Download as pdf or txt
Download as pdf or txt
You are on page 1of 9

Show extra features

Name: Amasni Kisn'ek Player:


20 Class: Wild Mage 17, Cleric (Tempest Domain) 3
Experience: 355.000 Add: Next level:
Background: Gambler
LEVEL Race: Yuan-Ti Pureblood Size: Medium Height: Weight:
Gender: Hair: Eyes: Skin:
Age: Alignment: Faith:

Skills
Abilities
ADV
DIS BONUS NAME (ABILITY) PROF. EXP.
Hide 2nd DC +2 Acrobatics (DEX)
Ability Save DC +1 Animal Handling (WIS)
+6
ABILITY MODIFIER SAVING THROW PROF.
BONUS
PROFICIENCY PROFICIENCY +6 Arcana (INT)
11 STR 0 0
BONUS +
8+
19
BONUS +
8+
15
Cha Wis 0 Athletics (STR)
STRENGTH

DEX Senses +11 Deception (CHA)


14 +2 +2 0
Proficiency History (INT)
DEXTERITY
11 Passive Perception
Bonus +7 Insight (WIS)
18 CON +4 +10
Darkvision 60 ft
+5 Intimidation (CHA)
CONSTITUTION INSPIRATION
0 Investigation (INT)
10 INT 0 0 Limited Features SR LR Dawn +1 Medicine (WIS)
INTELLIGENCE
FEATURE MAX. USAGES RECOVERY USED 0 Nature (INT)
12 WIS +1 +1 Tides of Chaos 1 LR +1 Perception (WIS)

Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
WISDOM
Sorcery Points 17 LR +5 Performance (CHA)

20 CHA +5 +11 Wrath of the Storm 1 LR +11 Persuasion (CHA)


CHARISMA
Channel Divinity 1 SR 0 Religion (INT)
Suggestion 1 LR +2 Sleight of Hand (DEX)
Saving Throw Advantages / Disadvantages Amulet of the Devout +2 (Channel Divinity) 1 Dawn ■ +2 Stealth (DEX)
Immune to poison; Adv. on saves vs. magic
+1 Survival (WIS)
Tool
SPEED
DEX MISC. SPEED ENCUMBERED
Combat Initiative
+2 2 30 ft 20 ft

+

Defense Health
AC DURING REST Set Max HP WOUNDS
18 ARMOR
BONUS Plate
+

18
SHIELD TEMPORARY HP
BONUS CURRENT
+ RESISTANCE
0
HP 175
DEXTERITY MEDIUM ARMOR (MAX = 2) STEALTH
AC +
MOD HEAVY ARMOR (MOD = 0) DISADV. Heal
DIE LIVE
3 × d8 + 4
MAGIC
+
MAX HIT POINTS I DC10 I
MISC
MOD 1 17 × d6 + 4 II II
+ RECOVER HALF OF YOUR MAXIMUM HIT III III
MISC HALF DAMAGE × +
MOD 2 HIT DICE AFTER A LONG REST. DICE
LEVEL DIE CON USED DEATH SAVING THROWS

Attacks ATTACKS
PER ACTION 1 Actions
D PROF ABILITY D D AND

Light Crossbow ✔ Dex 80/320 ft +8 1d8+2 Piercing Attack / Cast a Spell


Ammunition, loading, two-handed Dash / Disengage / Dodge
Escape Grapple / Help / Hide
Ready / Search / Use Object
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Colorful - A4)

Overrun / Tumble (or as bonus action)

As 1 attack: Disarm / Grapple / Shove

Channel Divinity: Turn Undead

BONUS ACTIONS REACTIONS USED THIS ROUND

Font of Magic Opportunity Attack


Quickened Spell Bend Luck (2 sorcery points)
Wrath of the Storm

TYPE TOTAL TYPE TOTAL


Bolts
Reload AMMUNITION Reload AMMUNITION
Add Features

Features Background
PERSONALITY TRAITS
Racial Traits
Yuan-Ti Pureblood (+1 Intelligence, +2 Charisma)
Magic Resistance: I have advantage on saving throws against spells and other magical IDEAL
effects.
Innate Spellcasting: I know the Poison Spray cantrip and I can cast Animal Friendship on
snakes at will. Once I reach 3rd level, I can cast Suggestion once per long rest. Charisma is
my spellcasting ability for these spells.
BOND

Choose Feature
Class Features FLAW

Wild Mage, level 17:


◆ Spellcasting (Sorcerer 1, PHB 101) [6 cantrips & 15 spells known]
I can cast sorcerer cantrips/spells that I know, using Charisma as my spellcasting ability
I can use an arcane focus as a spellcasting focus for my sorcerer spells Feats
◆ Tides of Chaos (Wild Magic 1, PHB 103) [1× per long rest]
I can gain advantage on either one attack roll, ability check, or saving throw Fey Touched [Charisma] [TCoE 79]
FEAT:
After I cast a 1st-level or higher sorcerer spell, the DM can impose a Wild Magic Surge
I learn Misty Step and one 1st level divination or enchantment spell. I can cast each once
After I roll on the Wild Magic Surge table, I regain my use of Tides of Chaos
per long rest at their lowest level without expending a spell slot, and can cast them by
◆ Wild Magic Surge (Wild Magic 1, PHB 103)
expending a spell slot as normal. Charisma is my spellcasting ability for these spells. [+1
Wild Magic Surges can happen 5% of the time that I cast a sorcerer spell
Charisma]
This doesn't happen with cantrips and I only take this chance if the DM tells me to FEAT: Inspiring Leader [PHB 167]
Metamagic can't affect spells cast because of the surge, but they require no concentration I can spend 10 minutes inspiring up to 6 friendly creatures within 30 feet who can see or
See the "Notes" page for the table hear and can understand me. Each gains lvl (20) + Cha mod (5) temporary hit points. One
◆ Font of Magic (Sorcerer 2, PHB 101) [Sorcery Points, 17× per long rest] can't gain temporary hit points from this feat again until after a short rest.
As a bonus action, I can use sorcery points to create spell slots and vice versa
I can convert spell slots to sorcery points at a rate of 1 point per spell slot level
FEAT:
I can convert sorcery points to spell slots, which last until I finish a long rest, as follows:
Level 1 for 2 sorcery points; level 2 for 3 sorcery points; level 3 for 5 sorcery points
Level 4 for 6 sorcery points; level 5 for 7 sorcery points
◆ Metamagic (Sorcerer 3, PHB 101) [4 known]
FEAT:
Use the "Choose Feature" button above to add a Metamagic option to the third page
I can use only 1 Metamagic option on a spell unless otherwise written
◆ Bend Luck (Wild Magic 6, PHB 103) [2 sorcery points]
As a reaction, I can add/subtract 1d4 from another's attack roll, ability check, or save
◆ Controlled Chaos (Wild Magic 14, PHB 103) FEAT:
Whenever I roll on the Wild Magic Surge table, I can roll twice and use either result

Cleric (Tempest Domain), level 3:


◆ Spellcasting (Cleric 1, PHB 58) [3 cantrips known]
Add Equipment
I can cast prepared cleric cantrips/spells, using Wisdom as my spellcasting ability
I can use a holy symbol as a spellcasting focus for my cleric spells Equipment
I can cast my prepared cleric spells as rituals if they have the ritual tag
◆ Bonus Proficiency (Tempest Domain 1, PHB 62) ADVENTURING GEAR # LBS ADVENTURING GEAR # LBS
I gain proficiency with martial weapons and heavy armor
◆ Wrath of the Storm (Tempest Domain 1, PHB 62) [Wisdom modifier per long rest]
As a reaction, when a creature I can see within 5 ft hits me, I can thunderously rebuke
It takes 2d8 lightning or thunder damage (my choice) that a Dex save can halve
◆ Channel Divinity (Cleric 2, PHB 58) [1× per short rest]
I can channel divine energy to cause an effect; the save for this is my cleric spell DC
◆ Channel Divinity: Turn Undead (Cleric 2, PHB 59)
As an action, all undead within 30 ft that can see/hear me must make a Wisdom save
If an undead fails this save, it is turned for 1 minute or until it takes any damage
Turned: move away, never within 30 ft of me, no reactions or actions other than Dash
Turned: may Dodge instead of Dash when nowhere to move and unable to escape bonds
◆ Channel Divinity: Destructive Wrath (Tempest Domain 2, PHB 62)

Background Feature
Instead of rolling, I can do maximum damage when I do lightning or thunder damage

Never Tell Me the Odds


Odds and probability are my bread and butter. During downtime activities that involve
games of chance or figuring odds on the best plan, I can get a solid sense of which choice is
likely the best one and which opportunities seem too good to be true, at the DM's
determination.
ATTUNED MAGICAL ITEMS (MAX 3)

Proficiencies
SUBTOTAL SUBTOTAL
ARMOR: LIGHT MEDIUM HEAVY SHIELDS OTHER: ENCUMBERED CARRYING CAPACITY
HEAVILY ENCUMBERED PUSH/DRAG/LIFT TOTAL WEIGHT
56 - STR × 5 STR × 15STR × 10 166 - STR × 15 - 30
WEAPONS: SIMPLE MARTIAL OTHER: Dagger, Dart, Light crossbow, Quarterstaff, Sling 110 lb 165 lb
-10 FT SPEED -20 FT SPEED
330 lb SPEED = 5 FT
DISADV. STR, DEX, CON
GEAR & COINS
Languages Tools & Others PLATINUM
= 10 GP
GOLD
=10 SP
ELECTRUM
= 5 SP
SILVER
= 10 CP
COPPER LIFESTYLE:

Common Dice set DAILY PRICE:


Abyssal
GEMS AND OTHER VALUABLES:
Draconic
Elvish
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
CHARACTER: Amasni Kisn'ek

Status Possessions

Exhaustion Magic Items


LEVEL EFFECT (CUMULATIVE) MAGIC ITEM: Amulet of the Devout +2 [TCoE 119] ✔ ATTUNED

SOME FOOD AND DRINK.


PROVIDED THAT YOU ALSO INGESTED
THE EXHAUSTION LEVEL BY 1,
FINISHING A LONG REST REDUCES
This amulet bears the symbol of a deity inlaid with precious stones or metals. While I wear
1 Disadvantage on Ability Checks
this holy symbol, I gain a +2 bonus to spell attack rolls and saving throw DCs of my spells.
2 Speed halved Once per dawn, it allows me to use my Channel Divinity feature without expending one of
the feature's uses.
3 Disadvantage on Attack Rolls and Saving Throws
4 Hit Point maximum halved MAGIC ITEM: Chromatic Dragon-Touched Focus (stirring) [FToD 26] ✔ ATTUNED
This ornate object with imagery of chromatic dragon limbs or scales grants me advantage
5 Speed reduced to 0
ig
g on initiative rolls. While I am holding it, I can use it as my spellcasting focus and when I use
6 Death a spell slot to cast a spell that deals acid, cold, fire, lightning, or poison damage, I can add
+1d6 to one of the spell's damage rolls.

Conditions MAGIC ITEM: ATTUNED

Blinded Petrified
Fail checks involving sight. Attacks have Incapacitated. Can’t move or speak. Unaware
disadvantage. Enemy attacks have advantage. of surroundings. Resistance to all damage.
Immune to poison/disease. Fail Str and Dex
Charmed saving throws. Enemy attacks have advantage.
Can’t harm/attack charmer. Charmer has Stop aging. Weight increases by factor 10.
advantage on ability checks to interact socially. MAGIC ITEM: ATTUNED
Poisoned
Deafened Disadvantage on attack rolls and ability checks.
Fail checks involving hearing.
Prone
Frightened Crawl (at ½ speed) or stand up (costs ½ speed).
Disadvantage to checks/attacks while source Attacks have disadvantage. Enemy attacks
of fear is in sight. Can’t willingly move closer have advantage within 5 ft and disadvantage if
to the source of fear. further away.
MAGIC ITEM: ATTUNED
Grappled Restrained
Speed drops to 0, regardless of any bonus. Speed 0, regardless of bonus. Disadvantage on
Dex saving throws. Attacks have disadvantage.
Enemy attacks have advantage.
Incapacitated
Can’t take actions or reactions.
Stunned
Incapacitated. Can’t move. Can speak only
Invisible falteringly. Fail Str and Dex saving throws.
Can’t be seen, but noise and tracks. Attacks Enemy attacks have advantage.
have advantage, enemy attacks disadvantage. MAGIC ITEM: ATTUNED
Unconscious
Paralyzed Incapacitated. Can’t move or speak. Unaware
Incapacitated. Can’t move or speak. Fail Str of surroundings. Drop everything. Fail Str
and Dex saving throws. Enemy attacks have and Dex saving throws. Enemy attacks have
advantage. Enemy attacks within 5 ft are advantage. Enemy attacks within 5 ft are
critical hits. critical hits.

Choose Visible Sections

Notes Extra Equipment


GEAR # LBS GEAR # LBS
◆ Quickened Spell (Metamagic Option, PHB 102) [2 sorcery points]
If the spell has a casting time of 1 action, I can cast it as a bonus action
◆ Transmuted Spell (Metamagic Option, TCoE 66) [1 sorcery point]
If the spell deals one of the below damage types, I can change it to another on the list
These damage types are: acid, cold, fire, lightning, poison, or thunder
◆ Twinned Spell (Metamagic Option, PHB 102) [1 sorcery point per spell level, minimum 1]
If spell/cantrip has a target of one and not self, I can aim it at second target within range

TOTAL WEIGHT TOTAL WEIGHT

Other Holdings

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
Background

Character History

Click Here
to change
this Icon

Character Portrait

Appearance

Enemies

Allies & Organizations

Click Here
to change
this Icon

Organization Symbol
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
Companion Options Name: Gender: Age:
Companion Race: Size: Type:
Height: Weight: Alignment:

ABILITY MODIFIER SAVING THROW PROF. Skills Attacks PER


ATTACKS
ACTION
BONUS

STR Acrobatics Medicine ATTACK / DESCRIPTION PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

Animal Nature
STRENGTH Handling
Arcana Perception
DEX
Athletics Performance
DEXTERITY
Deception Persuasion
CON History Religion
CONSTITUTION Sleight of
Insight
Hand
INT Intimidation Stealth
INTELLIGENCE Investigation Survival Initiative +
DEX MISC. SPEED
WIS Defense Health
WISDOM
Set Max HP WOUNDS DIE LIVE
CHA Heal I DC10 I
TEMPORARY HP
CHARISMA II II
CURRENT
AC III III

HP DEATH SAVING THROWS


Senses PASSIVE
PERCEPTION
MAX HIT POINTS HIT DICE × +
LEVEL DIE CON USED

Features Traits

Proficiency
Bonus

Notes
Visibility Options

Click Here
to change
this Icon

Companion's Appearance

Equipment
EQUIPMENT # LBS EQUIPMENT # LBS

TOTAL WEIGHT TOTAL WEIGHT


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
Notes Page Options

Notes
◆ Wild Magic Surge Table (Wild Magic 1, PHB 104) [results 01-50] ◆ Wild Magic Surge Table (Wild Magic 1, PHB 104) [results 51-100]
My spellcasting can unleash surges of untamed magic. Immediately after I cast a sorcerer d100 Effect
spell of 1st level or higher, the DM can have me roll a d20. If I roll a 1, a Wild Magic Surge 51-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to
happens. Roll on the table below to create a random magical effect. A surge can happen only AC and immunity to magic missile.
once per turn. 53-54 You are immune to being intoxicated by alcohol for the next 5d6 days.
If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally 55-56 Your hair falls out but grows back within 24 hours.
requires concentration, it doesn't require concentration in this case; the spell lasts for its full 57-58 For the next minute, any flammable object you touch that isn't being worn or
duration. carried by another creature bursts into flame.
d100 Effect 59-60 You regain your lowest-level expended spell slot.
01-02 Roll on this table at the start of each of your turns for the next minute, ignoring 61-62 For the next minute, you must shout when you speak.
this result on subsequent rolls. 63-64 You cast fog cloud centered on yourself.
03-04 For the next minute, you can see any invisible creature if you have line of sight to 65-66 Up to three creatures you choose within 30 ft of you take 4d10 lightning damage.
it. 67-68 You are frightened by the nearest creature until the end of your next turn.
05-06 A modron chosen and controlled by the DM appears in an unoccupied space within 69-70 Each creature within 30 ft of you becomes invisible for the next minute. The
5 ft of you, then disappears 1 minute later. invisibility ends on a creature when it attacks or casts a spell.
07-08 You cast fireball as a 3rd-level spell centered on yourself. 71-72 You gain resistance to all damage for the next minute.
09-10 You cast magic missile as a 5th-level spell. 73-74 A random creature within 60 ft of you becomes poisoned for 1d4 hours.
11-12 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll 75-76 You glow with bright light in a 30-ft radius for the next minute. Any creature
is odd, you shrink. If the roll is even, you grow. that ends its turn within 5 ft of you is blinded until the end of its next turn.
13-14 You cast confusion centered on yourself. 79-80 Illusory butterflies and flower petals flutter in the air within 10 ft of you for the
15-16 For the next minute, you regain 5 hit points at the start of each of your turns. next minute.
17-18 You grow a long beard made of feathers that remains until you sneeze, at which 77-78 You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep
point the feathers explode out from your face. for the spell's duration.
19-20 You cast grease centered on yourself. 81-82 You can take one additional action immediately.
21-22 Creatures have disadvantage on saving throws against the next spell you cast in the 83-84 Each creature within 30 ft of you takes 1d10 necrotic damage. You regain hit
next minute that involves a saving throw. points equal to the sum of the necrotic damage dealt.
23-24 Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. 85-86 You cast mirror image.
25-26 An eye appears on your forehead for the next minute. 87-88 You cast fly on a random creature within 60 ft of you.
27-28 For the next minute, all your spells with a casting time feet of 1 action have a 89-90 You become invisible for the next minute. During that time, other creatures can't
casting time of 1 bonus action. hear you. The invisibility ends if you attack or cast a spell.
29-30 You teleport up to 60 ft to an unoccupied space of your choice that you can see. 91-92 If you die within the next minute, you immediately come back to life as if by the
31-32 You are transported to the Astral Plane until the end of your next turn, after reincarnate spell.
which time you return to the space you previously occupied or the nearest unoccupied space 93-94 Your size increases by one size category for the next minute.
if that space is occupied. 95-96 You and all creatures within 30 ft of you gain vulnerability to piercing damage for
33-34 Maximize the damage of the next damaging spell you cast within the next minute. the next minute.
35-36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is 97-98 You are surrounded by faint, ethereal music for the next minute.
odd, you get younger (minimum 1 year old). If the roll is even, you get older. 99-100 You regain all expended sorcery points.
37-38 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 ft of
you and are frightened of you. They vanish after 1 minute.
39-40 You regain 2d10 hit points.
41-42 You turn into a potted plant until the start of your next turn. While a plant, you
are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot
breaks, and your form reverts.
43-44 For the next minute, you can teleport up to 20 ft as a bonus action on each of
your turns.
45-46 You cast levitate on yourself.
47-48 A unicorn controlled by the DM appears in a space within 5 ft of you, then
disappears 1 minute later.
49-50 You can't speak for the next minute. Whenever you try, pink bubbles float out of
your mouth.

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
Notes Page Options

Notes
◆ Full Text (Dragon-Touched Focus, FToD 26)
This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely
crafted object. It typically incorporates imagery of dragons' wings, claws, teeth, or scales.

SLUMBERING (uncommon)
I have advantage on initiative rolls. While I am holding the focus, it can function as a
spellcasting focus for all my spells.

STIRRING (rare)
The Stirring focus has the Slumbering property, and it gains an additional property
determined by the family of the dragon in whose hoard it became Stirring:
• Chromatic. Whenever I use a spell slot to cast a spell that deals acid, cold, fire, lightning,
or poison damage, roll a d6, and I gain a bonus equal to the number rolled to one of the
spell's damage rolls.
• Gem. Whenever I use a spell slot to cast a spell, I can immediately teleport to an
unoccupied space I can see within 15 ft of me.
• Metallic. When a creature I can see within 30 ft of me makes a saving throw, I can use
my reaction to give that creature advantage on the saving throw.

WAKENED (very rare)


The Wakened focus has the Slumbering and Stirring properties, and while I am holding a
Wakened focus, I can use it to cast certain spells. Once the item is used to cast a given spell,
it can't be used to cast that spell again until the next dawn. The spells are determined by the
family of the dragon in whose hoard it became Wakened. An asterisk indicates a new spell
that appears earlier in this chapter.
• Chromatic. Hold monster, Rime's binding ice
• Gem. Rary's telepathic bond, Raulothim's psychic lance
• Metallic. Fizban's platinum shield, legend lore

ASCENDANT (legendary)
The Ascendant focus has the Slumbering, Stirring, and Wakened properties. In addition,
when I cast a spell of 1st level or higher while holding this focus, I can treat the spell as if it
were cast using a 9th-level spell slot. Once this property is used, it can't be used again until
the next dawn.

◆ Hoard Magic Items (FToD 25)


Certain magic items can absorb the ambient magic of a dragon's hoard. The mightier the
dragon, the more powerful the item becomes when it is steeped in the dragon's hoard. These
items, called hoard items, have four states A hoard item in its Slumbering state has certain
base properties, and it gains additional properties when it enters the Stirring (young
dragon), Wakened (adult dragon), or Ascendant (ancient dragon) state.
Ordinarily, a hoard item must steep in a dragon's hoard for 1 year to reach the maximum
possible state allowed by the age of the hoard's dragon. For example, a hoard item that
steeps in an adult dragon's hoard for 1 year enters its Wakened state.
When a dragon is slain, the magic surrounding its hoard becomes volatile. This allows a
hoard item to steep more quickly in the hoard. A hoard item steeped in a dragon's hoard for
8 hours rises one state, as long as the steeping begins within 1 hour of the dragon's death
and occurs within the dragon's lair. Steeping in this way can't raise the state of the item
beyond the state associated with the dragon's age.
Just as hoard items can grow in power by absorbing the ambient magic of a dragon's
hoard, so too can these treasures fall back into slumber. If no creature is attuned to a hoard
item and that item isn't in a dragon's hoard, the item decreases in power by one state every
30 days until it is Slumbering.

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
CHARACTER: Amasni Kisn'ek
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
Spell
Slots

Wild Mage Spells Spell attack modifier: +13 Spellcasting ability


Spell save DC: 21 Charisma

Cantrips (0 Level)
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Chill Touch Spell attack for 4d8 Necrotic dmg; can't regain hp; undead dis. atks vs. me — Necro 1a 120 ft V,S 1 rnd P 221
Fire Bolt Spell attack for 4d10 Fire dmg; unattended flammable objects ignite — Evoc 1a 120 ft V,S Instantaneous P 241
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
Mage Hand Create spectral hand for simple tasks or carry up to 10 lb; 1 a to control; can't have multiple instances — Conj 1a 30 ft V,S 1 min (D) P 256
Mind Sliver 1 crea save or 4d6 Psychic dmg and subtract 1d4 from first saving throw before my next turn ends Int Ench 1a 60 ft V 1 rnd T 108
Shocking Grasp Spell attack, adv. if metal armor, 4d8 Lightning dmg, no rea 1 turn — Evoc 1a Touch V,S Instantaneous P 275

1st Level
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Absorb Elements Acid, Cold, Fire, Lightning, or Thunder resistance vs. 1 atk; first melee hit next rnd +1d6+1d6/SL dmg — Abjur 1 rea Self S 1 rnd 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
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
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
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

2nd Level
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Mirror Image Create three illusionary duplicates of me; destroyed if hit; randomize attacks; AC 10 + my Dex mod — Illus 1a Self V,S 1 min (D) P 260

3rd Level
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Counterspell Stop a spell being cast; if above SL of this spell, make DC 10+SL Charisma check (+5) — Abjur 1 rea 60 ft S Instantaneous P 228
Fireball 20-ft rad all crea 8d6+1d6/SL Fire dmg; save halves; unattended flammable objects ignite Dex Evoc 1a 150 ft V,S,M Instantaneous P 241
Haste 1 willing crea +2 AC, speed doubled, adv. on Dex saves, extra action (1 attack, dash, disengage, hide) — Trans 1a 30 ft V,S,M Conc, 1 min P 250
Slow 6 crea in 40-ft cube save or half spd, -2 AC, -2 Dex saves, no rea, only 1 a or bns a, 1 atk; see book Wis Trans 1a 120 ft V,S,M Conc, 1 min P 277

4th Level
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Ice Storm 20-ft rad 40-ft high all crea 2d8+1d8/SL Bludg. dmg & 4d6 Cold dmg; save half; 1 rnd difficult ter. Dex Evoc 1a 300 ft V,S,M Instantaneous P 252
Vitriolic Sphere 20-ft rad all crea 10d4+2d4/SL Acid dmg, +5d4 dmg next turn end; save half & no dmg next turn Dex Evoc 1a 150 ft V,S,M Instantaneous X 170

6th Level
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Chain Lightning Lightning bolt 1 crea and 3+1/SL crea within 30 ft; 10d8 Lightning dmg; save halves Dex Evoc 1a 150 ft V,S,M Instantaneous P 221

7th Level
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Crown of Stars 7+2/SL motes shed 30-ft light; bonus action to fire one as 120 ft ranged atk for 4d12 Radiant dmg — Evoc 1a Self V,S 1h X 152

9th Level
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Time Stop I instantly take 1d4+1 turns; if affecting other creatures or worn or carried object the spell ends — Trans 1a Self V Instantaneous P 283
Spells to prepare: 4
Cleric Spells Spell attack modifier: +9 Spellcasting ability
Spell save DC: 17 Wisdom

Cantrips (0 Level)
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
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 Spare the Dying 1 living creature with 0 current HP becomes stable — Necro 1a Touch V,S Instantaneous P 277
AT
WILL Toll the Dead 1 crea save or 4d12 Necrotic damage (d8 instead of d12 if at full HP) Wis Necro 1a 60 ft V,S Instantaneous X 169

1st Level
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Bane 3+1/SL creatures save or have to subtract 1d4 on every attack or save for the duration Cha Ench 1a 30 ft V,S,M Conc, 1 min P 216
Bless 3+1/SL creatures can add 1d4 on every attack roll or saving throw during the duration — Ench 1a 30 ft V,S,M Conc, 1 min P 219
Ceremony (R) Perform religious ceremony on target(s) within 10 ft throughout the casting; see book (25gp cons.) — Abjur 1h Touch V,S,M† Instantaneous X 151
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
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+1 (Wis) HP — Evoc 1a Touch V,S Instantaneous P 230
Detect Evil and Good Know if aberration, celestial, elemental, fey, fiend, undead, and des-/consecrated area within 30 ft — Div 1a Self V,S Conc, 10 min P 231
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
) 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
Guiding Bolt Spell attack for 4d6+1d6/SL Radiant dmg and next attack against target has advantage — Evoc 1a 120 ft V,S 1 rnd P 248
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Colorful - A4); Spell Sheet 1/2 Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
Healing Word 1 living creature heals 1d4+1d4/SL+1 (Wis) HP — Evoc 1 bns 60 ft V Instantaneous P 250
Inflict Wounds Spell attack for 3d10+1d10/SL Necrotic dmg — Necro 1a Touch V,S Instantaneous P 253
Prot. from Evil/Good 1 crea immune fear/charm/possess by abber./celest./elem./fey/fiends/undead, they also dis. on atks — Abjur 1a Touch V,S,M† Conc, 10 min P 270
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 of Faith 1 creature gains +2 AC for the duration — Abjur 1 bns 60 ft V,S,M Conc, 10 min P 275
) 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

2nd Level
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Aid 3 creatures gain 5+5/SL current HP and HP max for the duration — Abjur 1a 30 ft V,S,M 8h P 211
Augury (R) Omen about specific course of action I plan to take in the next 30 min (25gp) — Div 1 min Self V,S,Mƒ Instantaneous P 215
Blindness/Deafness 1+1/SL crea save or blinded or deafened; extra save at end of every turn Con Necro 1a 30 ft V 1 min P 219
Borrowed Knowledge Gain proficiency with one skill; ends early if cast again (25gp) — Div 1a Self V,S,Mƒ 1 hour SC 37
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
Continual Flame Create a permanent flame (50gp cons.) — Evoc 1a Touch V,S,M† Till dispelled P 227
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
Gentle Repose (R) 1 corpse protected from decay and prevent it from becoming undead; add duration to raising dead — Necro 1a Touch V,S,M 10 days P 245
) 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:60ft line V,S,M Conc, 1 min P 248
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 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
Prayer of Healing 6 living creatures heal 2d8+1d8/SL+1 (Wis) HP — Evoc 10 min 30 ft V Instantaneous P 267
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
) Shatter 10-ft rad all 3d8+1d8/SL Thunder dmg; save halves; nonmagical unattended objects also take dmg Con Evoc 1a 60 ft V,S,M Instantaneous P 275
Silence (R) 20-ft rad no sound propagates; all within deafened, immune to Thunder dmg, can't use verbal comp. — Illus 1a 120 ft V,S Conc, 10 min P 275
Spiritual Weapon Create weapon; spell atk 1d8+1d8/2SL+ability modifier Force dmg; bns a to move 20 ft and/or attack — Evoc 1 bns 60 ft V,S 1 min P 278
Warding Bond 1 crea +1 AC, +1 saves, resistance all dmg; if takes dmg I take same dmg; ends if >60 ft away (100gp) — Abjur 1a Touch V,S,Mƒ 1 h (D) P 287
Zone of Truth 15-ft rad all in or enter save or unable to lie; I'm aware if saved or not; crea aware it cannot lie Cha Ench 1a 60 ft V,S 10 min P 289

Yuan-Ti Pureblood Spell attack modifier: +13 Spellcasting ability


Spell save DC: 21 Charisma

Cantrips (0 Level)
KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
AT
WILL Poison Spray 1 creature save or 4d12 Poison dmg Con Conj 1a 10 ft V,S Instantaneous P 266

1st Level
KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
AT
WILL Animal Friendship 1 beasts Int<4 save or charmed for the duration Wis Ench 1a 30 ft V,S,M 24 h P 212

2nd Level
KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.

LR 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

Fey Touched Spell attack modifier: +13 Spellcasting ability


Spell save DC: 21 Charisma

1st Level
KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.

LR Gift of Alacrity 1 willing creature can add 1d8 to its initiative rolls for the duration — Div 1 min Touch V,S 8h W 186

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

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Colorful - A4); Spell Sheet 2/2 Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast

You might also like