put it in the "Class" field
◆ Wild Shape (Druid 2, PHB 66) [CR 1/2, no fly; 3 h, 2× per short rest]
As an action, I assume the shape of a beast I have seen before with the following rules: IDEALS
• I gain all its game statistics except Intelligence, Wisdom, or Charisma
• I get its skill/saving throw prof. while keeping my own, using whichever is higher
• I assume the beast's HP and HD; I get mine back when I revert back
• I can't cast spells in beast form, but transforming doesn't break concentration
• I retain features from class, race, etc., but I don't retain special senses
BONDS
• I can choose whether equipment falls to the ground, merges, or stays worn
• I revert if out of time or unconscious; if Killed by damage, excess damage carries over
◆Wickerbone Behemoth
Starting at 2nd level, you can unleash the vicious natural powers held amidst your flesh. As an
action, you may expend a use of your Wild Shape to awaken Nature's anger, turning into a
FLAWS
behemoth, rather than transforming into a beast form. A deer skull, wooden skin, goat hooves,
or other such natural gifts over take your body. While this feature is active, you gain the
following benefits:
• Your arms count as clubs, each under the effect of the shillelagh spell. Feature Name: By Popular Demand
• You are under the effect of the bark skin spell!although you do not need to concentrate on
I can always find a place to perform (inn/tavern/circus/etc.), where I
it. ln addition, whenever a creature damages you with an attack, your skin splinters and all
receive free lodging and food of a modest or comfortable standard,
creatures of your choice within 5 feet of you take 1d4 magical piercing damage. This damage
as long as I perform each night. In addition, my performance makes
increases to 2d4 at 10th level. The stress of battle stimulates your organism to fight and survive.
me something of a local figure. When strangers recognize me in a
• At the start of each of your turns, you regain hit points equal to half the damage taken since
town where I have performed, they typically take a liking to me.
the start of your previous turn (rounded down,minimum of O),up to a maximum of three times
your Wisdom modifier. This regeneration doesn't work if you are unconscious.
BACKGROUND FEATURE
These benefits last for 10 minutes, or until you use your Wild Shape again. You cannot use this
transformation if you are wearing armor.
◆ Grafted Powers Human (+1 to two different ability scores of my choice)
The multiple aspects of Nature that you force fully implanted within you manifest themselves in
other aspects of your life. At 2nd level, you gain one of the following benefits. Skills: I gain proficiency in one skill of my choice.
• Bear Back. You count as one size larger when determining your carrying capacity and the
weight you can push, drag, or lift, as well as for grappling checks. In addition, you can add your Feat: I gain one feat of my choice.
Wisdom modifier to any Strength check that you make.
◆Extra Attack At 6th level, you can attack twice, instead of once,whenever you take the Attack
action on your turn. Moreover, you can cast one of your cantrips in place of one of those
attacks.

CLASS FEATURES RACIAL TRAITS Racial Options

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


CP
> > >
> > >
> > > SP
> > >
> > >
EP
> > >
> > >
> > > GP
> > >
> > >
PP
> > >
> > >
WEIGHT CARRIED
> > >
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
141 - 280 lb Carrying
> > >
CARRYING
HEAVILY CAPACITY
ENCUMBERED Capacity
> > >
420 lb
Multiplier

> > > PUSH/DRAG/LIFT


2
SUBTOTAL SUBTOTAL SUBTOTAL 421 - 840 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.12 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
> FEAT: Fey Touched [Wisdom] Human bonus feat [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. Wisdom is my spellcasting ability for these
spells. [+1 Wisdom]

> FEAT: War Caster [PHB 170]


Advantage on Con saves to maintain concentration on spells
when damaged. Perform somatic components even when
holding weapons or shield in one or both hands. Cast spell of 1
action casting time that targets only one creature instead of an
opportunity attack.

> FEAT:

> FEAT:

FEATS

WEIGHT

> MAGIC ITEM: Boots of Speed [DMG 155] ● Attuned 0 lb


As a bonus action, I can click the heels of these boots together
NOTES to double my walking speed and make opportunity attacks
against me have disadvantage. I can end this effect with another
bonus action. After the boots' magic has been used for a total of
ADVENTURING GEAR # LB ADVENTURING GEAR # LB
10 minutes, they lose their power until I finish a long rest.
> <
> <
> MAGIC ITEM: Stone of Good Luck [DMG 205] ● Attuned 0 lb
> <
While this polished agate is on my person, I gain a +1 bonus to
> <
ability checks and saving throws.
> <
> <
> <
> <
> <
> MAGIC ITEM: Pot of Awakening [XGtE 138] 10 lb
> <
> < If I plant an ordinary shrub in this 10 lb clay pot and let it grow
> < for 30 days, the shrub magically transforms into an awakened
> < shrub at the end of that time. When the shrub awakens, its roots
> < break the pot, destroying it. The awakened shrub is friendly
> < toward me. Absent commands from me, it does nothing.
> <
> <
> MAGIC ITEM: Attuned 0 lb
> <
SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM: Attuned 0 lb

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.12 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Male 29 Medium
Basile Ombra
GENDER AGE SIZE HEIGHT WEIGHT

Chaotic Neutral
ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME

ORGANIZATION

SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

Modest LIFESTYLE DAILY PRICE 1 gp

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.12 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Companion Options

Shurb Tiny
Shruby
RACE SIZE HEIGHT WEIGHT

Shurb Unaligned
TYPE AGE GENDER ALIGNMENT
FAMILIAR
NAME
SAVE SAVE
MODS 0 to all Saves MODS
F
Use Dice
0 -4 STR 0 0 Temporary HP: SUCCESSES
PRO

INT

9 +2 10
Set Max HP
STRENGTH
0 -1 DEX 0 WIS 0

-4 0 0 CON -2 CHA 0 ARMOR


CLASS
PROFICIENCY
BONUS
MAXIMUM
HIT POINTS Heal FAILURES

SAVING THROWS CURRENT HIT POINTS DEATH SAVES

3
ATTACK
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE MODS
0 Rake ✔ Dex Melee +1 1d4-1 Slashing 0 0
20 ft,
-1
DEXTERITY >

-1
1d4
DESCRIPTION 1 lb

INITIATIVE SPEED
0 0
>
8 LEVEL USED
3
1
0 lb

0 0
DIE d6+0 >
CONSTITUTION ATTACKS
HIT DICE PER ACTION

0
0 lb
ATTACKS

0 to all Skills SKILL MODS


F EX
11 -1 Acrobatics (Dex) 0
PRO

0 0
Animal Handling (Wis)

INTELLIGENCE 0 Arcana (Int) 0


-4 0
0
Athletics (Str)

-2 Deception (Cha) 0
0 History (Int) 0
10 0 Insight (Wis) 0
-2 Intimidation (Cha) 0
WISDOM
0 Investigation (Int) 0

0 0
0
Medicine (Wis)
Nature (Int)
0
0
10 ● +2 Perception (Wis) 0
-2 Performance (Cha) 0
CHARISMA -2 Persuasion (Cha) 0

-2
0 Religion (Int) 0 FEATURES TRAITS
-1 Sleight of Hand (Dex)0
● +1 Stealth (Dex) 0
6
0 Survival (Wis) 0
SKILLS

12 PASSIVE WISDOM (PERCEPTION) 0

SENSES

COMPANION’S APPEARANCE
REMARKS NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.12 (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

Basile Ombra
4 3 3 0 0 SLOTS
SPELL 0 0 0 0
CHARACTER NAME

DRUID SPELLS Wisdom 10 +7 DC 15


SPELLCASTING ABILITY TO PREPARE ATTACK MODIFIER SAVING THROW DC
0 0 0

CANTRIPS (0 LEVEL)

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


AT
WILL Druidcraft Small nature effect; predict weather, expedite small plant growth, snuff light, harmless sensory effect — Trans 1a 30 ft V,S Instantaneous P 236
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 Shillelagh Club/quarterstaff I hold does 1d8 Bludg. dmg and uses+4 (Wis) instead of Str — Trans 1 bns Touch V,S,M 1 min P 275
AT
WILL Thorn Whip Melee spell attack for 2d6 Piercing dmg and pull crea up to 10 ft towards me — Trans 1a 30 ft V,S,M Instantaneous P 282

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
Animal Friendship 1+1/SL beasts Int<4 save or charmed for the duration Wis Ench 1a 30 ft V,S,M 24 h P 212
Beast Bond Telepathic link with 1 beast Int<4 while in line of sight; beast has adv. on attacks vs. crea I can see — Div 1a Touch V,S,M Conc, 10 min X 150
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
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+4 (Wis) HP — Evoc 1a Touch V,S Instantaneous P 230
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
Earth Tremor All crea in range except me save or 1d6+1d6/SL Bludgeoning dmg and prone; loose ground is dif. ter. Dex Evoc 1a 10 ft V,S Instantaneous X 155
Entangle 20-ft square save or restrained; Str check vs. Spell DC to escape; for duration area is difficult terrain Str Conj 1a 90 ft V,S Conc, 1 min P 238
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
Fog Cloud 20-ft+20-ft/SL rad fog that spreads around corners; heavily obscures; 10 mph wind disperses it — Conj 1a 120 ft V,S Conc, 1 h P 243
Goodberry Create 10 berries; 1 a to eat 1 berry: heal 1 HP, nourishment for 1 day; berries lose potency after 24h — Trans 1a Touch V,S,M Instantaneous P 246
Guiding Hand (R) Tiny incorporeal hand directs me to one major landmark I name that is on the same plane — Div 1 min 5 ft V,S Conc, 8 h UA SS
Healing Word 1 living creature heals 1d4+1d4/SL+4 (Wis) HP — Evoc 1 bns 60 ft V Instantaneous P 250
Ice Knife Ranged atk for 1d10 Piercing dmg; hit/miss 5-ft rad on target all crea save or 2d6+1d6/SL Cold dmg Dex Conj 1a 60 ft S,M Instantaneous X 157
Jump 1 creature's jump distance is tripled for the duration — Trans 1a Touch V,S,M 1 min P 254
Longstrider 1+1/SL creature's speed increases by 10 ft for the duration — Trans 1a Touch V,S,M 1 h P 256
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
Snare 5-ft rad trap; Investigation vs spell DC to see; save or restrained 3 ft in the air; save each rnd (5sp) Dex Abjur 1 min Touch S,M† 8 h, till trigger X 165
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
Thunderwave All crea/obj in area 2d8+1d8/SL Thunder dmg, pushed 10 ft away; save halves and not pushed Con Evoc 1a S:15ft cube V,S Instantaneous P 282
Wild Cunning (R) Call spirits of nature to aid me with finding food, drink, tracks, shelter, or camping; see book — Trans 1a 120 ft V,S Instantaneous UA SS

2ND LEVEL

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


Air Bubble Create spectral globe of fresh air around a head of 1+2/SL willing creatures, lasts for the duration — Conj 1a 60 ft S 24 h SJ 22
Animal Messenger (R) Tiny beast delivers 25 word message up to 25 miles (50 miles if flyer); +48h/SL duration — Ench 1a 30 ft V,S,M 24 h P 212
) Barkskin 1 willing crea AC cannot be reduced below 16, regardless of armor it is wearing — Trans 1a Touch V,S,M Conc, 1 h P 217
Beast Sense (R) Use 1 willing beast's senses; I'm blinded and deafened while doing so — Div 1a Touch S Conc, 1 h P 217
Darkvision 1 willing creature has darkvision 60 ft for the duration — Trans 1a Touch V,S,M 8 h P 230
Dust Devil 5-ft cube; all in 5-ft 1d8+1d8/SL Bludg. dmg and pushed 10 ft away; save halves, no push; see book Str Conj 1a 60 ft V,S,M Conc, 1 min X 154
Earthbind 1 creatures save or fly speed is reduced to 0; airborne creatures safely descend at 60 ft per round Str Trans 1a 300 ft V Conc, 1 min X 154
Enhance Ability 1+1/SL crea adv. on checks with 1 stat; choosing Str, Dex, Con gives secondary benefits — Trans 1a Touch V,S,M Conc, 1 h P 237
Find Traps Sense presence of any trap within line of sight; not exact location, but general nature of trap — Div 1a 120 ft V,S Instantaneous P 241
Flame Blade Summon fiery blade; 1 a to make a melee spell attack for 3d6+1d6/2SL Fire dmg; 10 ft bright light — Evoc 1 bns Self V,S,M Conc, 10 min P 242
Flaming Sphere 2.5-ft rad flaming sphere; bns a move 30 ft; all within 5-ft rad 2d6+1d6/SL Fire dmg; save halves Dex Conj 1a 60 ft V,S,M Conc, 1 min P 242
Gust of Wind 60-ft long 10-ft wide line of wind; crea starting turn in wind save or pushed 15 ft; see book Str Evoc 1a S:60-ft line V,S,M Conc, 1 min P 248
Healing Spirit 5-ft cube; any living crea I see start/enter heals 1d6+1d6/SL HP; 1+4 (Wis) uses; bns a move it 30 ft — Conj 1 bns 60 ft V,S Conc, 1 min X 157
Heat Metal 1 metal obj on touch 2d8+1d8/SL Fire dmg; save or drop obj; if held: dis. atk/chk; bns a reheat obj Con Trans 1a 60 ft V,S,M Conc, 1 min P 250
Hold Person 1+1/SL humanoids, within 30 ft of each other, save or paralyzed; extra save at end of each turn Wis Ench 1a 60 ft V,S,M Conc, 1 min P 251
Lesser Restoration 1 crea cured of 1 disease, or 1 condition: blinded, deafened, paralyzed, or poisoned — Abjur 1a Touch V,S Instantaneous P 255
Locate Animal/Plants (R) Learn direction and distance to closest named or described kind of beast or plant within 5 miles — Div 1a Self V,S,M Instantaneous P 256
Locate Object Learn direction to closest named or described kind or specific object within 1000 ft; see book — Div 1a Self V,S,M Conc, 10 min P 256
Moonbeam 5-ft rad 40-ft high all enter/start turn 2d10+1d10/SL Radiant dmg; save half; 1 a move it 60 ft; see B Con Evoc 1a 120 ft V,S,M Conc, 1 min P 261
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
Protection from Poison 1 crea cured from 1 poison, gains resistance to Poison damage, and adv. on saves vs. being poisoned — Abjur 1a Touch V,S 1h P 270
Skywrite (R) Write up to 10 words with clouds in a part of the sky I can see; strong wind can diperse the clouds — Trans 1a Sight V,S Conc, 1 h X 165
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.12 (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
Spike Growth 20-ft rad difficult terrain; all 2d4 Piercing dmg per 5 ft moved; Wis(Perc) vs. Spell DC to recognize — Trans 1a 150 ft V,S,M Conc, 10 min P 277
Summon Beast Summon choice of Bestial Spirit; obeys commands; takes turn after mine; disappears at 0 hp (200gp) — Conj 1a 90 ft V,S,Mƒ Conc, 1 h T 109
Warding Wind Strong (20 mph) wind around me deafens/extinguishes unprotected flames/dif. ter./ranged wea dis. — Evoc 1a S:10-ft rad V Conc, 10 min X 170
Wither and Bloom 10-ft rad any crea 2d6+1d6/SL Necrotic dmg, save half; 1 crea can heal using 1+1/SL HD; see B Con Necro 1a 60 ft V,S,M Instantaneous SC 38

3RD LEVEL

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


Call Lightning 60-ft rad 10-ft high cloud; 1 a all in 5-ft rad under cloud 3d10+1d10/SL Lightning dmg; save half Dex Conj 1a 120 ft V,S Conc, 10 min P 220
Conjure Animals Summon 2+2/2SL CR of beasts; obey my verbal commands — Conj 1a 60 ft V,S Conc, 1 h P 225
Daylight 60-ft rad bright light + 60-ft dim light on point or object; only magical darkness of SL 4+ works in it — Evoc 1a 60 ft V,S 1h P 230
Dispel Magic Dispel all magical effects on crea or object; if above this SL, DC 10+SL Wisdom check (+4) — Abjur 1a 120 ft V,S Instantaneous P 234
Erupting Earth 20-ft cube all crea 3d12+1d12/SL Bludgeoning dmg; save halves; area becomes difficult terrain Dex Trans 1a 120 ft V,S,M Instantaneous X 155
Feign Death (R) Willing creature appears dead; it is blinded, incapacitated, has dmg resist. all but Psychic, and speed 0 — Necro 1a Touch V,S,M 1 h (D) P 240
Flame Arrows 12+2/SL ammunition drawn from touched quiver do +1d6 Fire damage on a successful hit — Trans 1a Touch V,S Conc, 1 h X 156
Meld into Stone (R) I merge into a stone object large enough to contain me; can't see through the stone; see book — Trans 1a Touch V,S 8h P 259
) Plant Growth 1 a: 100-ft rad plants overgrow for 1/4 speed; 8h: 1 mile diameter plants yield double food at harvest — Trans 1 a/8h 150 ft V,S Instantaneous P 266
Protection from Energy 1 creature gains resistance to either Acid, Cold, Fire, Lightning, or Thunder damage for duration — Abjur 1a Touch V,S Conc, 1 h P 270
Sleet Storm 40-ft rad 20-ft high; heavily obsc.; douses flames; difficult ter.; save or prone; Con save or lose conc. Dex Conj 1a 150 ft V,S,M Conc, 1 min P 276
Speak with Plants Speak with plants in range about last 24h events; turn difficult plant terrain to normal or vice versa — Trans 1a S:30-ft rad V,S 10 min P 277
Summon Fey Summon choice of Fey Spirit; obeys commands; takes turn after mine; disappears at 0 hp (300gp) — Conj 1a 90 ft V,S,Mƒ Conc, 1 h T 112
Tidal Wave 30-ft x 10-ft, 10-ft high all crea 4d8 Bludg. dmg and prone; save halves not prone; extinguish flames Dex Conj 1a 120 ft V,S,M Instantaneous X 168
Wall of Water 30×1×10ft (l×w×h) or 20-ft rad 20-ft high; dif. ter.; range wea dis.; Fire dmg half; Cold dmg freezes — Evoc 1a 60 ft V,S,M Conc, 10 min X 170
Water Breathing (R) 10 willing creatures can breathe underwater for the duration — Trans 1a 30 ft V,S,M 24 h P 287
Water Walk (R) 10 willing creatures can move across any liquid for the duration; rise to surface if underwater — Trans 1a 30 ft V,S,M 1 h P 287
Wind Wall 50×1×15ft (l×w×h) wall, any line-shape, at cast all in 3d8 Bludg. dmg; save halves; blocks arrows Str Evoc 1a 120 ft V,S,M Conc, 1 min P 288

FEY TOUCHED SPELLS Wisdom +7 DC 15


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC
0 0

1ST LEVEL

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



LR Dissonant Whispers 1 crea 3d6+1d6/SL Psychic dmg and flee; save halves and no fleeing; deaf crea are immune Wis Ench 1a 60 ft V Instantaneous P 234

2ND LEVEL

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
BONE SHIELD Reduce incoming damage by 1d12, within 10 feet, barrier explodes, slashing damage to the amount reduced.
Dex UpAbjur
cast 1d12
1 rea Self V,S Instantaneous P 275
) SKELETAL TAIL — 1a Touch V, S, M 10 minutes
LIGHTNING CHARGED Every time that creature strikes another creature with a melee attack or a spell with a range of touch, is struck by
Evoc
another
1 acreature
Touch
with a melee
V, S, attack,
M 10 minutes
or ends their turn while gra
ROLLING BONES
) OSSEOUS CAGE
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.12 (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 v13.1.12 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet

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