Dori Ex Plouder

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4 Battle Smith
Dori-Ex Plouder
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LEVEL & CLASS PLAYER NAME
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Izzet Engineer Dragonmark, Making (Human) 2,700 Add: 6,500


BACKGROUND RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
0 ● +7 INT
PRO

STR
14 Armor Breastplate

28 +2 16
Set Max HP
STRENGTH +2 DEX -1 WIS
Shield

0 ● +4 CON
RESISTANCES
-1 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex ● Medium Armor Heavy Armor

Magic
10 Misc
Temporary Hit Points: Misc
DEXTERITY
+2 ARMOR

+2 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

14 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
4 d8+2 20 ft

CONSTITUTION SAVING THROWS FAILURES


30 ft 15 ABILITY
SAVE DC
INTELLIGENCE

+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+2 Acrobatics (Dex) ● Light ● Medium ● Shields

PRO
Heavy
PRO

14 -1 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple ● Martial ● Other Weapons:
● +7 Arcana (Int) > Magic Weapon 1 LR Firearms
INTELLIGENCE 0 Athletics (Str) >
LANGUAGES TOOLS & OTHERS

+5
-1 Deception (Cha) > Common Thieves' tools
+5 History (Int) > Elvish Tinker's tools
-1 Insight (Wis) Goblin Brewer's supplies
20
>

-1 Intimidation (Cha) > Smith's tools


● +7 Investigation (Int) > Potter's tools
WISDOM
-1 Medicine (Wis) > Jeweler's tools
-1 +5 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES
● +1 Perception (Wis)
8 -1 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

-1 Persuasion (Cha) > Magical Tinkering (add/remove) Steel Defender (command) < <

CHARISMA +5 Religion (Int) > Steel Defender (restore) < <

-1
● +4 Sleight of Hand (Dex) > Cloak of Elvenkind (hood up/down) < <

+2 Stealth (Dex) > < <

-1 Survival (Wis) > < <


8
● +4 Thieves' tools (Dex) > < <

SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

16 PASSIVE WISDOM (PERCEPTION) Handaxe ✔ Str Melee, 20/60 ft +2 1d6 Slashing


>
Light, thrown
DESCRIPTION
Darkvision 60 ft
Quarterstaff ✔ Str Melee +2 1d6 Bludgeoning
>
Versatile (1d8)
SENSES Adamantine Dagger +1 ✔ Int Melee, 20/60 ft +8 1d4+6 Piercing
>
Finesse, light, thrown; Always critical hits on objects
NAME TOTAL NAME TOTAL
Bolts 20 Daggers 5 Repeating Shot Wrist Crossbow ✔ Int 10/30 ft +8 1d6+6 Piercing
>
Reload Reload Ammunition, light, can't be disarmed of this weapon

>

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
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Battle Smith, level 4:
◆ Magical Tinkering (Artificer 1, E:RLW 55) [Intelligence modifier of active objects] I get really excited about my ideas and I can't wait to talk about
As an action, I use thieves/artisan's tools to give 1 property to a nonmagical tiny object: them and start putting them into practice and tinkering with
• Emit light (5-ft radius bright light, equal dim), an odor, or a nonverbal sound them and I want to tell you about how exciting it all is! Life's an
• Static visual effect on one surface, or emit a 6-second recorded message when tapped experiment, and I can't wait to see what happens.
If I instill a property in more objects than I can have active, the oldest loses its property PERSONALITY TRAITS
◆ Spellcasting (Artificer 1, E:RLW 55) [2 cantrips known]
I can cast prepared artificer cantrips/spells, using Intelligence as my spellcasting ability Power: Someday I'll find or create the magic that will make me
To cast, I must use thieves' or artisan's tools I'm proficient with as a spellcasting focus the most powerful being in realm (Evil)
I can cast my prepared artificer spells as rituals if they have the ritual tag
Whenever I gain an artificer level, I can swap one artificer cantrip I know for another IDEALS
◆ Infuse Item (Artificer 2, E:RLW 57) [4 infusions known; max 2 infused items]
Use the "Choose Feature" button above to add Artificer Infusions to the third page I have dedicated my life to finding a solution to a scientific
◆ The Right Tool for the Job (Artificer 3, E:RLW 57) [using thieves' or artisan's tools] problem.
In 1 hour (during a rest) I can create a set of artisan's tools that last until I do so again
◆ Battle Ready & Tool Proficiency (Battle Smith 3, E:RLW 61)
BONDS
I gain proficiency with martial weapons and smith's tools
I can use my Intelligence modifier instead of Strength or Dexterity for magic weapons
I get bored easily, and if nothing is happening I'll make
◆ Steel Defender (Battle Smith 3, E:RLW 61)
something happen.
When I end a long rest, I can use smith's tools to create a steel defender
I determine its appearance; It obeys my commands and it acts on my initiative, after me
FLAWS
Unless I use a bonus action to command it, it only takes the Dodge action on its turn
It can take reactions and move on its turn even if I don't command it
I can't have multiple at once; Select "Steel Defender" on a companion page for its stats
Feature Name: Urban Infrastructure

Although the Izzet League is infamous for mad inventions it is also


involved in construction of the city's infrastructure. I have a basic
knowledge of the structure of buildings and what is behind its walls.
I can find their blueprints showing entry points, secret spaces,
structural weaknesses, or secret spaces. My guild won't protect me if
I use this knowledge unlawfully.
BACKGROUND FEATURE

Human, Dragonmark of Making (+2 Intelligence, +1 to one other


ability score of my choice)
Artisan's Intuition: I can add +1d4 to Arcana checks and checks
with artisan's tools.
Spellsmith: I know the Mending cantrip. I can cast Magic Weapon
once per long rest and when I do so, it doesn't require
concentration and lasts for 1 hour. Intelligence is my spellcasting
ability for these.
Spells of the Mark: I add several spells to the spell list of my
spellcasting class(es).
CLASS FEATURES RACIAL TRAITS

10
ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB
CP
> Alchemist's supplies 8 > Backpack, with: 5 > Common clothes 3
> Thieves' tools 1 > - Rations, days of 10 2 > Izzet insignia
>
>
Hammer
Block and tackle
3
5
>
>
- Waterskin
- Hempen rope, feet of 50 0.2
5 >
>
Belt pouch (with coins)
Breastplate 20
1
17 SP

> > - Tinderbox 1 > Handaxe 1 2


EP
> > - Crowbar 5 > Quarterstaff 1 4
> > - Pitons 10 0.25 > Repeating Shot Wrist Crossbow 1 2
>
> - mizzium apparatus 8
>
>
- Torches 10 >
>
Crossbow bolts 20 0.08
1,011 GP

> > >


> > > 20 PP

> > > Adamantine Dagger 1 1


WEIGHT CARRIED
> > > Playing card set 2
134 lb
> > > dagger 5 1
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
51 - 100 lb
> > >
CARRYING
HEAVILY CAPACITY
ENCUMBERED
> Twisted remains of failed experiment > >
150 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL 25 SUBTOTAL 48.5 SUBTOTAL 39.5 151 - 300 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
◆ Infuse Item (Artificer 2, E:RLW 57) [4 infusions known; max 2 infused items]
When I finish a long rest, I can turn nonmagical objects into magic items using my infusions > FEAT: Observant [PHB 168]
I can attune to it immediately; If I infuse too many items, the oldest loses its magic If I can see a creature's mouth while it is speaking a language I
The infusion lasts until my death + my Int mod in days, but ends if I unlearn the infusion understand, I can interpret what it's saying by reading its lips. I
Each infusion can only be used in one item at a time and only in appropriate items have a +5 bonus to passive Wisdom (Perception) and passive
Whenever I gain an artificer level, I can replace an infusion I know with another Intelligence (Investigation) scores. [+1 Intelligence or Wisdom]
I can use an infused item as a spellcasting focus
◆ [Meta] Don't alter spell sheets (Artificer Spellcasting, E:RLW 55)
The automation will not add Mƒ to each artificer spell on the generated spell sheets > FEAT:

◆ Goggles of Night (Artificer Infusion, DMG 172)


◆ Bag of Holding (Artificer Infusion, DMG 153)
◆ Cuddly Strixhaven Mascot (Artificer Infusion, SCC 38)
◆ Repeating Shot (Artificer Infusion, E:RLW 62) [weapon with ammo; requires attunement]
The weapon requiring ammunition has a +1 bonus to attack and damage rolls made with it
It magically produces one piece of ammunition whenever it is used to make a ranged attack
Thus, it doesn't require ammunition and ignores the loading property if it has it > FEAT:

> FEAT:

FEATS

> MAGIC ITEM: Repeating Shot Wrist Crossbow[E:RLW 62] ● Attuned


When I use this magic wrist crossbow to make a ranged attack, it
NOTES magically produces one piece of ammunition and grants a +1
bonus to its attack and damage rolls. Thus, it doesn't require
ammunition and ignores the loading property if it has it. The
ADVENTURING GEAR # LB ADVENTURING GEAR # LB
produced ammunition vanishes once it hits or misses a target.
> gems worth 50gp 6 1 <
> goblet with 4 gems 3 <
> MAGIC ITEM: Goggles of Night [DMG 172]
> 500g vase 7 <
While wearing these dark lenses, I have darkvision out to a range
> Short Sword stylised 2 <
of 60 feet. If I already have darkvision. wearing the goggles
> jug giant vs dragon <
increases its range by 60 feet.
> <
> <
> <
> <
> MAGIC ITEM: Cloak of Elvenkind [DMG 158] ● Attuned
> <
> < While I wear this cloak with its hood up, Wisdom (Perception)
> < checks made to see me have disadvantage, and I have
> < advantage on Dexterity (Stealth) checks made to hide, as the
> < cloak's color shifts to camouflage me. Pulling the hood up or
> < down requires an action.
> <
> MAGIC ITEM: Spellwrought Tattoo (1st-level) [TCoE 135]
> <
> < When I put this needle on my skin and speak its command word,
SUBTOTAL 18 SUBTOTAL it disappears and I gain a magical tattoo. I can use this tattoo to
cast its 1st-level spell, requiring no material components, with
EXTRA EQUIPMENT
DC 13, +5 spell attack. It glows faintly while I cast the spell and
for the spell's duration. Once the spell ends, the tattoo vanishes.

> 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
> MAGIC ITEM: +1 Adamantine Weapon (Dagger) [XGtE 78] > FEAT:

Whenever a dagger made or coated with adamantine hits an object, the hit is a critical hit.
The adamantine version of a melee weapon costs 500 gp more than the normal version,
whether the weapon is made of the metal or coated with it.

> FEAT:

> MAGIC ITEM: Attuned

> FEAT:

> MAGIC ITEM: Attuned

> FEAT:

> MAGIC ITEM: Attuned

EXTRA FEATS

FEATURE MAX RECOVER USED


>

>

>

>

> MAGIC ITEM: Attuned >

>

>

>

EXTRA LIMITED FEATURES

ACTIONS ACTIONS
> <

> <
> MAGIC ITEM: Attuned
> <

BONUS ACTIONS REACTIONS


> <

> <

> <

> <

> <

> <
> MAGIC ITEM: Attuned
EXTRA ACTIONS

EXTRA MAGIC ITEMS EXTRA PROFICIENCIES


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
Medium
Dori-Ex Plouder
GENDER AGE SIZE HEIGHT WEIGHT

ALIGNMENT FAITH HAIR EYES SKIN


CHARACTER NAME

ORGANIZATION

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SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Cuddly Strixhaven Mascot


Tankard of Sobriety
Bottle of Boundless Coffee

APPEARANCE

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

Steel Defender Medium


Buck
RACE SIZE HEIGHT WEIGHT

Construct Neutral
TYPE AGE GENDER ALIGNMENT
CONSTRUCT
NAME

F
+2 STR -3 INT Temporary HP: SUCCESSES
PRO

15 +2 27
Set Max HP
STRENGTH
● +3 DEX 0 WIS 5

+2 ● +4 CON -2 CHA ARMOR


CLASS
PROFICIENCY
BONUS
MAXIMUM
HIT POINTS Heal FAILURES

SAVING THROWS CURRENT HIT POINTS DEATH SAVES

14
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE
Force-Empowered Rend ✔ Int Melee (5 ft) +7 1d8+2 Piercing

+1
DEXTERITY
40 ft >

+1 INITIATIVE SPEED
DESCRIPTION

>
12 LEVEL USED

DIE
4
d8+2
1 >
CONSTITUTION ATTACKS
HIT DICE PER ACTION

+2
ATTACKS

F EX
◆ Damage Immunities: poison. ◆ Repair (3/Day): As an action, the steel defender restores
14 +1 Acrobatics (Dex)
PRO

◆ Condition Immunities: charmed, 2d8 + its proficiency bonus in HP to itself or to one


0 Animal Handling (Wis)
exhaustion, poisoned. construct or object within 5 ft of it.
-3 Arcana (Int)
INTELLIGENCE ◆ Languages: understands the languages ◆ Deflect Attack (reaction): As a reaction, the steel
+4 Athletics (Str)
-3
● of its creator but can't speak. defender imposes disadvantage on the attack roll of one
-2 Deception (Cha) ◆ Creator: The steel defender obeys the creature it can see that is within 5 ft of it, provided the
-3 History (Int) commands of its creator and shares its attack roll is against a creature other than the defender.
4 0 Insight (Wis) proficiency bonus. It takes its turn ◆ Healing: The steel defender regains 2d6 HP whenever
immediately after its creator, on the same the Mending spell is cast on it. Its HP total is equal to 2 +
-2 Intimidation (Cha)
initiative count. It can move and take its creator's artificer level times five + its creator's Int mod.
WISDOM
-3 Investigation (Int) reactions on its own, but only takes the Within an hour of its death, while within 5 ft, its creator

0 0 Medicine (Wis)

-3 Nature (Int)
Dodge action on its turn unless its creator
takes a bonus action to command it to
can take an action to use smith's tools and expend a spell
slot to have it return to full HP after 1 minute. If its creator
●● +4 Perception (Wis) take another action. If its creator is dies, the steel defender also perishes.
10
incapacitated, it can take any action, not
-2 Performance (Cha)
just Dodge.
CHARISMA -2 Persuasion (Cha)
◆ Vigilant: The defender can't be surprised.

-2
-3 Religion (Int) FEATURES TRAITS
+1 Sleight of Hand (Dex)
+1 Stealth (Dex) shipments and cargo
6
0 Survival (Wis) record of protect money
SKILLS

14 PASSIVE WISDOM (PERCEPTION)

Darkvision 60 ft

SENSES

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
Spell Sheet Options

1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL

Dori-Ex Plouder
SPELL SLOTS
CHARACTER NAME

BATTLE SMITH SPELLS Intelligence 7 +7 DC 15


SPELLCASTING ABILITY TO PREPARE ATTACK MODIFIER SAVING THROW DC

CANTRIPS / FUNDAMENTALS

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


AT
WILL Message 1 crea I point to hears whispered message and can reply with a whisper; nobody can overhear — Trans 1a 120 ft V,S,M 1 rnd P 259
AT
WILL Shocking Grasp Spell attack, adv. if metal armor, 1d8 Lightning dmg, no rea 1 turn — Evoc 1a Touch V,S Instantaneous P 275

1ST LEVEL / APPRENTICE MYSTERIES

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
Alarm (R) Door, window, or 20-ft cube area; audible (60 ft) or mental alarm (1 mile) if undesignated crea enters — Abjur 1 min 30 ft V,S,M 8 h P 211
Catapult Send 5+5/SL lb unattended object in 90 ft straight line; if crea hit, save or 3d8+1d8/SL Bludg. dmg Dex Trans 1a 60 ft S Instantaneous X 150
Chaos Bolt Spell atk 2d8+1d6+1d6/SL dmg, d8s set dmg type, see B; double on d8s: new atk vs. crea in 30 ft — Evoc 1a 120 ft V,S Instantaneous X 151
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+5 (Int) 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
Disguise Self Alter appearance; Int(Investigation) check vs. spell DC to determine disguise — Illus 1a Self V,S 1 h (D) P 233
Expeditious Retreat I can take Dash action now, and as a bonus action for the duration — Trans 1 bns Self V,S Conc, 10 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
False Life I gain 1d4+4+5/SL temporary hit points for the duration — Necro 1a Self V,S,M 1 h P 239
Feather Fall 5 creatures descent only 60 ft/rnd for duration or until landed, taking no falling damage — Trans 1 rea 60 ft V,M 1 min P 239
Grease 10-ft square difficult terrain; all entering, in area at casting or at end of turn save or fall prone Dex Conj 1a 60 ft V,S,M 1 min P 246
) Heroism 1+1/SL crea immune to fear, gain+5 (Int) temp. HP start of each turn as spell lasts — Ench 1a Touch V,S Conc, 1 min P 250
Identify (R) 1 magical item or magic-imbued crea/obj; learn properties, how to use, and spells affecting it (100gp) — Div 1 min Touch V,S,Mƒ Instantaneous P 252
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
Sanctuary 1 crea warded; any who want to attack/target must first make save; doesn't protect vs. area spells Wis Abjur 1 bns 30 ft V,S,M 1 min P 272
) 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
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
Tasha's Caustic Brew 30-ft long 5-ft wide all save or 2d4+2d4/SL Acid dmg at start of turn; action to clean self or adjacent Dex Evoc 1a S:30-ft line V,S,M Conc, 1 min T 115
Tenser's Floating Disk (R) Create a 3 ft diameter disk that carries 500 lb and follows me if I move more than 20 ft away — Conj 1a 30 ft V,S,M 1 h P 282
Unseen Servant (R) Create a mindless, invisible, shapeless, Medium servant for simple tasks; bns a to mentally command it — Conj 1a 60 ft V,S,M 1 h P 284

HUMAN SPELLS Intelligence +7 DC 15


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS / FUNDAMENTALS

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


AT
WILL Mending Repair a single broken object no larger than 1 cu ft; can't restore magic to broken magic item — Trans 1 min Touch V,S,M Instantaneous P 259

2ND LEVEL / INITIATE MYSTERIES

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



LR Magic Weapon 1 nonmagical weapon becomes magical with an +1 bonus to attack and damage — Trans 1 bns Touch V,S 1h P 257
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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

SPELLWROUGHT TATTOO SPELLS +5 DC 13


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

1ST LEVEL / APPRENTICE MYSTERIES

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


Armor of Agathys 5 temp HP; as long as temp HP last any crea that hits in melee takes 5 Cold dmg — Abjur 1a Self V,S 1h P 215
Arms of Hadar 2d6 Necrotic dmg; save halves; on failed save no reactions until next turn Str Conj 1a S:10-ft rad V,S Instantaneous P 215
Burning Hands All in area 3d6 Fire dmg; save halves; unattended flammable objects ignite Dex Evoc 1a S:15-ft coneV,S Instantaneous P 220
Chromatic Orb Spell attack for 3d8 Acid, Cold, Fire, Lightning, Poison or Thunder dmg — Evoc 1a 90 ft V,S Instantaneous P 221
Dissonant Whispers 1 crea 3d6 Psychic dmg and flee; save halves and no fleeing; deaf crea are immune Wis Ench 1a 60 ft V Instantaneous P 234
Earth Tremor All crea in range except me save or 1d6 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
Expeditious Retreat I can take Dash action now, and as a bonus action for the duration — Trans 1 bns Self V,S Conc, 10 min P 238
Find Familiar Gain the services of a familiar; can see through its eyes; it can deliver touch spells; see B — Conj 1h 10 ft V,S Instantaneous P 240
Force Lightning 1 targets; Each ranged atk for 1d12 Lightning dmg, move half, -2 AC/Dex saves, no rea, ee B — Evoc 1a 30 ft S Conc, 1 min S 4
Force Push 1 creature save or pushed 20 ft away and knocked prone Str Evoc 1a 30 ft S Instantaneous S 4
Force Repulse 2d8 Force dmg and pushed 10 ft; save halves & not pushed; unsecured obj move 10 ft Str Evoc 1a 15-ft rad S Instantaneous S 5
Hellish Rebuke Cast when taking dmg, crea that dealt dmg 2d10 Fire dmg; save halves Dex Evoc 1 rea 60 ft V,S Instantaneous P 250
Inflict Wounds Spell attack for 3d10 Necrotic dmg — Necro 1a Touch V,S Instantaneous P 253
Magnify Gravity 10-ft rad all crea 2d8 Force dmg, half spd; Save halves & no spd reduce; Str check to move obj Con Trans 1a 60 ft V,S 1 rnd W 188
Sanctuary 1 crea warded; any who want to attack/target must first make save; doesn't protect vs. area spells Wis Abjur 1 bns 30 ft V,S 1 min P 272
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
Thunderwave All crea/obj in area 2d8 Thunder dmg, pushed 10 ft away; save halves and not pushed Con Evoc 1a S:15ft cube V,S Instantaneous P 282
Witch Bolt Rngd spell atk 1d12 Lightn. dmg; 1 a 1d12 Lightn. dmg; ends if out of range or I do other a — Evoc 1a 30 ft V,S Conc, 1 min P 289
Zephyr Strike Moving doesn't provoke opportunity atks; once: adv. on wea atk, +1d8 Force dmg, +30 ft spd for turn — Trans 1 bns Self V Conc, 1 min X 171
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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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